ParallaxBarrierEffect.js 4.3 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author marklundin / http://mark-lundin.com/
  4. * @author alteredq / http://alteredqualia.com/
  5. */
  6. THREE.ParallaxBarrierEffect = function ( renderer ) {
  7. var eyeRight = new THREE.Matrix4();
  8. var eyeLeft = new THREE.Matrix4();
  9. var focalLength = 125;
  10. var _aspect, _near, _far, _fov;
  11. var _cameraL = new THREE.PerspectiveCamera();
  12. _cameraL.matrixAutoUpdate = false;
  13. var _cameraR = new THREE.PerspectiveCamera();
  14. _cameraR.matrixAutoUpdate = false;
  15. var _scene = new THREE.Scene();
  16. var _camera = new THREE.PerspectiveCamera( 53, 1, 1, 10000 );
  17. _camera.position.z = 2;
  18. _scene.add( _camera );
  19. var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
  20. var _renderTargetL = new THREE.WebGLRenderTarget( 512, 512, _params );
  21. var _renderTargetR = new THREE.WebGLRenderTarget( 512, 512, _params );
  22. var _material = new THREE.ShaderMaterial( {
  23. uniforms: {
  24. "mapLeft": { type: "t", value: 0, texture: _renderTargetL },
  25. "mapRight": { type: "t", value: 1, texture: _renderTargetR }
  26. },
  27. vertexShader: [
  28. "varying vec2 vUv;",
  29. "void main() {",
  30. " vUv = vec2( uv.x, uv.y );",
  31. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  32. "}"
  33. ].join("\n"),
  34. fragmentShader: [
  35. "uniform sampler2D mapLeft;",
  36. "uniform sampler2D mapRight;",
  37. "varying vec2 vUv;",
  38. "void main() {",
  39. " vec2 uv = vUv;",
  40. " if ( ( mod( gl_FragCoord.x, 2.0 ) ) > 1.00 ) {",
  41. " gl_FragColor = texture2D( mapLeft, uv );",
  42. " } else {",
  43. " gl_FragColor = texture2D( mapRight, uv );",
  44. " }",
  45. "}"
  46. ].join("\n")
  47. } );
  48. var mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), _material );
  49. _scene.add( mesh );
  50. this.setSize = function ( width, height ) {
  51. _renderTargetL = new THREE.WebGLRenderTarget( width, height, _params );
  52. _renderTargetR = new THREE.WebGLRenderTarget( width, height, _params );
  53. _material.uniforms[ "mapLeft" ].texture = _renderTargetL;
  54. _material.uniforms[ "mapRight" ].texture = _renderTargetR;
  55. renderer.setSize( width, height );
  56. };
  57. /*
  58. * Renderer now uses an asymmetric perspective projection
  59. * (http://paulbourke.net/miscellaneous/stereographics/stereorender/).
  60. *
  61. * Each camera is offset by the eye seperation and its projection matrix is
  62. * also skewed asymetrically back to converge on the same projection plane.
  63. * Added a focal length parameter to, this is where the parallax is equal to 0.
  64. */
  65. this.render = function ( scene, camera ) {
  66. scene.updateMatrixWorld();
  67. var hasCameraChanged = ( _aspect !== camera.aspect ) || ( _near !== camera.near ) || ( _far !== camera.far ) || ( _fov !== camera.fov );
  68. if ( hasCameraChanged ) {
  69. _aspect = camera.aspect;
  70. _near = camera.near;
  71. _far = camera.far;
  72. _fov = camera.fov;
  73. var projectionMatrix = camera.projectionMatrix.clone();
  74. var eyeSep = focalLength / 30 * 0.5;
  75. var eyeSepOnProjection = eyeSep * _near / focalLength;
  76. var ymax = _near * Math.tan( _fov * Math.PI / 360 );
  77. var xmin, xmax;
  78. // translate xOffset
  79. eyeRight.elements[12] = eyeSep;
  80. eyeLeft.elements[12] = -eyeSep;
  81. // for left eye
  82. xmin = -ymax * _aspect + eyeSepOnProjection;
  83. xmax = ymax * _aspect + eyeSepOnProjection;
  84. projectionMatrix.elements[0] = 2 * _near / ( xmax - xmin );
  85. projectionMatrix.elements[8] = ( xmax + xmin ) / ( xmax - xmin );
  86. _cameraL.projectionMatrix.copy( projectionMatrix );
  87. // for right eye
  88. xmin = -ymax * _aspect - eyeSepOnProjection;
  89. xmax = ymax * _aspect - eyeSepOnProjection;
  90. projectionMatrix.elements[0] = 2 * _near / ( xmax - xmin );
  91. projectionMatrix.elements[8] = ( xmax + xmin ) / ( xmax - xmin );
  92. _cameraR.projectionMatrix.copy( projectionMatrix );
  93. }
  94. _cameraL.matrixWorld.copy( camera.matrixWorld ).multiplySelf( eyeLeft );
  95. _cameraL.position.copy( camera.position );
  96. _cameraL.near = camera.near;
  97. _cameraL.far = camera.far;
  98. renderer.render( scene, _cameraL, _renderTargetL, true );
  99. _cameraR.matrixWorld.copy( camera.matrixWorld ).multiplySelf( eyeRight );
  100. _cameraR.position.copy( camera.position );
  101. _cameraR.near = camera.near;
  102. _cameraR.far = camera.far;
  103. renderer.render( scene, _cameraR, _renderTargetR, true );
  104. _scene.updateMatrixWorld();
  105. renderer.render( _scene, _camera );
  106. };
  107. };