155 lines
3.4 KiB
JavaScript
155 lines
3.4 KiB
JavaScript
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import {
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LinearFilter,
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Matrix3,
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Mesh,
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NearestFilter,
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OrthographicCamera,
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PlaneGeometry,
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RGBAFormat,
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Scene,
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ShaderMaterial,
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StereoCamera,
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WebGLRenderTarget
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} from 'three';
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class AnaglyphEffect {
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constructor( renderer, width = 512, height = 512 ) {
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// Dubois matrices from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.6968&rep=rep1&type=pdf#page=4
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this.colorMatrixLeft = new Matrix3().fromArray( [
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0.456100, - 0.0400822, - 0.0152161,
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0.500484, - 0.0378246, - 0.0205971,
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0.176381, - 0.0157589, - 0.00546856
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] );
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this.colorMatrixRight = new Matrix3().fromArray( [
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- 0.0434706, 0.378476, - 0.0721527,
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- 0.0879388, 0.73364, - 0.112961,
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- 0.00155529, - 0.0184503, 1.2264
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] );
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const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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const _scene = new Scene();
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const _stereo = new StereoCamera();
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const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat };
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const _renderTargetL = new WebGLRenderTarget( width, height, _params );
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const _renderTargetR = new WebGLRenderTarget( width, height, _params );
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const _material = new ShaderMaterial( {
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uniforms: {
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'mapLeft': { value: _renderTargetL.texture },
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'mapRight': { value: _renderTargetR.texture },
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'colorMatrixLeft': { value: this.colorMatrixLeft },
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'colorMatrixRight': { value: this.colorMatrixRight }
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},
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vertexShader: [
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'varying vec2 vUv;',
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'void main() {',
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' vUv = vec2( uv.x, uv.y );',
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' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'uniform sampler2D mapLeft;',
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'uniform sampler2D mapRight;',
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'varying vec2 vUv;',
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'uniform mat3 colorMatrixLeft;',
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'uniform mat3 colorMatrixRight;',
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'void main() {',
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' vec2 uv = vUv;',
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' vec4 colorL = texture2D( mapLeft, uv );',
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' vec4 colorR = texture2D( mapRight, uv );',
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' vec3 color = clamp(',
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' colorMatrixLeft * colorL.rgb +',
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' colorMatrixRight * colorR.rgb, 0., 1. );',
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' gl_FragColor = vec4(',
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' color.r, color.g, color.b,',
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' max( colorL.a, colorR.a ) );',
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' #include <tonemapping_fragment>',
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' #include <colorspace_fragment>',
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'}'
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].join( '\n' )
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} );
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const _mesh = new Mesh( new PlaneGeometry( 2, 2 ), _material );
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_scene.add( _mesh );
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this.setSize = function ( width, height ) {
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renderer.setSize( width, height );
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const pixelRatio = renderer.getPixelRatio();
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_renderTargetL.setSize( width * pixelRatio, height * pixelRatio );
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_renderTargetR.setSize( width * pixelRatio, height * pixelRatio );
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};
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this.render = function ( scene, camera ) {
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const currentRenderTarget = renderer.getRenderTarget();
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if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
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if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
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_stereo.update( camera );
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renderer.setRenderTarget( _renderTargetL );
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renderer.clear();
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renderer.render( scene, _stereo.cameraL );
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renderer.setRenderTarget( _renderTargetR );
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renderer.clear();
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renderer.render( scene, _stereo.cameraR );
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renderer.setRenderTarget( null );
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renderer.render( _scene, _camera );
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renderer.setRenderTarget( currentRenderTarget );
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};
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this.dispose = function () {
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_renderTargetL.dispose();
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_renderTargetR.dispose();
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_mesh.geometry.dispose();
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_mesh.material.dispose();
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};
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}
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}
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export { AnaglyphEffect };
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