mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Initial commit
This commit is contained in:
81
js/ColorMapPass.js
Normal file
81
js/ColorMapPass.js
Normal file
@@ -0,0 +1,81 @@
|
||||
/**
|
||||
* @author rezmason
|
||||
*/
|
||||
|
||||
const easeInOutQuad = input => {
|
||||
input = Math.max(0, Math.min(1, input));
|
||||
if (input < 0.5) {
|
||||
return 2 * input * input;
|
||||
}
|
||||
input -= 1;
|
||||
return 1 - 2 * input * input;
|
||||
}
|
||||
|
||||
THREE.ColorMapPass = function (entries) {
|
||||
const colors = Array(256).fill().map(_ => new THREE.Vector3());
|
||||
const sortedEntries = entries.slice().sort((e1, e2) => e1.at - e2.at).map(entry => ({
|
||||
color: entry.color,
|
||||
at255: Math.floor(Math.max(Math.min(1, entry.at), 0) * (colors.length - 1))
|
||||
}));
|
||||
sortedEntries.unshift({color:sortedEntries[0].color, at255:0});
|
||||
sortedEntries.push({color:sortedEntries[sortedEntries.length - 1].color, at255:255});
|
||||
sortedEntries.forEach((entry, index) => {
|
||||
colors[entry.at255].copy(entry.color);
|
||||
if (index + 1 < sortedEntries.length) {
|
||||
const nextEntry = sortedEntries[index + 1];
|
||||
const diff = nextEntry.at255 - entry.at255;
|
||||
for (let i = 0; i < diff; i++) {
|
||||
colors[entry.at255 + i].lerpVectors(entry.color, nextEntry.color, i / diff);
|
||||
}
|
||||
}
|
||||
});
|
||||
const values = new Uint8Array([].concat(...colors.map(color => color.toArray().map(component => Math.floor(component * 255)))));
|
||||
|
||||
this.dataTexture = new THREE.DataTexture(
|
||||
values,
|
||||
values.length / 3,
|
||||
1,
|
||||
THREE.RGBFormat,
|
||||
THREE.UnsignedByteType,
|
||||
THREE.UVMapping);
|
||||
this.dataTexture.magFilter = THREE.LinearFilter;
|
||||
this.dataTexture.needsUpdate = true;
|
||||
|
||||
this.shader = {
|
||||
uniforms: {
|
||||
tDiffuse: { value: null },
|
||||
tColorData: { value: this.dataTexture }
|
||||
},
|
||||
|
||||
vertexShader: `
|
||||
varying vec2 vUv;
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = vec4( position, 1.0 );
|
||||
}
|
||||
`,
|
||||
|
||||
fragmentShader: `
|
||||
uniform sampler2D tDiffuse;
|
||||
uniform sampler2D tColorData;
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = vec4(
|
||||
texture2D( tColorData, vec2( texture2D( tDiffuse, vUv ).r, 0.0 ) ).rgb,
|
||||
1.0
|
||||
);
|
||||
}
|
||||
`
|
||||
};
|
||||
|
||||
THREE.ShaderPass.call(this, this.shader);
|
||||
};
|
||||
|
||||
THREE.ColorMapPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
|
||||
constructor: THREE.ColorMapPass,
|
||||
render: function() {
|
||||
this.uniforms[ "tColorData" ].value = this.dataTexture;
|
||||
THREE.ShaderPass.prototype.render.call(this, ...arguments);
|
||||
}
|
||||
});
|
||||
Reference in New Issue
Block a user