I am using a texture atlas to hold a sequence of images. When mapping to a mesh with MeshLambertMaterial
, using Texture.offset
and Texture.repeat
works beautifully to cut the subtexture out of the entire image.
However, using the exact same texture instance for a PointCloudMaterial
renders the particles with the entire atlas, not just the selected subimage.
I tried to follow the three.js source code, but the documentation is scarce.
Is there a workaround for this better than using canvases to chop up the image?
Edit: As requested, a work-in-progress is available at http://jnm2.com/minesweeper/.
THREE.PointCloudMaterial
has been renamed THREE.PointsMaterial
.
THREE.PointCloud
has been renamed THREE.Points
.
You want to use a sprite sheet with your point cloud.
Instead of using PointsMaterial
with your Points
, you can create a custom ShaderMaterial
instead.
The custom ShaderMaterial
can access your sprite sheet and use a different sub-image for each particle.
To do so, use a shader like this one:
<script type="x-shader/x-vertex" id="vertexshader">
attribute vec2 offset;
varying vec2 vOffset;
void main() {
vOffset = offset;
gl_PointSize = 25.0;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform sampler2D texture;
uniform vec2 repeat;
varying vec2 vOffset;
void main() {
vec2 uv = vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y );
vec4 tex = texture2D( texture, uv * repeat + vOffset );
if ( tex.a < 0.5 ) discard;
gl_FragColor = tex;
}
</script>
Set your BufferGeometry
like so:
// vertices
var geometry = new THREE.SphereGeometry( 100, 16, 12 );
geometry.mergeVertices(); // to remove duplicate vertices at the poles
var vertices = geometry.vertices;
// geometry
geometry = new THREE.BufferGeometry();
// attributes
numVertices = vertices.length;
var positions = new Float32Array( numVertices * 3 ); // 3 coordinates per point
var offsets = new Float32Array( numVertices * 2 ); // 2 coordinates per point
geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
geometry.addAttribute( 'offset', new THREE.BufferAttribute( offsets, 2 ) );
// populate positions
geometry.attributes.position.copyVector3sArray( vertices );
// populate offsets
var offset = new THREE.Vector2();
for ( var i = 0, index = 0, l = numVertices; i < l; i ++, index += 2 ) {
offset.set( THREE.Math.randInt( 1, 3 ), THREE.Math.randInt( 2, 3 ) ).multiplyScalar( 0.25 ); // sprite sheet: 4 rows x 4 cols
offsets[ index ] = offset.x;
offsets[ index + 1 ] = offset.y;
}
And your ShaderMaterial
like so:
// uniforms
uniforms = {
texture: { value: texture },
repeat: { value: new THREE.Vector2( 0.25, 0.25 ) }
};
// material
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
transparent: true
} );
// point cloud
pointCloud = new THREE.Points( geometry, material );
scene.add( pointCloud );
fiddle: http://jsfiddle.net/myy7x4zd/10/
three.js r.84