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@@ -2,99 +2,151 @@
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* @author mrdoob / http://mrdoob.com/
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*/
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-if ( THREE.WebGLRenderer ) {
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+THREE.AnaglyphWebGLRenderer = function ( parameters ) {
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- THREE.AnaglyphWebGLRenderer = function ( parameters ) {
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+ THREE.WebGLRenderer.call( this, parameters );
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- THREE.WebGLRenderer.call( this, parameters );
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-
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- var _this = this, _setSize = this.setSize, _render = this.render;
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- var _cameraL = new THREE.Camera(), _cameraR = new THREE.Camera();
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-
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- var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
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- var _renderTargetL = new THREE.WebGLRenderTarget( 512, 512, _params ), _renderTargetR = new THREE.WebGLRenderTarget( 512, 512, _params );
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-
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- var _camera = new THREE.Camera( 53, 1, 1, 10000 );
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- _camera.position.z = 2;
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-
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- _material = new THREE.MeshShaderMaterial( {
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+ var _this = this, _setSize = this.setSize, _render = this.render;
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+ var _cameraL = new THREE.Camera(), _cameraR = new THREE.Camera();
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+ var eyeRight = new THREE.Matrix4(),
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+ eyeLeft = new THREE.Matrix4(),
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+ focalLength = 125,
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+ aspect, near, fov;
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+
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+ _cameraL.useTarget = _cameraR.useTarget = false;
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+ _cameraL.matrixAutoUpdate = _cameraR.matrixAutoUpdate = false;
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- uniforms: {
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+ var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
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+ var _renderTargetL = new THREE.WebGLRenderTarget( 512, 512, _params ), _renderTargetR = new THREE.WebGLRenderTarget( 512, 512, _params );
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- "mapLeft": { type: "t", value: 0, texture: _renderTargetL },
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- "mapRight": { type: "t", value: 1, texture: _renderTargetR }
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+ var _camera = new THREE.Camera( 53, 1, 1, 10000 );
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+ _camera.position.z = 2;
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- },
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- vertexShader: [
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+ _material = new THREE.MeshShaderMaterial( {
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- "varying vec2 vUv;",
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+ uniforms: {
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- "void main() {",
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+ "mapLeft": { type: "t", value: 0, texture: _renderTargetL },
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+ "mapRight": { type: "t", value: 1, texture: _renderTargetR }
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- "vUv = vec2( uv.x, 1.0 - uv.y );",
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- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+ },
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+ vertexShader: [
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- "}"
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+ "varying vec2 vUv;",
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- ].join("\n"),
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- fragmentShader: [
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+ "void main() {",
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- "uniform sampler2D mapLeft;",
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- "uniform sampler2D mapRight;",
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- "varying vec2 vUv;",
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+ "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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- "void main() {",
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+ "}"
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- "vec4 colorL, colorR;",
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- "vec2 uv = vUv;",
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+ ].join("\n"),
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+ fragmentShader: [
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- "colorL = texture2D( mapLeft, uv );",
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- "colorR = texture2D( mapRight, uv );",
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+ "uniform sampler2D mapLeft;",
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+ "uniform sampler2D mapRight;",
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+ "varying vec2 vUv;",
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- // http://3dtv.at/Knowhow/AnaglyphComparison_en.aspx
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+ "void main() {",
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- "gl_FragColor = vec4( colorL.g * 0.7 + colorL.b * 0.3, colorR.g, colorR.b, colorL.a + colorR.a ) * 1.1;",
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+ "vec4 colorL, colorR;",
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+ "vec2 uv = vUv;",
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- "}"
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+ "colorL = texture2D( mapLeft, uv );",
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+ "colorR = texture2D( mapRight, uv );",
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- ].join("\n")
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+ // http://3dtv.at/Knowhow/AnaglyphComparison_en.aspx
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- } );
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+ "gl_FragColor = vec4( colorL.g * 0.7 + colorL.b * 0.3, colorR.g, colorR.b, colorL.a + colorR.a ) * 1.1;",
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- var _scene = new THREE.Scene();
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- _scene.addObject( new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), _material ) );
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+ "}"
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- this.setSize = function ( width, height ) {
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+ ].join("\n")
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- _setSize.call( _this, width, height );
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+ } );
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- _renderTargetL.width = width;
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- _renderTargetL.height = height;
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+ var _scene = new THREE.Scene();
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+ _scene.addObject( new THREE.Mesh( new THREE.Plane( 2, 2 ), _material ) );
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- _renderTargetR.width = width;
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- _renderTargetR.height = height;
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+ this.setSize = function ( width, height ) {
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- };
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+ _setSize.call( _this, width, height );
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- this.render = function ( scene, camera, renderTarget, forceClear ) {
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+ _renderTargetL.width = width;
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+ _renderTargetL.height = height;
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- _cameraL.projectionMatrix = camera.projectionMatrix;
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- _cameraL.position.copy( camera.position );
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- _cameraL.target.position.copy( camera.target.position );
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- _cameraL.translateX( - 10 );
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+ _renderTargetR.width = width;
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+ _renderTargetR.height = height;
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- _cameraR.projectionMatrix = camera.projectionMatrix;
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- _cameraR.position.copy( camera.position );
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- _cameraR.target.position.copy( camera.target.position );
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- _cameraR.translateX( 10 );
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+ };
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- _render.call( _this, scene, _cameraL, _renderTargetL, true );
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- _render.call( _this, scene, _cameraR, _renderTargetR, true );
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+ /*
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+ * Renderer now uses an asymmetric perspective projection (http://paulbourke.net/miscellaneous/stereographics/stereorender/).
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+ * Each camera is offset by the eye seperation and its projection matrix is also skewed asymetrically back to converge on the same
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+ * projection plane. Added a focal length parameter to, this is where the parallax is equal to 0.
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+ */
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+ this.render = function ( scene, camera, renderTarget, forceClear ) {
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+
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+
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+ camera.update( null, true );
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+
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+ var hasCameraChanged = aspect !== camera.aspect ||
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+ near !== camera.near ||
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+ fov !== camera.fov;
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+
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+ if( hasCameraChanged )
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+ {
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+
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+ aspect = camera.aspect;
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+ near = camera.near;
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+ fov = camera.fov;
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+
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+ var projectionMatrix = camera.projectionMatrix.clone(),
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+ eyeSep = focalLength / 30 * 0.5,
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+ eyeSepOnProjection = eyeSep * near / focalLength,
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+ ymax = near * Math.tan( fov * Math.PI / 360 ),
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+ xmin, xmax;
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+
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+ //translate xOffset
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+ eyeRight.n14 = eyeSep;
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+ eyeLeft.n14 = -eyeSep;
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+
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+ //For left eye
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+ xmin = -ymax * aspect + eyeSepOnProjection;
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+ xmax = ymax * aspect + eyeSepOnProjection;
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+ projectionMatrix.n11 = 2 * near / ( xmax - xmin );
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+ projectionMatrix.n13 = ( xmax + xmin ) / ( xmax - xmin );
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+ _cameraL.projectionMatrix = projectionMatrix.clone();
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+
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+ //for right eye
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+ xmin = -ymax * aspect - eyeSepOnProjection;
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+ xmax = ymax * aspect - eyeSepOnProjection;
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+ projectionMatrix.n11 = 2 * near / ( xmax - xmin );
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+ projectionMatrix.n13 = ( xmax + xmin ) / ( xmax - xmin );
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+ _cameraR.projectionMatrix = projectionMatrix.clone();
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+
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+ }
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+
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+ _cameraL.matrix = camera.matrixWorld.clone().multiplySelf( eyeLeft );
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+ _cameraL.update(null, true);
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+ _cameraL.position.copy( camera.position );
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+ _cameraL.near = near;
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+ _cameraL.far = camera.far;
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+ _render.call( _this, scene, _cameraL, _renderTargetL, true );
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+
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+ _cameraR.matrix = camera.matrixWorld.clone().multiplySelf( eyeRight );
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+ _cameraR.update(null, true);
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+ _cameraR.position.copy( camera.position );
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+ _cameraR.near = near;
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+ _cameraR.far = camera.far;
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+ _render.call( _this, scene, _cameraR, _renderTargetR, true );
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+
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+ _render.call( _this, _scene, _camera );
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- _render.call( _this, _scene, _camera );
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+ };
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- };
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+};
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- };
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-
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-}
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+THREE.AnaglyphWebGLRenderer.prototype = new THREE.WebGLRenderer();
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+THREE.AnaglyphWebGLRenderer.prototype.constructor = THREE.AnaglyphWebGLRenderer;
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