AnaglyphEffect.js 3.4 KB

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  1. import {
  2. LinearFilter,
  3. Matrix3,
  4. Mesh,
  5. NearestFilter,
  6. OrthographicCamera,
  7. PlaneGeometry,
  8. RGBAFormat,
  9. Scene,
  10. ShaderMaterial,
  11. StereoCamera,
  12. WebGLRenderTarget
  13. } from 'three';
  14. class AnaglyphEffect {
  15. constructor( renderer, width = 512, height = 512 ) {
  16. // Dubois matrices from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.6968&rep=rep1&type=pdf#page=4
  17. this.colorMatrixLeft = new Matrix3().fromArray( [
  18. 0.456100, - 0.0400822, - 0.0152161,
  19. 0.500484, - 0.0378246, - 0.0205971,
  20. 0.176381, - 0.0157589, - 0.00546856
  21. ] );
  22. this.colorMatrixRight = new Matrix3().fromArray( [
  23. - 0.0434706, 0.378476, - 0.0721527,
  24. - 0.0879388, 0.73364, - 0.112961,
  25. - 0.00155529, - 0.0184503, 1.2264
  26. ] );
  27. const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  28. const _scene = new Scene();
  29. const _stereo = new StereoCamera();
  30. const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat };
  31. const _renderTargetL = new WebGLRenderTarget( width, height, _params );
  32. const _renderTargetR = new WebGLRenderTarget( width, height, _params );
  33. const _material = new ShaderMaterial( {
  34. uniforms: {
  35. 'mapLeft': { value: _renderTargetL.texture },
  36. 'mapRight': { value: _renderTargetR.texture },
  37. 'colorMatrixLeft': { value: this.colorMatrixLeft },
  38. 'colorMatrixRight': { value: this.colorMatrixRight }
  39. },
  40. vertexShader: [
  41. 'varying vec2 vUv;',
  42. 'void main() {',
  43. ' vUv = vec2( uv.x, uv.y );',
  44. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  45. '}'
  46. ].join( '\n' ),
  47. fragmentShader: [
  48. 'uniform sampler2D mapLeft;',
  49. 'uniform sampler2D mapRight;',
  50. 'varying vec2 vUv;',
  51. 'uniform mat3 colorMatrixLeft;',
  52. 'uniform mat3 colorMatrixRight;',
  53. 'void main() {',
  54. ' vec2 uv = vUv;',
  55. ' vec4 colorL = texture2D( mapLeft, uv );',
  56. ' vec4 colorR = texture2D( mapRight, uv );',
  57. ' vec3 color = clamp(',
  58. ' colorMatrixLeft * colorL.rgb +',
  59. ' colorMatrixRight * colorR.rgb, 0., 1. );',
  60. ' gl_FragColor = vec4(',
  61. ' color.r, color.g, color.b,',
  62. ' max( colorL.a, colorR.a ) );',
  63. ' #include <tonemapping_fragment>',
  64. ' #include <colorspace_fragment>',
  65. '}'
  66. ].join( '\n' )
  67. } );
  68. const _mesh = new Mesh( new PlaneGeometry( 2, 2 ), _material );
  69. _scene.add( _mesh );
  70. this.setSize = function ( width, height ) {
  71. renderer.setSize( width, height );
  72. const pixelRatio = renderer.getPixelRatio();
  73. _renderTargetL.setSize( width * pixelRatio, height * pixelRatio );
  74. _renderTargetR.setSize( width * pixelRatio, height * pixelRatio );
  75. };
  76. this.render = function ( scene, camera ) {
  77. const currentRenderTarget = renderer.getRenderTarget();
  78. if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
  79. if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
  80. _stereo.update( camera );
  81. renderer.setRenderTarget( _renderTargetL );
  82. renderer.clear();
  83. renderer.render( scene, _stereo.cameraL );
  84. renderer.setRenderTarget( _renderTargetR );
  85. renderer.clear();
  86. renderer.render( scene, _stereo.cameraR );
  87. renderer.setRenderTarget( null );
  88. renderer.render( _scene, _camera );
  89. renderer.setRenderTarget( currentRenderTarget );
  90. };
  91. this.dispose = function () {
  92. _renderTargetL.dispose();
  93. _renderTargetR.dispose();
  94. _mesh.geometry.dispose();
  95. _mesh.material.dispose();
  96. };
  97. }
  98. }
  99. export { AnaglyphEffect };