mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-05 14:13:24 +01:00
172 lines
4.3 KiB
JavaScript
Executable File
172 lines
4.3 KiB
JavaScript
Executable File
/**
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* @author mrdoob / http://mrdoob.com/
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* @author marklundin / http://mark-lundin.com/
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.ParallaxBarrierEffect = function ( renderer ) {
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var eyeRight = new THREE.Matrix4();
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var eyeLeft = new THREE.Matrix4();
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var focalLength = 125;
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var _aspect, _near, _far, _fov;
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var _cameraL = new THREE.PerspectiveCamera();
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_cameraL.matrixAutoUpdate = false;
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var _cameraR = new THREE.PerspectiveCamera();
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_cameraR.matrixAutoUpdate = false;
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var _scene = new THREE.Scene();
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var _camera = new THREE.PerspectiveCamera( 53, 1, 1, 10000 );
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_camera.position.z = 2;
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_scene.add( _camera );
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var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
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var _renderTargetL = new THREE.WebGLRenderTarget( 512, 512, _params );
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var _renderTargetR = new THREE.WebGLRenderTarget( 512, 512, _params );
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var _material = new THREE.ShaderMaterial( {
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uniforms: {
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"mapLeft": { type: "t", value: _renderTargetL },
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"mapRight": { type: "t", value: _renderTargetR }
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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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"void main() {",
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" vec2 uv = vUv;",
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" if ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {",
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" gl_FragColor = texture2D( mapLeft, uv );",
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" } else {",
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" gl_FragColor = texture2D( mapRight, uv );",
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" }",
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"}"
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].join("\n")
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} );
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var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), _material );
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_scene.add( mesh );
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this.setSize = function ( width, height ) {
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_renderTargetL = new THREE.WebGLRenderTarget( width, height, _params );
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_renderTargetR = new THREE.WebGLRenderTarget( width, height, _params );
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_material.uniforms[ "mapLeft" ].value = _renderTargetL;
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_material.uniforms[ "mapRight" ].value = _renderTargetR;
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renderer.setSize( width, height );
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};
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/*
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* Renderer now uses an asymmetric perspective projection
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* (http://paulbourke.net/miscellaneous/stereographics/stereorender/).
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*
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* Each camera is offset by the eye seperation and its projection matrix is
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* also skewed asymetrically back to converge on the same projection plane.
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* Added a focal length parameter to, this is where the parallax is equal to 0.
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*/
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this.render = function ( scene, camera ) {
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scene.updateMatrixWorld();
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if ( camera.parent === undefined ) camera.updateMatrixWorld();
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var hasCameraChanged = ( _aspect !== camera.aspect ) || ( _near !== camera.near ) || ( _far !== camera.far ) || ( _fov !== camera.fov );
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if ( hasCameraChanged ) {
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_aspect = camera.aspect;
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_near = camera.near;
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_far = camera.far;
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_fov = camera.fov;
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var projectionMatrix = camera.projectionMatrix.clone();
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var eyeSep = focalLength / 30 * 0.5;
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var eyeSepOnProjection = eyeSep * _near / focalLength;
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var ymax = _near * Math.tan( THREE.Math.degToRad( _fov * 0.5 ) );
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var xmin, xmax;
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// translate xOffset
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eyeRight.elements[12] = eyeSep;
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eyeLeft.elements[12] = -eyeSep;
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// for left eye
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xmin = -ymax * _aspect + eyeSepOnProjection;
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xmax = ymax * _aspect + eyeSepOnProjection;
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projectionMatrix.elements[0] = 2 * _near / ( xmax - xmin );
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projectionMatrix.elements[8] = ( xmax + xmin ) / ( xmax - xmin );
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_cameraL.projectionMatrix.copy( projectionMatrix );
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// for right eye
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xmin = -ymax * _aspect - eyeSepOnProjection;
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xmax = ymax * _aspect - eyeSepOnProjection;
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projectionMatrix.elements[0] = 2 * _near / ( xmax - xmin );
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projectionMatrix.elements[8] = ( xmax + xmin ) / ( xmax - xmin );
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_cameraR.projectionMatrix.copy( projectionMatrix );
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}
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_cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
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_cameraL.position.copy( camera.position );
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_cameraL.near = camera.near;
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_cameraL.far = camera.far;
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renderer.render( scene, _cameraL, _renderTargetL, true );
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_cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
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_cameraR.position.copy( camera.position );
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_cameraR.near = camera.near;
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_cameraR.far = camera.far;
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renderer.render( scene, _cameraR, _renderTargetR, true );
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_scene.updateMatrixWorld();
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renderer.render( _scene, _camera );
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};
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};
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