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98 lines
3.7 KiB
98 lines
3.7 KiB
2 years ago
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( function () {
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class AnaglyphEffect {
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constructor( renderer, width = 512, height = 512 ) {
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// Dubois matrices from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.6968&rep=rep1&type=pdf#page=4
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this.colorMatrixLeft = new THREE.Matrix3().fromArray( [ 0.456100, - 0.0400822, - 0.0152161, 0.500484, - 0.0378246, - 0.0205971, 0.176381, - 0.0157589, - 0.00546856 ] );
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this.colorMatrixRight = new THREE.Matrix3().fromArray( [ - 0.0434706, 0.378476, - 0.0721527, - 0.0879388, 0.73364, - 0.112961, - 0.00155529, - 0.0184503, 1.2264 ] );
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const _camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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const _scene = new THREE.Scene();
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const _stereo = new THREE.StereoCamera();
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const _params = {
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minFilter: THREE.LinearFilter,
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magFilter: THREE.NearestFilter,
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format: THREE.RGBAFormat
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};
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const _renderTargetL = new THREE.WebGLRenderTarget( width, height, _params );
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const _renderTargetR = new THREE.WebGLRenderTarget( width, height, _params );
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const _material = new THREE.ShaderMaterial( {
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uniforms: {
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'mapLeft': {
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value: _renderTargetL.texture
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},
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'mapRight': {
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value: _renderTargetR.texture
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},
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'colorMatrixLeft': {
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value: this.colorMatrixLeft
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},
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'colorMatrixRight': {
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value: this.colorMatrixRight
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}
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},
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vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = vec2( uv.x, uv.y );', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
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fragmentShader: [ 'uniform sampler2D mapLeft;', 'uniform sampler2D mapRight;', 'varying vec2 vUv;', 'uniform mat3 colorMatrixLeft;', 'uniform mat3 colorMatrixRight;', // These functions implement sRGB linearization and gamma correction
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'float lin( float c ) {', ' return c <= 0.04045 ? c * 0.0773993808 :', ' pow( c * 0.9478672986 + 0.0521327014, 2.4 );', '}', 'vec4 lin( vec4 c ) {', ' return vec4( lin( c.r ), lin( c.g ), lin( c.b ), c.a );', '}', 'float dev( float c ) {', ' return c <= 0.0031308 ? c * 12.92', ' : pow( c, 0.41666 ) * 1.055 - 0.055;', '}', 'void main() {', ' vec2 uv = vUv;', ' vec4 colorL = lin( texture2D( mapLeft, uv ) );', ' vec4 colorR = lin( texture2D( mapRight, uv ) );', ' vec3 color = clamp(', ' colorMatrixLeft * colorL.rgb +', ' colorMatrixRight * colorR.rgb, 0., 1. );', ' gl_FragColor = vec4(', ' dev( color.r ), dev( color.g ), dev( color.b ),', ' max( colorL.a, colorR.a ) );', '}' ].join( '\n' )
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} );
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const _mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), _material );
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_scene.add( _mesh );
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this.setSize = function ( width, height ) {
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renderer.setSize( width, height );
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const pixelRatio = renderer.getPixelRatio();
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_renderTargetL.setSize( width * pixelRatio, height * pixelRatio );
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_renderTargetR.setSize( width * pixelRatio, height * pixelRatio );
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};
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this.render = function ( scene, camera ) {
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const currentRenderTarget = renderer.getRenderTarget();
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scene.updateMatrixWorld();
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if ( camera.parent === null ) camera.updateMatrixWorld();
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_stereo.update( camera );
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renderer.setRenderTarget( _renderTargetL );
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renderer.clear();
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renderer.render( scene, _stereo.cameraL );
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renderer.setRenderTarget( _renderTargetR );
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renderer.clear();
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renderer.render( scene, _stereo.cameraR );
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renderer.setRenderTarget( null );
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renderer.render( _scene, _camera );
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renderer.setRenderTarget( currentRenderTarget );
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};
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this.dispose = function () {
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if ( _renderTargetL ) _renderTargetL.dispose();
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if ( _renderTargetR ) _renderTargetR.dispose();
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if ( _mesh ) _mesh.geometry.dispose();
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if ( _material ) _material.dispose();
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};
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}
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}
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THREE.AnaglyphEffect = AnaglyphEffect;
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} )();
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