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;
...