I am working on a Three.js scene in which I'd like to use many points with different textures. However, so far I haven't been able to change textures in my fragment shader. Despite the fact that the points in the following scene should alternate between texture 0 (a cat) and 1 (a dog), all points show the same texture:
/**
* Generate a scene object with a background color
**/
function getScene() {
var scene = new THREE.Scene();
scene.background = new THREE.Color(0xaaaaaa);
return scene;
}
/**
* Generate the camera to be used in the scene. Camera args:
* [0] field of view: identifies the portion of the scene
* visible at any time (in degrees)
* [1] aspect ratio: identifies the aspect ratio of the
* scene in width/height
* [2] near clipping plane: objects closer than the near
* clipping plane are culled from the scene
* [3] far clipping plane: objects farther than the far
* clipping plane are culled from the scene
**/
function getCamera() {
var aspectRatio = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(75, aspectRatio, 0.1, 10000);
camera.position.set(0, 1, -6000);
return camera;
}
/**
* Generate the renderer to be used in the scene
**/
function getRenderer() {
// Create the canvas with a renderer
var renderer = new THREE.WebGLRenderer({antialias: true});
// Add support for retina displays
renderer.setPixelRatio(window.devicePixelRatio);
// Specify the size of the canvas
renderer.setSize(window.innerWidth, window.innerHeight);
// Add the canvas to the DOM
document.body.appendChild(renderer.domElement);
return renderer;
}
/**
* Generate the controls to be used in the scene
* @param {obj} camera: the three.js camera for the scene
* @param {obj} renderer: the three.js renderer for the scene
**/
function getControls(camera, renderer) {
var controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.zoomSpeed = 0.4;
controls.panSpeed = 0.4;
return controls;
}
/**
* Generate the points for the scene
* @param {obj} scene: the current scene object
**/
function addPoints(scene) {
// this geometry builds a blueprint and many copies of the blueprint
var geometry = new THREE.InstancedBufferGeometry();
geometry.addAttribute( 'position',
new THREE.BufferAttribute( new Float32Array( [0, 0, 0] ), 3));
// add data for each observation
var n = 10000; // number of observations
var translation = new Float32Array( n * 3 );
var texture = new Float32Array( n );
var translationIterator = 0;
for (var i=0; i<n; i++) {
texture[i] = i % 2;
}
for (var i=0; i<n*3; i++) {
switch (translationIterator % 3) {
case 0:
translation[translationIterator++] = ((i * 50) % 10000) - 5000;
break;
case 1:
translation[translationIterator++] = Math.floor((i / 160) * 50) - 5000;
break;
case 2:
translation[translationIterator++] = 10;
break;
}
}
geometry.addAttribute( 'translation',
new THREE.InstancedBufferAttribute( translation, 3, 1 ) );
geometry.addAttribute( 'textureIndex',
new THREE.InstancedBufferAttribute( texture, 1, 1 ) );
var loader = new THREE.TextureLoader();
var material = new THREE.RawShaderMaterial({
uniforms: {
textures: {
'type': 'tv',
'value': [
loader.load('https://s3.amazonaws.com/duhaime/blog/tsne-webgl/assets/cat.jpg'),
loader.load('https://s3.amazonaws.com/duhaime/blog/tsne-webgl/assets/dog.jpg'),
],
}
},
vertexShader: document.getElementById('vertex-shader').textContent,
fragmentShader: document.getElementById('fragment-shader').textContent,
});
var mesh = new THREE.Points(geometry, material);
mesh.frustumCulled = false; // prevent the mesh from being clipped on drag
scene.add(mesh);
}
/**
* Render!
**/
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
controls.update();
};
/**
* Main
**/
var scene = getScene();
var camera = getCamera();
var renderer = getRenderer();
var controls = getControls(camera, renderer);
addPoints(scene);
render();
html, body { width: 100%; height: 100%; background: #000; }
body { margin: 0; overflow: hidden; }
canvas { width: 100%; height: 100%; }
<html>
<body>
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js'></script>
<script src='https://rawgit.com/YaleDHLab/pix-plot/master/assets/js/trackball-controls.js'></script>
<script type='x-shader/x-vertex' id='vertex-shader'>
/**
* The vertex shader's main() function must define `gl_Position`,
* which describes the position of each vertex in screen coordinates.
*
* To do so, we can use the following variables defined by Three.js:
* attribute vec3 position - stores each vertex's position in world space
* attribute vec2 uv - sets each vertex's the texture coordinates
* uniform mat4 projectionMatrix - maps camera space into screen space
* uniform mat4 modelViewMatrix - combines:
* model matrix: maps a point's local coordinate space into world space
* view matrix: maps world space into camera space
*
* `attributes` can vary from vertex to vertex and are defined as arrays
* with length equal to the number of vertices. Each index in the array
* is an attribute for the corresponding vertex. Each attribute must
* contain n_vertices * n_components, where n_components is the length
* of the given datatype (e.g. for a vec2, n_components = 2; for a float,
* n_components = 1)
* `uniforms` are constant across all vertices
* `varyings` are values passed from the vertex to the fragment shader
*
* For the full list of uniforms defined by three, see:
* https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
**/
// set float precision
precision mediump float;
// specify geometry uniforms
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
// to get the camera attributes:
uniform vec3 cameraPosition;
// blueprint attributes
attribute vec3 position; // sets the blueprint's vertex positions
// instance attributes
attribute vec3 translation; // x y translation offsets for an instance
attribute float textureIndex; // idx of texture in sampler
// specify the varyings to pass to instances
varying float vTextureIndex;
void main() {
// pass varyings to fragment shader
//vTextureIndex = textureIndex;
// set point position
vec3 pos = position + translation;
vec4 projected = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
gl_Position = projected;
// use the delta between the point position and camera position to size point
float xDelta = pow(projected[0] - cameraPosition[0], 2.0);
float yDelta = pow(projected[1] - cameraPosition[1], 2.0);
float zDelta = pow(projected[2] - cameraPosition[2], 2.0);
float delta = pow(xDelta + yDelta + zDelta, 0.5);
gl_PointSize = 50000.0 / delta;
}
</script>
<script type='x-shader/x-fragment' id='fragment-shader'>
/**
* The fragment shader's main() function must define `gl_FragColor`,
* which describes the pixel color of each pixel on the screen.
*
* To do so, we can use uniforms passed into the shader and varyings
* passed from the vertex shader.
*
* Attempting to read a varying not generated by the vertex shader will
* throw a warning but won't prevent shader compiling.
**/
precision highp float;
uniform sampler2D textures[2];
// declare received varyings
varying float vTextureIndex; // instance uv offsets
void main() {
int texIdx = int(vTextureIndex);
vec2 uv = vec2(0.0, 0.0) + vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y );
if (texIdx == 0) {
gl_FragColor = texture2D(textures[0], uv );
} else if (texIdx == 1) {
gl_FragColor = texture2D(textures[1], uv );
}
}
</script>
</body>
</html>
Does anyone see what I'm missing? I'd be very grateful for any insight others can offer on this question!
texIdx
is0
, make the pointRED
, and if it's1
, make itBLUE
. That will validate that your per-point indexing is working how you expect. – TheJim01if (texIdx == 0) { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); } else if (texIdx == 1) { gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); }
But all the points are red. It's like a bad Momma's and the Poppa's song. Do you know why that might be? – duhaimetexIdx
is always evaluating as0
. You could change your logic to evaluatevTextureIndex
directly to see if that is what you think it is--if(vTextureIndex < 0.5){ red } else if(vTextureIndex < 1.5) { green } else...
. – TheJim01