mirror of
https://github.com/Rezmason/matrix.git
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82 lines
2.3 KiB
JavaScript
82 lines
2.3 KiB
JavaScript
/**
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* @author rezmason
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*/
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const easeInOutQuad = input => {
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input = Math.max(0, Math.min(1, input));
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if (input < 0.5) {
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return 2 * input * input;
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}
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input -= 1;
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return 1 - 2 * input * input;
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}
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THREE.ColorMapPass = function (entries) {
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const colors = Array(256).fill().map(_ => new THREE.Vector3());
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const sortedEntries = entries.slice().sort((e1, e2) => e1.at - e2.at).map(entry => ({
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color: entry.color,
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at255: Math.floor(Math.max(Math.min(1, entry.at), 0) * (colors.length - 1))
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}));
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sortedEntries.unshift({color:sortedEntries[0].color, at255:0});
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sortedEntries.push({color:sortedEntries[sortedEntries.length - 1].color, at255:255});
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sortedEntries.forEach((entry, index) => {
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colors[entry.at255].copy(entry.color);
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if (index + 1 < sortedEntries.length) {
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const nextEntry = sortedEntries[index + 1];
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const diff = nextEntry.at255 - entry.at255;
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for (let i = 0; i < diff; i++) {
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colors[entry.at255 + i].lerpVectors(entry.color, nextEntry.color, i / diff);
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}
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}
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});
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const values = new Uint8Array([].concat(...colors.map(color => color.toArray().map(component => Math.floor(component * 255)))));
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this.dataTexture = new THREE.DataTexture(
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values,
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values.length / 3,
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1,
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THREE.RGBFormat,
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THREE.UnsignedByteType,
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THREE.UVMapping);
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this.dataTexture.magFilter = THREE.LinearFilter;
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this.dataTexture.needsUpdate = true;
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this.shader = {
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uniforms: {
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tDiffuse: { value: null },
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tColorData: { value: this.dataTexture }
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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 = uv;
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gl_Position = vec4( position, 1.0 );
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}
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`,
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fragmentShader: `
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uniform sampler2D tDiffuse;
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uniform sampler2D tColorData;
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varying vec2 vUv;
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void main() {
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gl_FragColor = vec4(
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texture2D( tColorData, vec2( texture2D( tDiffuse, vUv ).r, 0.0 ) ).rgb,
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1.0
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);
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}
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`
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};
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THREE.ShaderPass.call(this, this.shader);
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};
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THREE.ColorMapPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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constructor: THREE.ColorMapPass,
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render: function() {
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this.uniforms[ "tColorData" ].value = this.dataTexture;
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THREE.ShaderPass.prototype.render.call(this, ...arguments);
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}
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});
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