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- /**
- * @author troffmo5 / http://github.com/troffmo5
- *
- * Effect to render the scene in stereo 3d side by side with lens distortion.
- * It is written to be used with the Oculus Rift (http://www.oculusvr.com/) but
- * it works also with other HMD using the same technology
- */
- THREE.OculusRiftEffect = function ( renderer ) {
- // Configuration
- this.separation = 10;
- this.distortion = 0.1;
- this.aspectFactor = 1;
- this.fov = null; // use original camera FOV
- // initialization
- var _width, _height;
- var _pCamera = new THREE.PerspectiveCamera();
- _pCamera.matrixAutoUpdate = false;
- _pCamera.target = new THREE.Vector3();
- var _scene = new THREE.Scene();
- var _oCamera = new THREE.OrthographicCamera( -1, 1, 1, -1, 1, 1000 );
- _oCamera.position.z = 1;
- _scene.add( _oCamera );
- // pre-render hooks
- this.preLeftRender = function() {};
- this.preRightRender = function() {};
- renderer.autoClear = false;
- var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
- var _renderTarget = new THREE.WebGLRenderTarget( 800, 600, _params );
- var _material = new THREE.ShaderMaterial( {
- uniforms: {
- "tex": { type: "t", value: _renderTarget },
- "c": { type: "f", value: this.distortion }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- " vUv = uv;",
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join("\n"),
- // Formula used from the paper: "Applying and removing lens distortion in post production"
- // by Gergely Vass , Tamás Perlaki
- // http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.136.3745
- fragmentShader: [
- "uniform float c;",
- "uniform sampler2D tex;",
- "varying vec2 vUv;",
- "void main()",
- "{",
- " vec2 uv = vUv;",
- " vec2 vector = uv * 2.0 - 1.0;",
- " float factor = 1.0/(1.0+c);",
- " float vectorLen = length(vector);",
- " vec2 direction = vector / vectorLen;",
- " float newLen = vectorLen + c * pow(vectorLen,3.0);",
- " vec2 newVector = direction * newLen * factor;",
- " newVector = (newVector + 1.0) / 2.0;",
- " if (newVector.x < 0.0 || newVector.x > 1.0 || newVector.y < 0.0 || newVector.y > 1.0)",
- " gl_FragColor = vec4(0.0,0.0,0.0,1.0);",
- " else",
- " gl_FragColor = texture2D(tex, newVector);",
- "}"
- ].join("\n")
- } );
- var mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), _material );
- _scene.add( mesh );
- this.setSize = function ( width, height ) {
- _width = width / 2;
- _height = height;
- _renderTarget = new THREE.WebGLRenderTarget( width, height, _params );
- _material.uniforms[ "tex" ].value = _renderTarget;
- renderer.setSize( width, height );
- };
- this.render = function ( scene, camera ) {
- renderer.clear();
- _material.uniforms['c'].value = this.distortion;
- // camera parameters
- if (camera.matrixAutoUpdate) camera.updateMatrix();
- _pCamera.fov = this.fov ? this.fov : camera.fov;
- _pCamera.aspect = camera.aspect / (2*this.aspectFactor);
- _pCamera.near = camera.near;
- _pCamera.far = camera.far;
- _pCamera.updateProjectionMatrix();
- // Render left
- this.preLeftRender();
- var offset = new THREE.Vector3(-this.separation,0,0);
- _pCamera.matrix.copy(camera.matrix);
- _pCamera.matrix.translate(offset);
- _pCamera.matrixWorldNeedsUpdate = true;
- renderer.setViewport( 0, 0, _width, _height );
- renderer.render( scene, _pCamera, _renderTarget, true );
- renderer.render( _scene, _oCamera );
- // Render right
- this.preRightRender();
- offset.set(this.separation,0,0);
- _pCamera.matrix.copy(camera.matrix);
- _pCamera.matrix.translate(offset);
- _pCamera.matrixWorldNeedsUpdate = true;
- renderer.setViewport( _width, 0, _width, _height );
- renderer.render( scene, _pCamera, _renderTarget, true );
- renderer.render( _scene, _oCamera );
- };
- };
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