AnaglyphEffect.js 4.7 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.AnaglyphEffect = function ( renderer, width, height ) {
  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 _camera = new THREE.OrthographicCamera( -1, 1, 1, - 1, 0, 1 );
  16. var _scene = new THREE.Scene();
  17. var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
  18. if ( width === undefined ) width = 512;
  19. if ( height === undefined ) height = 512;
  20. var _renderTargetL = new THREE.WebGLRenderTarget( width, height, _params );
  21. var _renderTargetR = new THREE.WebGLRenderTarget( width, height, _params );
  22. var _material = new THREE.ShaderMaterial( {
  23. uniforms: {
  24. "mapLeft": { type: "t", value: _renderTargetL },
  25. "mapRight": { type: "t", value: _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. " vec4 colorL, colorR;",
  40. " vec2 uv = vUv;",
  41. " colorL = texture2D( mapLeft, uv );",
  42. " colorR = texture2D( mapRight, uv );",
  43. // http://3dtv.at/Knowhow/AnaglyphComparison_en.aspx
  44. " gl_FragColor = vec4( colorL.g * 0.7 + colorL.b * 0.3, colorR.g, colorR.b, colorL.a + colorR.a ) * 1.1;",
  45. "}"
  46. ].join("\n")
  47. } );
  48. var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), _material );
  49. _scene.add( mesh );
  50. this.setSize = function ( width, height ) {
  51. if ( _renderTargetL ) _renderTargetL.dispose();
  52. if ( _renderTargetR ) _renderTargetR.dispose();
  53. _renderTargetL = new THREE.WebGLRenderTarget( width, height, _params );
  54. _renderTargetR = new THREE.WebGLRenderTarget( width, height, _params );
  55. _material.uniforms[ "mapLeft" ].value = _renderTargetL;
  56. _material.uniforms[ "mapRight" ].value = _renderTargetR;
  57. renderer.setSize( width, height );
  58. };
  59. /*
  60. * Renderer now uses an asymmetric perspective projection
  61. * (http://paulbourke.net/miscellaneous/stereographics/stereorender/).
  62. *
  63. * Each camera is offset by the eye seperation and its projection matrix is
  64. * also skewed asymetrically back to converge on the same projection plane.
  65. * Added a focal length parameter to, this is where the parallax is equal to 0.
  66. */
  67. this.render = function ( scene, camera ) {
  68. scene.updateMatrixWorld();
  69. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  70. var hasCameraChanged = ( _aspect !== camera.aspect ) || ( _near !== camera.near ) || ( _far !== camera.far ) || ( _fov !== camera.fov );
  71. if ( hasCameraChanged ) {
  72. _aspect = camera.aspect;
  73. _near = camera.near;
  74. _far = camera.far;
  75. _fov = camera.fov;
  76. var projectionMatrix = camera.projectionMatrix.clone();
  77. var eyeSep = focalLength / 30 * 0.5;
  78. var eyeSepOnProjection = eyeSep * _near / focalLength;
  79. var ymax = _near * Math.tan( THREE.Math.degToRad( _fov * 0.5 ) );
  80. var xmin, xmax;
  81. // translate xOffset
  82. eyeRight.elements[12] = eyeSep;
  83. eyeLeft.elements[12] = -eyeSep;
  84. // for left eye
  85. xmin = -ymax * _aspect + eyeSepOnProjection;
  86. xmax = ymax * _aspect + eyeSepOnProjection;
  87. projectionMatrix.elements[0] = 2 * _near / ( xmax - xmin );
  88. projectionMatrix.elements[8] = ( xmax + xmin ) / ( xmax - xmin );
  89. _cameraL.projectionMatrix.copy( projectionMatrix );
  90. // for right eye
  91. xmin = -ymax * _aspect - eyeSepOnProjection;
  92. xmax = ymax * _aspect - eyeSepOnProjection;
  93. projectionMatrix.elements[0] = 2 * _near / ( xmax - xmin );
  94. projectionMatrix.elements[8] = ( xmax + xmin ) / ( xmax - xmin );
  95. _cameraR.projectionMatrix.copy( projectionMatrix );
  96. }
  97. _cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
  98. _cameraL.position.copy( camera.position );
  99. _cameraL.near = camera.near;
  100. _cameraL.far = camera.far;
  101. renderer.render( scene, _cameraL, _renderTargetL, true );
  102. _cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
  103. _cameraR.position.copy( camera.position );
  104. _cameraR.near = camera.near;
  105. _cameraR.far = camera.far;
  106. renderer.render( scene, _cameraR, _renderTargetR, true );
  107. renderer.render( _scene, _camera );
  108. };
  109. this.dispose = function() {
  110. if ( _renderTargetL ) _renderTargetL.dispose();
  111. if ( _renderTargetR ) _renderTargetR.dispose();
  112. }
  113. };