I have a InstancedBufferGeometry made up of a single Plane:
const plane = new THREE.PlaneBufferGeometry(100, 100, 1, 1);
const geometry = new THREE.InstancedBufferGeometry();
geometry.maxInstancedCount = 100;
geometry.attributes.position = plane.attributes.position;
geometry.index = plane.index;
geometry.attributes.uv = plane.attributes.uv;
geometry.addAttribute( 'offset', new THREE.InstancedBufferAttribute( new Float32Array( offsets ), 3 ) ); // an offset position
I am applying a texture to each plane, which is working as expected, however I wish to apply a different region of the texture to each instance, and I'm not sure about the correct approach.
At the moment I have tried to build up uv's per instance, based on the structure of the uv's for a single plane:
let uvs = [];
for (let i = 0; i < 100; i++) {
const tl = [0, 1];
const tr = [1, 1];
const bl = [0, 0];
const br = [1, 0];
uvs = uvs.concat(tl, tr, bl, br);
}
...
geometry.addAttribute( 'uv', new THREE.InstancedBufferAttribute( new Float32Array( uvs ), 2) );
When I do this, I don't have any errors, but every instance is just a single colour (all instances are the the same colour). I have tried changing the instance size, and also the meshes per attribute (which I don't fully understand, struggling to find a good explanation in the docs).
I feel like I'm close, but I'm missing something, so a point in the right direction would be fantastic!
(For reference, here are my shaders):
const vertexShader = `
precision mediump float;
uniform vec3 color;
uniform sampler2D tPositions;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
attribute vec2 uv;
attribute vec2 dataUv;
attribute vec3 position;
attribute vec3 offset;
attribute vec3 particlePosition;
attribute vec4 orientationStart;
attribute vec4 orientationEnd;
varying vec3 vPosition;
varying vec3 vColor;
varying vec2 vUv;
void main(){
vPosition = position;
vec4 orientation = normalize( orientationStart );
vec3 vcV = cross( orientation.xyz, vPosition );
vPosition = vcV * ( 2.0 * orientation.w ) + ( cross( orientation.xyz, vcV ) * 2.0 + vPosition );
vec4 data = texture2D( tPositions, vec2(dataUv.x, 0.0));
vec3 particlePosition = (data.xyz - 0.5) * 1000.0;
vUv = uv;
vColor = data.xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position + particlePosition + offset, 1.0 );
}
`;
const fragmentShader = `
precision mediump float;
uniform sampler2D map;
varying vec3 vPosition;
varying vec3 vColor;
varying vec2 vUv;
void main() {
vec3 color = texture2D(map, vUv).xyz;
gl_FragColor = vec4(color, 1.0);
}
`;
As all my instances need to take the same size rectangular area, but offset (like a sprite sheet), I have added a UV offset and UV scale attribute to each instance, and use this to define which area of the map to use:
const uvOffsets = [];
for (let i = 0; i < INSTANCES; i++) {
const u = i % textureWidthHeight;
const v = ~~ (i / textureWidthHeight);
uvOffsets.push(u, v);
}
...
geometry.attributes.uv = plane.attributes.uv;
geometry.addAttribute( 'uvOffsets', new THREE.InstancedBufferAttribute( new Float32Array( uvOffsets ), 2 ) );
uniforms: {
...
uUvScale: { value: 1 / textureWidthHeight }
}
And in the fragment shader:
void main() {
vec4 color = texture2D(map, (vUv * uUvScale) + (vUvOffsets * uUvScale));
gl_FragColor = vec4(1.0, 1.0, 1.0, color.a);
}
\o/