Texture atlas offset/repeat works for meshes but i

2019-01-26 02:14发布

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/.

1条回答
祖国的老花朵
2楼-- · 2019-01-26 02:43

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

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