| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168 | import {	LinearFilter,	Matrix3,	Mesh,	NearestFilter,	OrthographicCamera,	PlaneGeometry,	RGBAFormat,	Scene,	ShaderMaterial,	StereoCamera,	WebGLRenderTarget} from '../../../build/three.module.js';class AnaglyphEffect {	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		] );		const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );		const _scene = new Scene();		const _stereo = new StereoCamera();		const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat };		const _renderTargetL = new WebGLRenderTarget( width, height, _params );		const _renderTargetR = new WebGLRenderTarget( width, height, _params );		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;',				// These functions implement sRGB linearization and gamma correction				'float lin( float c ) {',				'	return c <= 0.04045 ? c * 0.0773993808 :',				'			pow( c * 0.9478672986 + 0.0521327014, 2.4 );',				'}',				'vec4 lin( vec4 c ) {',				'	return vec4( lin( c.r ), lin( c.g ), lin( c.b ), c.a );',				'}',				'float dev( float c ) {',				'	return c <= 0.0031308 ? c * 12.92',				'			: pow( c, 0.41666 ) * 1.055 - 0.055;',				'}',				'void main() {',				'	vec2 uv = vUv;',				'	vec4 colorL = lin( texture2D( mapLeft, uv ) );',				'	vec4 colorR = lin( texture2D( mapRight, uv ) );',				'	vec3 color = clamp(',				'			colorMatrixLeft * colorL.rgb +',				'			colorMatrixRight * colorR.rgb, 0., 1. );',				'	gl_FragColor = vec4(',				'			dev( color.r ), dev( color.g ), dev( color.b ),',				'			max( colorL.a, colorR.a ) );',				'}'			].join( '\n' )		} );		const _mesh = new Mesh( new PlaneGeometry( 2, 2 ), _material );		_scene.add( _mesh );		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 );		};		this.render = function ( scene, camera ) {			const currentRenderTarget = renderer.getRenderTarget();			scene.updateMatrixWorld();			if ( camera.parent === null ) camera.updateMatrixWorld();			_stereo.update( camera );			renderer.setRenderTarget( _renderTargetL );			renderer.clear();			renderer.render( scene, _stereo.cameraL );			renderer.setRenderTarget( _renderTargetR );			renderer.clear();			renderer.render( scene, _stereo.cameraR );			renderer.setRenderTarget( null );			renderer.render( _scene, _camera );			renderer.setRenderTarget( currentRenderTarget );		};		this.dispose = function () {			if ( _renderTargetL ) _renderTargetL.dispose();			if ( _renderTargetR ) _renderTargetR.dispose();			if ( _mesh ) _mesh.geometry.dispose();			if ( _material ) _material.dispose();		};	}}export { AnaglyphEffect };
 |