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HuangJiPC / public / static / three / examples / js / effects / AnaglyphEffect.js
@zhangdeliang zhangdeliang on 21 Jun 3 KB update
( function () {

	class AnaglyphEffect {

		constructor( renderer, width = 512, height = 512 ) {

			// Dubois matrices from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.6968&rep=rep1&type=pdf#page=4
			this.colorMatrixLeft = new THREE.Matrix3().fromArray( [ 0.456100, - 0.0400822, - 0.0152161, 0.500484, - 0.0378246, - 0.0205971, 0.176381, - 0.0157589, - 0.00546856 ] );
			this.colorMatrixRight = new THREE.Matrix3().fromArray( [ - 0.0434706, 0.378476, - 0.0721527, - 0.0879388, 0.73364, - 0.112961, - 0.00155529, - 0.0184503, 1.2264 ] );

			const _camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );

			const _scene = new THREE.Scene();

			const _stereo = new THREE.StereoCamera();

			const _params = {
				minFilter: THREE.LinearFilter,
				magFilter: THREE.NearestFilter,
				format: THREE.RGBAFormat
			};

			const _renderTargetL = new THREE.WebGLRenderTarget( width, height, _params );

			const _renderTargetR = new THREE.WebGLRenderTarget( width, height, _params );

			const _material = new THREE.ShaderMaterial( {
				uniforms: {
					'mapLeft': {
						value: _renderTargetL.texture
					},
					'mapRight': {
						value: _renderTargetR.texture
					},
					'colorMatrixLeft': {
						value: this.colorMatrixLeft
					},
					'colorMatrixRight': {
						value: this.colorMatrixRight
					}
				},
				vertexShader: [ 'varying vec2 vUv;', 'void main() {', '	vUv = vec2( uv.x, uv.y );', '	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
				fragmentShader: [ 'uniform sampler2D mapLeft;', 'uniform sampler2D mapRight;', 'varying vec2 vUv;', 'uniform mat3 colorMatrixLeft;', 'uniform mat3 colorMatrixRight;', // These functions implement sRGB linearization and gamma correction
					'float lin( float c ) {', '	return c <= 0.04045 ? c * 0.0773993808 :', '			pow( c * 0.9478672986 + 0.0521327014, 2.4 );', '}', 'vec4 lin( vec4 c ) {', '	return vec4( lin( c.r ), lin( c.g ), lin( c.b ), c.a );', '}', 'float dev( float c ) {', '	return c <= 0.0031308 ? c * 12.92', '			: pow( c, 0.41666 ) * 1.055 - 0.055;', '}', 'void main() {', '	vec2 uv = vUv;', '	vec4 colorL = lin( texture2D( mapLeft, uv ) );', '	vec4 colorR = lin( texture2D( mapRight, uv ) );', '	vec3 color = clamp(', '			colorMatrixLeft * colorL.rgb +', '			colorMatrixRight * colorR.rgb, 0., 1. );', '	gl_FragColor = vec4(', '			dev( color.r ), dev( color.g ), dev( color.b ),', '			max( colorL.a, colorR.a ) );', '}' ].join( '\n' )
			} );

			const _mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), _material );

			_scene.add( _mesh );

			this.setSize = function ( width, height ) {

				renderer.setSize( width, height );
				const pixelRatio = renderer.getPixelRatio();

				_renderTargetL.setSize( width * pixelRatio, height * pixelRatio );

				_renderTargetR.setSize( width * pixelRatio, height * pixelRatio );

			};

			this.render = function ( scene, camera ) {

				const currentRenderTarget = renderer.getRenderTarget();
				if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
				if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();

				_stereo.update( camera );

				renderer.setRenderTarget( _renderTargetL );
				renderer.clear();
				renderer.render( scene, _stereo.cameraL );
				renderer.setRenderTarget( _renderTargetR );
				renderer.clear();
				renderer.render( scene, _stereo.cameraR );
				renderer.setRenderTarget( null );
				renderer.render( _scene, _camera );
				renderer.setRenderTarget( currentRenderTarget );

			};

			this.dispose = function () {

				_renderTargetL.dispose();

				_renderTargetR.dispose();

				_mesh.geometry.dispose();

				_mesh.material.dispose();

			};

		}

	}

	THREE.AnaglyphEffect = AnaglyphEffect;

} )();