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			155 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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