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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