I am looking for a way to draw several objects with unique textures. I came across this old question about instancedMesh where someone got the multiple instances with different textures but on desktop, textures have weird artifacts. Initially I thought something must be wrong with that demo but everything seems fine to me, I also tried to use mix functions in place of conditionals but textures still have artifacts.
I have been looking for different ways to draw multiple unique geometries so merging geometries isn't an option, but most results I get are for multiple objects with merged geometry. Would be great if someone can offer some guidance.
var camera, scene, renderer, stats;
var mesh;
var amount = parseInt( window.location.search.substr( 1 ) ) || 10;
var count = Math.pow( amount, 3 );
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2( 1, 1 );
var rotationTheta = 0.1;
var rotationMatrix = new THREE.Matrix4().makeRotationY( rotationTheta );
var instanceMatrix = new THREE.Matrix4();
var matrix = new THREE.Matrix4();
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( amount, amount, amount );
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
var light = new THREE.HemisphereLight( 0xffffff, 0x000088 );
light.position.set( - 1, 1.5, 1 );
scene.add( light );
var light = new THREE.HemisphereLight( 0xffffff, 0x880000, 0.5 );
light.position.set( - 1, - 1.5, - 1 );
scene.add( light );
var geometry = new THREE.BoxBufferGeometry( .5, .5, .5, 1, 1, 1 );
var material = [
new THREE.MeshStandardMaterial( { map: new THREE.TextureLoader().load( 'https://threejs.org/examples/textures/square-outline-textured.png' ) } ),
new THREE.MeshStandardMaterial( { map: new THREE.TextureLoader().load( 'https://threejs.org/examples/textures/golfball.jpg' ) } ),
new THREE.MeshStandardMaterial( { map: new THREE.TextureLoader().load( 'https://threejs.org/examples/textures/metal.jpg' ) } ),
new THREE.MeshStandardMaterial( { map: new THREE.TextureLoader().load( 'https://threejs.org/examples/textures/roughness_map.jpg' ) } ),
new THREE.MeshStandardMaterial( { map: new THREE.TextureLoader().load( 'https://threejs.org/examples/textures/tri_pattern.jpg' ) } ),
new THREE.MeshStandardMaterial( { map: new THREE.TextureLoader().load( 'https://threejs.org/examples/textures/water.jpg' ) } ),
];
material.forEach((m,side)=>{
if ( side!=2 ) return;
m.onBeforeCompile = ( shader ) => {
shader.uniforms.textures = { 'type': 'tv', value: [
new THREE.TextureLoader().load( 'https://threejs.org/examples/textures/crate.gif' ),
new THREE.TextureLoader().load( 'https://threejs.org/examples/textures/equirectangular.png' ),
new THREE.TextureLoader().load( 'https://threejs.org/examples/textures/colors.png' )
] };
shader.vertexShader = shader.vertexShader.replace(
'#define STANDARD',
`#define STANDARD
varying vec3 vTint;
varying float vTextureIndex;`
).replace(
'#include <common>',
`#include <common>
attribute vec3 tint;
attribute float textureIndex;`
).replace(
'#include <project_vertex>',
`#include <project_vertex>
vTint = tint;
vTextureIndex=textureIndex;`
);
shader.fragmentShader = shader.fragmentShader.replace(
'#define STANDARD',
`#define STANDARD
uniform sampler2D textures[3];
varying vec3 vTint;
varying float vTextureIndex;`
)
.replace(
'#include <fog_fragment>',
`#include <fog_fragment>
int texIdx = int(vTextureIndex);
vec4 col;
if (texIdx == 0) {
col = texture2D(textures[0], vUv );
} else if ( texIdx==1) {
col = texture2D(textures[1], vUv );
} else if ( texIdx==2) {
col = texture2D(textures[2], vUv );
}
gl_FragColor = col;
// gl_FragColor.rgb *= vTint;`
)
;
}
});
mesh = new THREE.InstancedMesh( geometry, material, count );
var i = 0;
var offset = ( amount - 1 ) / 2;
var transform = new THREE.Object3D();
var textures = [];
for ( var x = 0; x < amount; x ++ ) {
for ( var y = 0; y < amount; y ++ ) {
for ( var z = 0; z < amount; z ++ ) {
transform.position.set( offset - x, offset - y, offset - z );
transform.updateMatrix();
mesh.setMatrixAt( i ++, transform.matrix );
textures.push(Math.random()<0.3 ? 0 : (Math.random()<0.5 ? 1 : 2));
}
}
}
geometry.setAttribute( 'textureIndex',
new THREE.InstancedBufferAttribute( new Float32Array(textures), 1 ) );
scene.add( mesh );
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
new THREE.OrbitControls( camera, renderer.domElement );
stats = new Stats();
document.body.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize, false );
document.addEventListener( 'mousemove', onMouseMove, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onMouseMove( event ) {
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
raycaster.setFromCamera( mouse, camera );
var intersection = raycaster.intersectObject( mesh );
// console.log('intersection', intersection.length);
if ( intersection.length > 0 ) {
mesh.getMatrixAt( intersection[ 0 ].instanceId, instanceMatrix );
matrix.multiplyMatrices( instanceMatrix, rotationMatrix );
mesh.setMatrixAt( intersection[ 0 ].instanceId, matrix );
mesh.instanceMatrix.needsUpdate = true;
}
renderer.render( scene, camera );
stats.update();
}
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/libs/stats.min.js"></script>
<script src="https://threejs.org/examples/js/libs/dat.gui.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
