Three.js - using multiple textures in one PointCloud

I am trying to use multiple textures in one PointCloud using ShaderMaterial. I am passing an array of textures to the shader along with the texture index attributes and choosing an appropriate texture to use in the fragment shader.

Relevant setup code:

var particleCount = 100;

var uniforms = {
    textures: {
        type: 'tv',
        value: this.getTextures()
    }
};

var attributes = {
    texIndex: {
        type: 'f',
        value: []
    },
    color: {
        type: 'c',
        value: []
    },
};

var material = new THREE.ShaderMaterial({
    uniforms: uniforms,
    attributes: attributes,
    vertexShader: document.getElementById('vertexShader').textContent,
    fragmentShader: document.getElementById('fragmentShader').textContent,
    transparent: true
});

var geometry = new THREE.Geometry();

for (var i = 0; i < particleCount; i++) {
    geometry.vertices.push(new THREE.Vector3(
    (Math.random() - 0.5) * 50, (Math.random() - 0.5) * 50, (Math.random() - 0.5) * 50));
    attributes.texIndex.value.push(Math.random() * 3 | 0);
    attributes.color.value.push(new THREE.Color(0xffffff));
}

var particles = new THREE.PointCloud(geometry, material);
particles.sortParticles = true;
this.container.add(particles);

      

Vertex Shader:

attribute vec3 color;
attribute float texIndex;

varying vec3 vColor;
varying float vTexIndex;

void main() {
    vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);

    vColor = color;
    vTexIndex = texIndex;

    gl_PointSize = 50.0;
    gl_Position = projectionMatrix * mvPosition;
}

      

Fragment shader:

uniform sampler2D textures[3];

varying vec3 vColor;
varying float vTexIndex;

void main() {
    vec4 startColor = vec4(vColor, 1.0);
    vec4 finalColor;

    if (vTexIndex == 0.0) {
        finalColor = texture2D(textures[0], gl_PointCoord);
    } else if (vTexIndex == 1.0) {
        finalColor = texture2D(textures[1], gl_PointCoord);
    } else if (vTexIndex == 2.0) {
        finalColor = texture2D(textures[2], gl_PointCoord);
    }

    gl_FragColor = startColor * finalColor;
}

      

The problem is that some dots (the ones using a texture index above 0) flicker for reasons and cannot be understood. Other attempts also seemed to flicker between textures rather than transparency.

An example of this can be seen at http://jsfiddle.net/6qrubbk6/4/ .

I've given this up on several projects, but I'd love to find a solution once and for all. Any help is appreciated.

Edit: Checking if vTexIndex is <n and not == n solves the problem.

if (vTexIndex < 0.5) {
    finalColor = texture2D(textures[0], gl_PointCoord);
} else if (vTexIndex < 1.5) {
    finalColor = texture2D(textures[1], gl_PointCoord);
} else if (vTexIndex < 2.5) {
    finalColor = texture2D(textures[2], gl_PointCoord);
}

      

As shown here: http://jsfiddle.net/6qrubbk6/5/

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3 answers


Also you can use vTexIndex for int.



int textureIndex = int(vTexIndex + 0.5);

if (textureIndex == 0) {
    finalColor = texture2D(textures[0], gl_PointCoord);
} else if (textureIndex == 1) {
    finalColor = texture2D(textures[1], gl_PointCoord);
} else if (textureIndex == 2) {
    finalColor = texture2D(textures[2], gl_PointCoord);
}

      

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Thanks for answering your own question. You helped me get started with a similar feature that I was working on.

I thought it might be helpful to someone else, so I answer here.

I created a fiddle that does what you do, but dynamically. You can add as many textures to the texture array and they will be dynamically added to the nodes. It was tricky to do in glsl and required a few hacky javascript templates.

To do this, I just created 2 methods that will return the vertex and fragment shader to the shader material:

Fragment shader method:



World.prototype.getFragmentShader = function(numTextures){
var fragShader =  `uniform sampler2D textures[${numTextures}];

varying vec3 vColor;
varying float vTexIndex;

void main() {
    vec4 startColor = vec4(vColor, 1.0);
    vec4 finalColor;

    `;
  for(var i = 0; i < numTextures; i++){
    if(i == 0){ 
      fragShader += `if (vTexIndex < ${i}.5) {
        finalColor = texture2D(textures[${i}], gl_PointCoord);
        }
      `
    }
    else{
      fragShader += `else if (vTexIndex < ${i}.5) {
        finalColor = texture2D(textures[${i}], gl_PointCoord);
        }
      `
    }
  }
fragShader += `gl_FragColor = startColor * finalColor;
}`;

console.log('frag shader: ', fragShader)
return fragShader;
}

      

Vertex Shader:

World.prototype.getVertexShader = function(){

let vertexShader = `attribute vec3 color;
attribute float texIndex;

varying vec3 vColor;
varying float vTexIndex;

void main() {
    vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);

    vColor = color;
    vTexIndex = texIndex;

    gl_PointSize = 50.0;
    gl_Position = projectionMatrix * mvPosition;
}`;

return vertexShader;
}

      

You can see a live demo here: http://jsfiddle.net/jigglebilly/drmvz5co/

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The new version of Three.js does not support attributes in the ShaderMaterial. We will need to delete attributes: attributes

in new THREE.ShaderMaterial

and use instead geometry.addAttribute

. Here's the code to determine texIndex:

var vIndex = new Float32Array( vertices.length );
for ( var i = 0, l = vertices.length; i < l; i ++ ) {
        vIndex[i] = Math.random()*getTextures().length;
}
geometry.addAttribute( 'texIndex', new THREE.BufferAttribute( vIndex, 1 ) );

      

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