hw7

RenderTarget, Multi-pass Rendering, Monochrome Filter, .

by chaiche

HTML

<div id="info">
hw7: monochrome<br>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r76/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js">
</script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.min.js"></script>
    
<script id="myVertexShader" type="x-shader/x-vertex">
	varying vec2 vUv;
	void main() {
		gl_Position = projectionMatrix* modelViewMatrix * vec4( position, 1.0);
		vUv = uv;
	}
</script>
<script id="myFragmentShader" type="x-shader/x-fragment">
	uniform sampler2D texture;
  uniform float fade;
	varying vec2 vUv;
vec3 rgb2hsv(vec3 c)
{
    vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
    vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
    vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));

    float d = q.x - min(q.w, q.y);
    float e = 1.0e-10;
    return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}

vec3 hsv2rgb(vec3 c)
{
    vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
    vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
    return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}	
	void main() {
		vec4 color = texture2D (texture, vUv);
    vec3 hsv = rgb2hsv (color.rgb);
    hsv.y = fade;
    vec3 rgb = hsv2rgb (hsv.xyz);
		gl_FragColor = vec4 (rgb, 1.0);
	}
</script>

CSS

body {
    background-color: #fff;
    color: #111;
    margin: 0px;
    overflow: hidden;
    font-family: Monospace;
    font-size: 10px;
    position: absolute;
}
#info {
    position: absolute;
    top: 3%;
    width: 100%;
    padding: 5px;
    text-align: center;
    color: #ffff00
}

JavaScript

var renderer, camera, controls;
var pointLight;
var scene, sceneRTT, rtTexture, torus;
var rttmaterial, quad;
var camera2;


init();
animate();


function init()
{
	
	rtTexture = new THREE.WebGLRenderTarget( 
		1024,1024,
		{ minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } 
		);
  rtTexture2 = new THREE.WebGLRenderTarget( 
		1024,1024,
		{ minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } 
		);

	renderer = new THREE.WebGLRenderer({antialias: true});
	renderer.setSize (window.innerWidth, window.innerHeight);
	document.body.appendChild (renderer.domElement);
	renderer.setClearColor (0x888888);
	renderer.autoClear = false;
  
	camera = new THREE.PerspectiveCamera (45, window.innerWidth/window.innerHeight, 0.1, 10000);
	camera.position.y = 0;
	camera.position.z = 400;
	camera.lookAt (new THREE.Vector3(0,0,0));

	camera2 = camera.clone();
	// add control here (after the camera is defined)
	controls = new THREE.OrbitControls (camera, renderer.domElement);
//////////////////////////////////////////////////////////////////////////
	// render a torus to texture
	// then apply the texture to a quad,
  // with a monochrome filter

	//other scene object
	sceneRTT = new THREE.Scene();
	pointLight = new THREE.PointLight (0xffffff);
	pointLight.position.set (0,300,200);
	sceneRTT.add (pointLight);
	
  var other_column = [];
  for(var i=0;i<10;i++){
    
      other_column[i] = new THREE.Mesh(new THREE.BoxGeometry(20, 50, 20),
      new THREE.MeshBasicMaterial({
        color: 0xff1234
      }));
      other_column[i].position.x = -100 + i * 30;
      sceneRTT.add(other_column[i]);
    
  }
  var other_column1 = [];
  for(var i=0;i<10;i++){
  	
      other_column1[i] = new THREE.Mesh(new THREE.BoxGeometry(20, 50, 20),
      new THREE.MeshBasicMaterial({
        color: 0x1234ff
      }));
      other_column1[i].position.y = 70;
      other_column1[i].position.x = -100 + i * 30;
   ...