stereo-img
Version:
a web component to display stereographic pictures on web pages, with VR support
167 lines (108 loc) • 3.58 kB
JavaScript
import {
Matrix3,
ShaderMaterial,
UniformsUtils,
Vector2,
OrthographicCamera,
Scene,
StereoCamera,
LinearFilter,
NearestFilter,
RGBAFormat,
WebGLRenderTarget,
Mesh,
PlaneGeometry,
NoBlending
} from '../vendor/three/three.module.min.js';
/**
* Anaglyph effect
*/
const AnaglyphShader = {
uniforms: {
'mapLeft': { value: null },
'mapRight': { value: null },
'colorMatrixLeft': { value: new Matrix3().fromArray( [ 1, 0, 0, 0, 0, 0, 0, 0, 0 ] ) },
'colorMatrixRight': { value: new Matrix3().fromArray( [ 0, 0, 0, 0, 1, 0, 0, 0, 1 ] ) }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
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 : 1.055 * pow( c, 0.41666 ) - 0.055;
}
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( dev( color.r ), dev( color.g ), dev( color.b ),
max( colorL.a, colorR.a ) );
}`
};
class AnaglyphEffect {
constructor( renderer, width = 512, height = 512 ) {
this.renderer = renderer;
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: UniformsUtils.clone( AnaglyphShader.uniforms ),
vertexShader: AnaglyphShader.vertexShader,
fragmentShader: AnaglyphShader.fragmentShader,
transparent: true,
blending: NoBlending
} );
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();
_stereo.update( camera );
renderer.setRenderTarget( _renderTargetL );
renderer.clear();
renderer.render( scene, _stereo.cameraL );
renderer.setRenderTarget( _renderTargetR );
renderer.clear();
renderer.render( scene, _stereo.cameraR );
_material.uniforms[ 'mapLeft' ].value = _renderTargetL.texture;
_material.uniforms[ 'mapRight' ].value = _renderTargetR.texture;
renderer.setRenderTarget( null );
renderer.render( _scene, _camera );
renderer.setRenderTarget( currentRenderTarget );
};
this.dispose = function () {
_renderTargetL.dispose();
_renderTargetR.dispose();
_mesh.geometry.dispose();
_mesh.material.dispose();
};
}
}
export { AnaglyphEffect };