Utilizing Numerous Textures within a PointCloud with Three.js

Currently, I am experimenting with implementing multiple textures in a single PointCloud using a ShaderMaterial. To achieve this, I am passing a texture array to the shader along with texture index attributes and selecting the appropriate texture to use in the fragment shader.

Key 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 challenge I am facing is that some points (those using a texture index higher than 0) are flickering intermittently, and I am unable to pinpoint the exact cause. Previous attempts have also resulted in flickering between textures rather than smooth transitions in opacity.

You can observe an example of this behavior at http://jsfiddle.net/6qrubbk6/4/.

Despite encountering this issue in various projects, I am determined to find a definitive solution. Any assistance on this matter would be highly valued.

Edit: After making the adjustment to check if vTexIndex is less than a certain value, rather than equal to that value, the issue is resolved.

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);
}

You can view the updated version at http://jsfiddle.net/6qrubbk6/5/

Answer №1

Another option is to convert vTexIndex into an integer.

int texIndex = int(vTexIndex + 0.5);

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

Answer №2

Thank you for taking the time to respond to your own question. Your insights have inspired me to explore a similar feature I've been working on.

I believe that sharing my solution here could benefit others who may encounter a similar challenge.

I have developed a fiddle that achieves the same functionality as what you are doing, but in a dynamic way. By adding textures to the textures array, they can be dynamically incorporated into the nodes. This task proved to be quite tricky in GLSL and required some creative JavaScript templating.

To achieve this, I devised two methods that generate the vertex and fragment shader for 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;
}

For a live demonstration of this implementation, visit: http://jsfiddle.net/jigglebilly/drmvz5co/

Answer №3

The updated version of Three.js does not support attributes in ShaderMaterial. To work around this, we need to remove attributes: attributes from new THREE.ShaderMaterial and utilize geometry.addAttribute instead. Below is the snippet of code for defining 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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