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- import {
- LinearFilter,
- MathUtils,
- Matrix3,
- NearestFilter,
- PerspectiveCamera,
- RGBAFormat,
- ShaderMaterial,
- Vector3,
- WebGLRenderTarget
- } from 'three';
- import { FullScreenQuad } from '../postprocessing/Pass.js';
- import { frameCorners } from '../utils/CameraUtils.js';
- const _cameraL = /*@__PURE__*/ new PerspectiveCamera();
- const _cameraR = /*@__PURE__*/ new PerspectiveCamera();
- // Reusable vectors for screen corner calculations
- const _eyeL = /*@__PURE__*/ new Vector3();
- const _eyeR = /*@__PURE__*/ new Vector3();
- const _screenCenter = /*@__PURE__*/ new Vector3();
- const _screenBottomLeft = /*@__PURE__*/ new Vector3();
- const _screenBottomRight = /*@__PURE__*/ new Vector3();
- const _screenTopLeft = /*@__PURE__*/ new Vector3();
- const _right = /*@__PURE__*/ new Vector3();
- const _up = /*@__PURE__*/ new Vector3();
- const _forward = /*@__PURE__*/ new Vector3();
- /**
- * A class that creates an anaglyph effect using physically-correct
- * off-axis stereo projection.
- *
- * This implementation uses CameraUtils.frameCorners() to align stereo
- * camera frustums to a virtual screen plane, providing accurate depth
- * perception with zero parallax at the plane distance.
- *
- * Note that this class can only be used with {@link WebGLRenderer}.
- * When using {@link WebGPURenderer}, use {@link AnaglyphPassNode}.
- *
- * @three_import import { AnaglyphEffect } from 'three/addons/effects/AnaglyphEffect.js';
- */
- class AnaglyphEffect {
- /**
- * Constructs a new anaglyph effect.
- *
- * @param {WebGLRenderer} renderer - The renderer.
- * @param {number} width - The width of the effect in physical pixels.
- * @param {number} height - The height of the effect in physical pixels.
- */
- 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 Matrix3().fromArray( [
- 0.456100, - 0.0400822, - 0.0152161,
- 0.500484, - 0.0378246, - 0.0205971,
- 0.176381, - 0.0157589, - 0.00546856
- ] );
- this.colorMatrixRight = new Matrix3().fromArray( [
- - 0.0434706, 0.378476, - 0.0721527,
- - 0.0879388, 0.73364, - 0.112961,
- - 0.00155529, - 0.0184503, 1.2264
- ] );
- /**
- * The interpupillary distance (eye separation) in world units.
- * Typical human IPD is 0.064 meters (64mm).
- *
- * @type {number}
- * @default 0.064
- */
- this.eyeSep = 0.064;
- /**
- * The distance in world units from the viewer to the virtual
- * screen plane where zero parallax (screen depth) occurs.
- * Objects at this distance appear at the screen surface.
- * Objects closer appear in front of the screen (negative parallax).
- * Objects further appear behind the screen (positive parallax).
- *
- * The screen dimensions are derived from the camera's FOV and aspect ratio
- * at this distance, ensuring the stereo view matches the camera's field of view.
- *
- * @type {number}
- * @default 0.5
- */
- this.planeDistance = 0.5;
- const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat };
- const _renderTargetL = new WebGLRenderTarget( width, height, _params );
- const _renderTargetR = new WebGLRenderTarget( width, height, _params );
- _cameraL.layers.enable( 1 );
- _cameraR.layers.enable( 2 );
- const _material = new 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;',
- 'void main() {',
- ' vec2 uv = vUv;',
- ' vec4 colorL = texture2D( mapLeft, uv );',
- ' vec4 colorR = texture2D( mapRight, uv );',
- ' vec3 color = clamp(',
- ' colorMatrixLeft * colorL.rgb +',
- ' colorMatrixRight * colorR.rgb, 0., 1. );',
- ' gl_FragColor = vec4(',
- ' color.r, color.g, color.b,',
- ' max( colorL.a, colorR.a ) );',
- ' #include <tonemapping_fragment>',
- ' #include <colorspace_fragment>',
- '}'
- ].join( '\n' )
- } );
- const _quad = new FullScreenQuad( _material );
- /**
- * Resizes the effect.
- *
- * @param {number} width - The width of the effect in logical pixels.
- * @param {number} height - The height of the effect in logical pixels.
- */
- 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 );
- };
- /**
- * When using this effect, this method should be called instead of the
- * default {@link WebGLRenderer#render}.
- *
- * @param {Object3D} scene - The scene to render.
- * @param {Camera} camera - The camera.
- */
- this.render = function ( scene, camera ) {
- const currentRenderTarget = renderer.getRenderTarget();
- if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
- if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
- // Get the camera's local coordinate axes from its world matrix
- camera.matrixWorld.extractBasis( _right, _up, _forward );
- _right.normalize();
- _up.normalize();
- _forward.normalize();
- // Calculate eye positions
- const halfSep = this.eyeSep / 2;
- _eyeL.copy( camera.position ).addScaledVector( _right, - halfSep );
- _eyeR.copy( camera.position ).addScaledVector( _right, halfSep );
- // Calculate screen center (at planeDistance in front of the camera center)
- _screenCenter.copy( camera.position ).addScaledVector( _forward, - this.planeDistance );
- // Calculate screen dimensions from camera FOV and aspect ratio
- const halfHeight = this.planeDistance * Math.tan( MathUtils.DEG2RAD * camera.fov / 2 );
- const halfWidth = halfHeight * camera.aspect;
- // Calculate screen corners
- _screenBottomLeft.copy( _screenCenter )
- .addScaledVector( _right, - halfWidth )
- .addScaledVector( _up, - halfHeight );
- _screenBottomRight.copy( _screenCenter )
- .addScaledVector( _right, halfWidth )
- .addScaledVector( _up, - halfHeight );
- _screenTopLeft.copy( _screenCenter )
- .addScaledVector( _right, - halfWidth )
- .addScaledVector( _up, halfHeight );
- // Set up left eye camera
- _cameraL.position.copy( _eyeL );
- _cameraL.near = camera.near;
- _cameraL.far = camera.far;
- frameCorners( _cameraL, _screenBottomLeft, _screenBottomRight, _screenTopLeft, true );
- _cameraL.matrixWorld.compose( _cameraL.position, _cameraL.quaternion, _cameraL.scale );
- _cameraL.matrixWorldInverse.copy( _cameraL.matrixWorld ).invert();
- // Set up right eye camera
- _cameraR.position.copy( _eyeR );
- _cameraR.near = camera.near;
- _cameraR.far = camera.far;
- frameCorners( _cameraR, _screenBottomLeft, _screenBottomRight, _screenTopLeft, true );
- _cameraR.matrixWorld.compose( _cameraR.position, _cameraR.quaternion, _cameraR.scale );
- _cameraR.matrixWorldInverse.copy( _cameraR.matrixWorld ).invert();
- // Render left eye
- renderer.setRenderTarget( _renderTargetL );
- renderer.clear();
- renderer.render( scene, _cameraL );
- // Render right eye
- renderer.setRenderTarget( _renderTargetR );
- renderer.clear();
- renderer.render( scene, _cameraR );
- // Composite anaglyph
- renderer.setRenderTarget( null );
- _quad.render( renderer );
- renderer.setRenderTarget( currentRenderTarget );
- };
- /**
- * Frees internal resources. This method should be called
- * when the effect is no longer required.
- */
- this.dispose = function () {
- _renderTargetL.dispose();
- _renderTargetR.dispose();
- _material.dispose();
- _quad.dispose();
- };
- }
- }
- export { AnaglyphEffect };
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