AnaglyphEffect.js 4.2 KB

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  1. import {
  2. LinearFilter,
  3. Matrix3,
  4. NearestFilter,
  5. RGBAFormat,
  6. ShaderMaterial,
  7. StereoCamera,
  8. WebGLRenderTarget
  9. } from 'three';
  10. import { FullScreenQuad } from '../postprocessing/Pass.js';
  11. /**
  12. * A class that creates an anaglyph effect.
  13. *
  14. * Note that this class can only be used with {@link WebGLRenderer}.
  15. * When using {@link WebGPURenderer}, use {@link AnaglyphPassNode}.
  16. */
  17. class AnaglyphEffect {
  18. /**
  19. * Constructs a new anaglyph effect.
  20. *
  21. * @param {WebGLRenderer} renderer - The renderer.
  22. * @param {number} width - The width of the effect in physical pixels.
  23. * @param {number} height - The height of the effect in physical pixels.
  24. */
  25. constructor( renderer, width = 512, height = 512 ) {
  26. // Dubois matrices from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.6968&rep=rep1&type=pdf#page=4
  27. this.colorMatrixLeft = new Matrix3().fromArray( [
  28. 0.456100, - 0.0400822, - 0.0152161,
  29. 0.500484, - 0.0378246, - 0.0205971,
  30. 0.176381, - 0.0157589, - 0.00546856
  31. ] );
  32. this.colorMatrixRight = new Matrix3().fromArray( [
  33. - 0.0434706, 0.378476, - 0.0721527,
  34. - 0.0879388, 0.73364, - 0.112961,
  35. - 0.00155529, - 0.0184503, 1.2264
  36. ] );
  37. const _stereo = new StereoCamera();
  38. const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat };
  39. const _renderTargetL = new WebGLRenderTarget( width, height, _params );
  40. const _renderTargetR = new WebGLRenderTarget( width, height, _params );
  41. const _material = new ShaderMaterial( {
  42. uniforms: {
  43. 'mapLeft': { value: _renderTargetL.texture },
  44. 'mapRight': { value: _renderTargetR.texture },
  45. 'colorMatrixLeft': { value: this.colorMatrixLeft },
  46. 'colorMatrixRight': { value: this.colorMatrixRight }
  47. },
  48. vertexShader: [
  49. 'varying vec2 vUv;',
  50. 'void main() {',
  51. ' vUv = vec2( uv.x, uv.y );',
  52. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  53. '}'
  54. ].join( '\n' ),
  55. fragmentShader: [
  56. 'uniform sampler2D mapLeft;',
  57. 'uniform sampler2D mapRight;',
  58. 'varying vec2 vUv;',
  59. 'uniform mat3 colorMatrixLeft;',
  60. 'uniform mat3 colorMatrixRight;',
  61. 'void main() {',
  62. ' vec2 uv = vUv;',
  63. ' vec4 colorL = texture2D( mapLeft, uv );',
  64. ' vec4 colorR = texture2D( mapRight, uv );',
  65. ' vec3 color = clamp(',
  66. ' colorMatrixLeft * colorL.rgb +',
  67. ' colorMatrixRight * colorR.rgb, 0., 1. );',
  68. ' gl_FragColor = vec4(',
  69. ' color.r, color.g, color.b,',
  70. ' max( colorL.a, colorR.a ) );',
  71. ' #include <tonemapping_fragment>',
  72. ' #include <colorspace_fragment>',
  73. '}'
  74. ].join( '\n' )
  75. } );
  76. const _quad = new FullScreenQuad( _material );
  77. /**
  78. * Resizes the effect.
  79. *
  80. * @param {number} width - The width of the effect in logical pixels.
  81. * @param {number} height - The height of the effect in logical pixels.
  82. */
  83. this.setSize = function ( width, height ) {
  84. renderer.setSize( width, height );
  85. const pixelRatio = renderer.getPixelRatio();
  86. _renderTargetL.setSize( width * pixelRatio, height * pixelRatio );
  87. _renderTargetR.setSize( width * pixelRatio, height * pixelRatio );
  88. };
  89. /**
  90. * When using this effect, this method should be called instead of the
  91. * default {@link WebGLRenderer#render}.
  92. *
  93. * @param {Object3D} scene - The scene to render.
  94. * @param {Camera} camera - The camera.
  95. */
  96. this.render = function ( scene, camera ) {
  97. const currentRenderTarget = renderer.getRenderTarget();
  98. if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
  99. if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
  100. _stereo.update( camera );
  101. renderer.setRenderTarget( _renderTargetL );
  102. renderer.clear();
  103. renderer.render( scene, _stereo.cameraL );
  104. renderer.setRenderTarget( _renderTargetR );
  105. renderer.clear();
  106. renderer.render( scene, _stereo.cameraR );
  107. renderer.setRenderTarget( null );
  108. _quad.render( renderer );
  109. renderer.setRenderTarget( currentRenderTarget );
  110. };
  111. /**
  112. * Frees internal resources. This method should be called
  113. * when the effect is no longer required.
  114. */
  115. this.dispose = function () {
  116. _renderTargetL.dispose();
  117. _renderTargetR.dispose();
  118. _material.dispose();
  119. _quad.dispose();
  120. };
  121. }
  122. }
  123. export { AnaglyphEffect };
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