Reputation: 39
I need to color a face looking towards to plane.
I thought two different approaches:
Place a light source below plane (plane is only one sided) so down side of the object gets light color. But AFAIK I can only limit the light in PointLight, but my plane is rectangular. RectArea light looks good but does not work with my materials. Also I want my light to only affects some objects, not every object.
Calculate facenormals for every object on every update, check them against plane normal; if its what I want color them using vertex/face colors. Also I need to paint every other to default color. But this seems to me too CPU heavy.
Is there any better way?
Upvotes: 0
Views: 69
Reputation: 1735
As pointed out by @Mugen87, the easiest way to achieve that is by using custom shaders.
This is a wide topic, it might take some getting used to. But the are incredible resources out there explaining this topic in-depth. The Book of Shaders is a good place to start.
By calculating the dot product between a surface normal and the inverse view direction, you can get information about how much a certain surface is "facing" towards the camera.
Using this information we can mix two colors and use that as the final color that will appear on the screen.
<html>
<head>
<title> view-based color </title>
<style>
body { margin: 0; position: fixed;}
canvas { width: 100%; height: 100%; display: block;}
</style>
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
</head>
<body>
<script>
var shader_vert = `
varying vec3 vNormal;
void main() {
vNormal = normalize( modelMatrix * vec4( normal, 1.0 ) ).xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`;
var shader_frag = `
uniform vec3 viewDirection;
varying vec3 vNormal;
void main() {
vec3 red = vec3( 1.0, 0.0, 0.0 );
vec3 pink = vec3( 1.0, 0.8, 0.8 );
float q = clamp( dot( vNormal, -viewDirection ), 0.0, 1.0 );
vec3 color = mix( red, pink, q );
gl_FragColor = vec4( color, 1.0 );
}
`;
var renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var scene = new THREE.Scene();
scene.background = new THREE.Color( 0xffffff );
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.position.set( 0, 2, 5 );
camera.lookAt( new THREE.Vector3() );
// plane
var geometry = new THREE.BoxBufferGeometry( 2, 2, 2 );
// custom shader
var material = new THREE.ShaderMaterial( {
uniforms: {
viewDirection: { value: new THREE.Vector3() }
},
vertexShader: shader_vert,
fragmentShader: shader_frag,
} );
var plane = new THREE.Mesh( geometry, material );
scene.add( plane );
window.addEventListener( 'resize', onResize );
function animate() {
requestAnimationFrame( animate );
plane.rotation.y += 0.01;
plane.rotation.x += 0.01;
camera.getWorldDirection( material.uniforms.viewDirection.value );
renderer.render( scene, camera );
};
function onResize() {
var w = window.innerWidth;
var h = window.innerHeight;
camera.aspect = w / h;
camera.updateProjectionMatrix();
renderer.setSize( w, h );
}
animate();
</script>
</body>
</html>
Upvotes: 2