ParallaxBarrierEffect.js 4.3 KB
Newer Older
M
Mr.doob 已提交
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62
/**
 * @author mrdoob / http://mrdoob.com/
 * @author marklundin / http://mark-lundin.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.ParallaxBarrierEffect = function ( renderer ) {

	var eyeRight = new THREE.Matrix4();
	var eyeLeft = new THREE.Matrix4();
	var focalLength = 125;
	var _aspect, _near, _far, _fov;

	var _cameraL = new THREE.PerspectiveCamera();
	_cameraL.matrixAutoUpdate = false;

	var _cameraR = new THREE.PerspectiveCamera();
	_cameraR.matrixAutoUpdate = false;

	var _scene = new THREE.Scene();

	var _camera = new THREE.PerspectiveCamera( 53, 1, 1, 10000 );
	_camera.position.z = 2;
	_scene.add( _camera );

	var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };

	var _renderTargetL = new THREE.WebGLRenderTarget( 512, 512, _params );
	var _renderTargetR = new THREE.WebGLRenderTarget( 512, 512, _params );

	var _material = new THREE.ShaderMaterial( {

		uniforms: {

			"mapLeft": { type: "t", value: _renderTargetL },
			"mapRight": { type: "t", value: _renderTargetR }

		},

		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;",

			"void main() {",

			"	vec2 uv = vUv;",

M
r63  
Mr.doob 已提交
63
			"	if ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {",
M
Mr.doob 已提交
64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171

			"		gl_FragColor = texture2D( mapLeft, uv );",

			"	} else {",

			"		gl_FragColor = texture2D( mapRight, uv );",

			"	}",

			"}"

		].join("\n")

	} );

	var mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), _material );
	_scene.add( mesh );

	this.setSize = function ( width, height ) {

		_renderTargetL = new THREE.WebGLRenderTarget( width, height, _params );
		_renderTargetR = new THREE.WebGLRenderTarget( width, height, _params );

		_material.uniforms[ "mapLeft" ].value = _renderTargetL;
		_material.uniforms[ "mapRight" ].value = _renderTargetR;

		renderer.setSize( width, height );

	};

	/*
	 * Renderer now uses an asymmetric perspective projection
	 * (http://paulbourke.net/miscellaneous/stereographics/stereorender/).
	 *
	 * Each camera is offset by the eye seperation and its projection matrix is
	 * also skewed asymetrically back to converge on the same projection plane.
	 * Added a focal length parameter to, this is where the parallax is equal to 0.
	 */

	this.render = function ( scene, camera ) {

		scene.updateMatrixWorld();

		if ( camera.parent === undefined ) camera.updateMatrixWorld();

		var hasCameraChanged = ( _aspect !== camera.aspect ) || ( _near !== camera.near ) || ( _far !== camera.far ) || ( _fov !== camera.fov );

		if ( hasCameraChanged ) {

			_aspect = camera.aspect;
			_near = camera.near;
			_far = camera.far;
			_fov = camera.fov;

			var projectionMatrix = camera.projectionMatrix.clone();
			var eyeSep = focalLength / 30 * 0.5;
			var eyeSepOnProjection = eyeSep * _near / focalLength;
			var ymax = _near * Math.tan( THREE.Math.degToRad( _fov * 0.5 ) );
			var xmin, xmax;

			// translate xOffset

			eyeRight.elements[12] = eyeSep;
			eyeLeft.elements[12] = -eyeSep;

			// for left eye

			xmin = -ymax * _aspect + eyeSepOnProjection;
			xmax = ymax * _aspect + eyeSepOnProjection;

			projectionMatrix.elements[0] = 2 * _near / ( xmax - xmin );
			projectionMatrix.elements[8] = ( xmax + xmin ) / ( xmax - xmin );

			_cameraL.projectionMatrix.copy( projectionMatrix );

			// for right eye

			xmin = -ymax * _aspect - eyeSepOnProjection;
			xmax = ymax * _aspect - eyeSepOnProjection;

			projectionMatrix.elements[0] = 2 * _near / ( xmax - xmin );
			projectionMatrix.elements[8] = ( xmax + xmin ) / ( xmax - xmin );

			_cameraR.projectionMatrix.copy( projectionMatrix );

		}

		_cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
		_cameraL.position.copy( camera.position );
		_cameraL.near = camera.near;
		_cameraL.far = camera.far;

		renderer.render( scene, _cameraL, _renderTargetL, true );

		_cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
		_cameraR.position.copy( camera.position );
		_cameraR.near = camera.near;
		_cameraR.far = camera.far;

		renderer.render( scene, _cameraR, _renderTargetR, true );

		_scene.updateMatrixWorld();

		renderer.render( _scene, _camera );

	};

};