Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- 'problem_shader':{
- uniforms: {
- W: { type:"i", value:500}, // dimension de la fenêtre
- H: { type:"i", value:500}, // dimension de la fenêtre
- textu1: { type: "t", value: 1, texture: null },
- textu2: { type: "t", value: 1, texture: null }
- },
- vertexShader: [
- "void main() {",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform int W;",
- "uniform int H;",
- "uniform sampler2D textu1;",
- "uniform sampler2D textu2;",
- "float unpack (vec4 colour)",
- "{",
- "const vec4 bitShifts = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1.0);",
- "return dot(colour , bitShifts);",
- "}",
- "vec4 WHITE = vec4(1.,1.,1.,1.);",
- "vec4 RED = vec4(1.,0.,0.,1.);",
- "vec4 GREEN = vec4(0.,1.,0.,1.);",
- "vec4 BLUE = vec4(0.,0.,1.,1.);",
- "void main(void){",
- "vec2 pos_cour=vec2(gl_FragCoord.s/float(W),gl_FragCoord.t/float(H));",
- "vec4 FOCUS = texture2D(textu2, pos_cour);",
- "vec4 Z = texture2D(textu1, pos_cour);",
- "float z_min = Z.g;",
- "vec4 col=vec4(0.0,0.0,0.0,0.0);",
- "if(z_min<0.6){if(FOCUS.a<0.3){col=RED;}else{col=WHITE;}}else{col=GREEN;};",
- //"if(z_min<0.6){col=RED;}else{col=GREEN;}",
- "gl_FragColor=col;",
- //"gl_FragColor=vec4(z_min,z_min,z_min,1.0);",
- "}"
- ].join("\n")
- },
- 'create_color':{
- uniforms: {
- },
- vertexShader: [
- "void main() {",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join("\n"),
- fragmentShader: [
- "void main(void){",
- "gl_FragColor=vec4(0.1,0.2,0.1,0.4);",
- "}"
- ].join("\n")
- },
- 'utilise_texture':{
- uniforms: {
- W: { type:"i", value:500}, // dimension de la fenêtre
- H: { type:"i", value:500}, // dimension de la fenêtre
- textu: { type: "t", value: 1, texture: null }
- },
- vertexShader: [
- "void main() {",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform int W;",
- "uniform int H;",
- "uniform sampler2D textu;",
- "float unpack (vec4 colour)",
- "{",
- "const vec4 bitShifts = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1.0);",
- "return dot(colour , bitShifts);",
- "}",
- "void main(void){",
- "vec2 pos_cour=vec2(gl_FragCoord.s/float(W),gl_FragCoord.t/float(H));",
- "if(gl_FragCoord.s>400.0 && gl_FragCoord.s<800.0 &&gl_FragCoord.t>300.0 && gl_FragCoord.t<500.0 ) {",
- "gl_FragColor=vec4(0.0,1.0,0.0,1.0);",
- "} else {",
- "gl_FragColor=vec4(0.0,0.0,1.0,1.0);",
- "}",
- "}"
- ==============================================================================================
- END OF SHADER
- ================================================================================================
- <!doctype html>
- <html lang="en">
- <head>
- <title>Pompe</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- font-family: Monospace;
- background-color: #000000;
- margin: 0px;
- overflow: hidden;
- }
- #info {
- color: #fff;
- position: absolute;
- top: 10px;
- width: 100%;
- text-align: center;
- z-index: 100;
- display:block;
- }
- a { color: skyblue }
- </style>
- </head>
- <body>
- <script src="../build/Three.js"></script>
- <script src="js/loaders/ColladaLoader.js"></script>
- <script src="js/ShaderExtras.js"></script>
- <script src="js/Detector.js"></script>
- <script src="js/Stats.js"></script>
- <script>
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var container, stats;
- var camera, scene, renderer, objects;
- var particleLight, pointLight;
- var dae, skin;
- var affich_panneau=false;
- var loader = new THREE.ColladaLoader();
- loader.options.convertUpAxis = true;
- loader.load( './models/collada/Object.dae', function colladaReady( collada ) {
- dae = collada.scene;
- //ajout d'un materiau
- //var material = new THREE.MeshLambertMaterial({transparent: true,opacity:0.5});
- //dae.children[0].material=new THREE.MeshPhongMaterial({transparent: true,opacity:0.7 });;
- init();
- animate();
- } );
- //gestion clavier
- function onKeyDown ( event ) {
- switch( event.keyCode ) {
- case 78: /*n*/ affich_panneau=!affich_panneau; break;
- }
- };
- //
- function init() {
- container = document.createElement( 'div' );
- document.body.appendChild( container );
- scene = new THREE.Scene();
- //camera, clavier, souris trackball
- camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
- camera.position.set( 3, 3, 3 );
- scene.add( camera );
- controls = new THREE.TrackballControls( camera );
- controls.rotateSpeed = 3.0;
- controls.zoomSpeed = 3.2;
- controls.panSpeed = 0.8;
- controls.noZoom = false;
- controls.noPan = false;
- controls.staticMoving = true;
- controls.dynamicDampingFactor = 0.3;
- controls.keys = [ 65, 83, 68 ];
- controls.addEventListener( 'change', render );
- document.addEventListener( 'keydown', onKeyDown, false );
- // Add the COLLADA
- scene.add( dae );
- // Lights
- pointLight = new THREE.PointLight( 0xffffff, 1.4,150000.0 );
- pointLight.position.x = 4;
- pointLight.position.y = 4;
- pointLight.position.z = 4;
- scene.add( pointLight );
- renderer = new THREE.WebGLRenderer();
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.autoClear=false;
- //renderer.setBlending(THREE.NoBlending);
- container.appendChild( renderer.domElement );
- // ajout
- renderTargetParametersRGBA_float = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, type:THREE.FloatType, format: THREE.RGBAFormat,stencilBuffer: false };
- target_depth=new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, renderTargetParametersRGBA_float );
- target_color=new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, renderTargetParametersRGBA_float );
- target_position=new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, renderTargetParametersRGBA_float );
- var shader = THREE.ShaderExtras[ "utilise_texture" ];
- var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
- //uniforms["textu"].texture=target;
- uniforms["W"]=window.innerWidth;
- uniforms["H"]=window.innerHeight;
- var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms };
- material = new THREE.ShaderMaterial( parameters );
- /*var shader_depth = THREE.ShaderExtras[ "depth_fragment" ];
- var uniforms_depth = THREE.UniformsUtils.clone( shader_depth.uniforms );
- var parameters_depth = { fragmentShader: shader_depth.fragmentShader, vertexShader: shader_depth.vertexShader, uniforms: uniforms_depth };
- material_depth = new THREE.ShaderMaterial( parameters_depth );
- material_depth.blending=THREE["NoBlending"];*/
- //
- var shader_color = THREE.ShaderExtras[ "create_color" ];
- var uniforms_color = THREE.UniformsUtils.clone( shader_color.uniforms );
- var parameters_color = { fragmentShader: shader_color.fragmentShader, vertexShader: shader_color.vertexShader, uniforms: uniforms_color };
- material_color = new THREE.ShaderMaterial( parameters_color );
- material_color.blending=THREE["NoBlending"];
- //
- //
- var shader_problem = THREE.ShaderExtras[ "problem_shader" ];
- var uniforms_problem = THREE.UniformsUtils.clone( shader_problem.uniforms );
- uniforms_problem["W"].value=window.innerWidth;
- uniforms_problem["H"].value=window.innerHeight;
- uniforms_problem["textu1"].texture=target_position;
- uniforms_problem["textu2"].texture=target_color;
- var parameters_problem = { fragmentShader: shader_problem.fragmentShader, vertexShader: shader_problem.vertexShader, uniforms: uniforms_problem };
- material_problem = new THREE.ShaderMaterial( parameters_problem );
- material_problem.blending=THREE["NoBlending"];
- //
- //
- stats = new Stats();
- stats.domElement.style.position = 'absolute';
- stats.domElement.style.top = '0px';
- container.appendChild( stats.domElement );
- /*var gl = renderer.context;
- gl.depthFunc(gl.LEQUAL);
- gl.clearDepth(1.0);*/
- }
- //
- var t = 0;
- function animate() {
- requestAnimationFrame( animate );
- controls.update();
- render();
- stats.update();
- //la lumière se déplace avec la caméra
- pointLight.position.x = camera.position.x;
- pointLight.position.y = camera.position.y;
- pointLight.position.z = camera.position.z;
- }
- function render() {
- renderer.clear();
- renderer.clearTarget(target_position,true,true,true);
- scene.overrideMaterial=material;
- renderer.render(scene,camera,target_position);
- renderer.clearTarget(target_color,true,true,true);
- scene.overrideMaterial=material_color;
- renderer.render(scene,camera,target_color);
- scene.overrideMaterial=material_problem;
- renderer.render(scene,camera);
- }
- </script>
- </body>
- </html>
Advertisement
Add Comment
Please, Sign In to add comment