AnaglyphEffect.js 3.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151
  1. THREE.AnaglyphEffect = function ( renderer, width, height ) {
  2. // Dubois matrices from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.6968&rep=rep1&type=pdf#page=4
  3. this.colorMatrixLeft = new THREE.Matrix3().fromArray( [
  4. 0.456100, - 0.0400822, - 0.0152161,
  5. 0.500484, - 0.0378246, - 0.0205971,
  6. 0.176381, - 0.0157589, - 0.00546856
  7. ] );
  8. this.colorMatrixRight = new THREE.Matrix3().fromArray( [
  9. - 0.0434706, 0.378476, - 0.0721527,
  10. - 0.0879388, 0.73364, - 0.112961,
  11. - 0.00155529, - 0.0184503, 1.2264
  12. ] );
  13. var _camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  14. var _scene = new THREE.Scene();
  15. var _stereo = new THREE.StereoCamera();
  16. var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
  17. if ( width === undefined ) width = 512;
  18. if ( height === undefined ) height = 512;
  19. var _renderTargetL = new THREE.WebGLRenderTarget( width, height, _params );
  20. var _renderTargetR = new THREE.WebGLRenderTarget( width, height, _params );
  21. var _material = new THREE.ShaderMaterial( {
  22. uniforms: {
  23. 'mapLeft': { value: _renderTargetL.texture },
  24. 'mapRight': { value: _renderTargetR.texture },
  25. 'colorMatrixLeft': { value: this.colorMatrixLeft },
  26. 'colorMatrixRight': { value: this.colorMatrixRight }
  27. },
  28. vertexShader: [
  29. 'varying vec2 vUv;',
  30. 'void main() {',
  31. ' vUv = vec2( uv.x, uv.y );',
  32. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  33. '}'
  34. ].join( '\n' ),
  35. fragmentShader: [
  36. 'uniform sampler2D mapLeft;',
  37. 'uniform sampler2D mapRight;',
  38. 'varying vec2 vUv;',
  39. 'uniform mat3 colorMatrixLeft;',
  40. 'uniform mat3 colorMatrixRight;',
  41. // These functions implement sRGB linearization and gamma correction
  42. 'float lin( float c ) {',
  43. ' return c <= 0.04045 ? c * 0.0773993808 :',
  44. ' pow( c * 0.9478672986 + 0.0521327014, 2.4 );',
  45. '}',
  46. 'vec4 lin( vec4 c ) {',
  47. ' return vec4( lin( c.r ), lin( c.g ), lin( c.b ), c.a );',
  48. '}',
  49. 'float dev( float c ) {',
  50. ' return c <= 0.0031308 ? c * 12.92',
  51. ' : pow( c, 0.41666 ) * 1.055 - 0.055;',
  52. '}',
  53. 'void main() {',
  54. ' vec2 uv = vUv;',
  55. ' vec4 colorL = lin( texture2D( mapLeft, uv ) );',
  56. ' vec4 colorR = lin( texture2D( mapRight, uv ) );',
  57. ' vec3 color = clamp(',
  58. ' colorMatrixLeft * colorL.rgb +',
  59. ' colorMatrixRight * colorR.rgb, 0., 1. );',
  60. ' gl_FragColor = vec4(',
  61. ' dev( color.r ), dev( color.g ), dev( color.b ),',
  62. ' max( colorL.a, colorR.a ) );',
  63. '}'
  64. ].join( '\n' )
  65. } );
  66. var _mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), _material );
  67. _scene.add( _mesh );
  68. this.setSize = function ( width, height ) {
  69. renderer.setSize( width, height );
  70. var pixelRatio = renderer.getPixelRatio();
  71. _renderTargetL.setSize( width * pixelRatio, height * pixelRatio );
  72. _renderTargetR.setSize( width * pixelRatio, height * pixelRatio );
  73. };
  74. this.render = function ( scene, camera ) {
  75. var currentRenderTarget = renderer.getRenderTarget();
  76. scene.updateMatrixWorld();
  77. if ( camera.parent === null ) camera.updateMatrixWorld();
  78. _stereo.update( camera );
  79. renderer.setRenderTarget( _renderTargetL );
  80. renderer.clear();
  81. renderer.render( scene, _stereo.cameraL );
  82. renderer.setRenderTarget( _renderTargetR );
  83. renderer.clear();
  84. renderer.render( scene, _stereo.cameraR );
  85. renderer.setRenderTarget( null );
  86. renderer.render( _scene, _camera );
  87. renderer.setRenderTarget( currentRenderTarget );
  88. };
  89. this.dispose = function () {
  90. if ( _renderTargetL ) _renderTargetL.dispose();
  91. if ( _renderTargetR ) _renderTargetR.dispose();
  92. if ( _mesh ) _mesh.geometry.dispose();
  93. if ( _material ) _material.dispose();
  94. };
  95. };