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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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168 lines
3.8 KiB
168 lines
3.8 KiB
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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// These functions implement sRGB linearization and gamma correction |
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'float lin( float c ) {', |
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' return c <= 0.04045 ? c * 0.0773993808 :', |
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' pow( c * 0.9478672986 + 0.0521327014, 2.4 );', |
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'}', |
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'vec4 lin( vec4 c ) {', |
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' return vec4( lin( c.r ), lin( c.g ), lin( c.b ), c.a );', |
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'}', |
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'float dev( float c ) {', |
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' return c <= 0.0031308 ? c * 12.92', |
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' : pow( c, 0.41666 ) * 1.055 - 0.055;', |
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'}', |
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'void main() {', |
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' vec2 uv = vUv;', |
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' vec4 colorL = lin( texture2D( mapLeft, uv ) );', |
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' vec4 colorR = lin( 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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' dev( color.r ), dev( color.g ), dev( color.b ),', |
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' max( colorL.a, colorR.a ) );', |
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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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scene.updateMatrixWorld(); |
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if ( camera.parent === null ) 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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if ( _renderTargetL ) _renderTargetL.dispose(); |
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if ( _renderTargetR ) _renderTargetR.dispose(); |
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if ( _mesh ) _mesh.geometry.dispose(); |
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if ( _material ) _material.dispose(); |
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}; |
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} |
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} |
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export { AnaglyphEffect };
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