Transparency within instanced shapes - three.js

I've been playing with THREE.InstancedBufferGeometry. I finally got an example to work, and have now been playing with the shader. The first thing I tried was setting transparency. My example code is below.
The initial state, and from a host of other camera angles (e.g. drag your mouse to the left), the transparency doesn't seem to have any effect. But then at other camera angles (e.g. reload and drag your mouse to the right), the shapes clearly overlap, which is what I was expecting.
Is depth-sorting handled differently for instanced shapes, or am I doing something wrong, or missing something? Do I somehow need to update the shapes so the camera knows their proper depth in the scene?
var cubeGeo = new THREE.InstancedBufferGeometry().copy(new THREE.BoxBufferGeometry(10, 10, 10));
//cubeGeo.maxInstancedCount = 8;
cubeGeo.addAttribute("cubePos", new THREE.InstancedBufferAttribute(new Float32Array([
25, 25, 25,
25, 25, -25, -25, 25, 25, -25, 25, -25,
25, -25, 25,
25, -25, -25, -25, -25, 25, -25, -25, -25
]), 3, 1));
var vertexShader = [
"precision highp float;",
"",
"uniform mat4 modelViewMatrix;",
"uniform mat4 projectionMatrix;",
"",
"attribute vec3 position;",
"attribute vec3 cubePos;",
"",
"void main() {",
"",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( cubePos + position, 1.0 );",
"",
"}"
].join("\n");
var fragmentShader = [
"precision highp float;",
"",
"void main() {",
"",
" gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);",
"",
"}"
].join("\n");
var mat = new THREE.RawShaderMaterial({
uniforms: {},
vertexShader: vertexShader,
fragmentShader: fragmentShader,
transparent: true
});
var mesh = new THREE.Mesh(cubeGeo, mat);
scene.add(mesh);
html * {
padding: 0;
margin: 0;
width: 100%;
overflow: hidden;
}
#host {
width: 100%;
height: 100%;
}
<script src="http://threejs.org/build/three.js"></script>
<script src="http://threejs.org/examples/js/controls/TrackballControls.js"></script>
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>
<div id="host"></div>
<script>
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight,
FOV = 35,
NEAR = 1,
FAR = 1000;
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(WIDTH, HEIGHT);
document.getElementById('host').appendChild(renderer.domElement);
var stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0';
document.body.appendChild(stats.domElement);
var camera = new THREE.PerspectiveCamera(FOV, WIDTH / HEIGHT, NEAR, FAR);
camera.position.z = 250;
var trackballControl = new THREE.TrackballControls(camera, renderer.domElement);
trackballControl.rotateSpeed = 2.0; // need to speed it up a little
var scene = new THREE.Scene();
var light = new THREE.PointLight(0xffffff, 1, Infinity);
camera.add(light);
scene.add(light);
function render() {
if (typeof updateVertices !== "undefined") {
updateVertices();
}
renderer.render(scene, camera);
stats.update();
}
function animate() {
requestAnimationFrame(animate);
trackballControl.update();
render();
}
animate();
</script>

You are using InstancedBufferGeometry with meshes that are translucent.
The instances are rendered in the order they appear in the buffer. The faces of each instance are rendered in the ordered specified by the geometry.
Consequently, if you use instancing with translucency, you will likely have artifacts depending on the viewing angle.
Depending on your use case, you can try setting material.depthWrite = false, but that can lead to other artifacts.
If your mesh textures have areas of complete transparency (rather than partial) you should be able to use material.alphaTest to discard unwanted fragments without artifacts.
three.js r.84

After discussion with WestLangley in the comments, I added a sorter for my instances. It sorts the instances positions based on their distance from the camera.
(Side-note: If I had any other THREE.InstancedBufferAttributes I would need to re-order them at the same time.)
The biggest downside to this is that it becomes more and more expensive as the scene gets bigger, both in instanced and non-instanced shapes.
// Instances Sorter, called each frame
function sortObjectInstances(obj) {
if (obj.geometry) {
if (obj.geometry instanceof THREE.InstancedBufferGeometry) {
var array = obj.geometry.attributes.cubePos.array,
vecArray = [];
for (var i = 0, l = array.length / 3; i < l; ++i) {
vecArray.push(new THREE.Vector3(array[(i * 3)], array[(i * 3) + 1], array[(i * 3) + 2]));
}
vecArray.sort(function(a, b) {
if (a.distanceTo(camera.position) > b.distanceTo(camera.position)) {
return -1;
}
if (a.distanceTo(camera.position) < b.distanceTo(camera.position)) {
return 1;
}
return 0;
});
for (var i = 0, l = vecArray.length; i < l; ++i) {
array[(i * 3)] = vecArray[i].x;
array[(i * 3) + 1] = vecArray[i].y;
array[(i * 3) + 2] = vecArray[i].z;
}
obj.geometry.attributes.cubePos.needsUpdate = true;
}
} else {
for (var i = 0, l = obj.children.length; i < l; ++i) {
sortObjectInstances(obj.children[i]);
}
}
}
var cubeGeo = new THREE.InstancedBufferGeometry().copy(new THREE.BoxBufferGeometry(10, 10, 10));
//cubeGeo.maxInstancedCount = 8;
cubeGeo.addAttribute("cubePos", new THREE.InstancedBufferAttribute(new Float32Array([
25, 25, 25,
25, 25, -25, -25, 25, 25, -25, 25, -25,
25, -25, 25,
25, -25, -25, -25, -25, 25, -25, -25, -25
]), 3, 1));
var vertexShader = [
"precision highp float;",
"",
"uniform mat4 modelViewMatrix;",
"uniform mat4 projectionMatrix;",
"",
"attribute vec3 position;",
"attribute vec3 cubePos;",
"",
"void main() {",
"",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( cubePos + position, 1.0 );",
"",
"}"
].join("\n");
var fragmentShader = [
"precision highp float;",
"",
"void main() {",
"",
" gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);",
"",
"}"
].join("\n");
var mat = new THREE.RawShaderMaterial({
uniforms: {},
vertexShader: vertexShader,
fragmentShader: fragmentShader,
transparent: true
});
var mesh = new THREE.Mesh(cubeGeo, mat);
scene.add(mesh);
html * {
padding: 0;
margin: 0;
width: 100%;
overflow: hidden;
}
#host {
width: 100%;
height: 100%;
}
<script src="http://threejs.org/build/three.js"></script>
<script src="http://threejs.org/examples/js/controls/TrackballControls.js"></script>
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>
<div id="host"></div>
<script>
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight,
FOV = 35,
NEAR = 1,
FAR = 1000;
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(WIDTH, HEIGHT);
document.getElementById('host').appendChild(renderer.domElement);
var stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0';
document.body.appendChild(stats.domElement);
var camera = new THREE.PerspectiveCamera(FOV, WIDTH / HEIGHT, NEAR, FAR);
camera.position.z = 250;
var trackballControl = new THREE.TrackballControls(camera, renderer.domElement);
trackballControl.rotateSpeed = 2.0; // need to speed it up a little
var scene = new THREE.Scene();
var light = new THREE.PointLight(0xffffff, 1, Infinity);
camera.add(light);
scene.add(light);
function render() {
if (typeof sortObjectInstances !== "undefined") {
sortObjectInstances(scene); // Sort the instances
}
renderer.render(scene, camera);
stats.update();
}
function animate() {
requestAnimationFrame(animate);
trackballControl.update();
render();
}
animate();
</script>

Related

custom bufferGeometry with texture

I did tests on particle systems some time ago. because I'm working on it again at the moment. i want to use a texture but i only get black particles. i think the problem lies in the uv coordinates but i don't know how to use it in this case.
I have described in the code where I suspect the problem.
how do i access the texture coordinates in the shader in this case
var camera, controls, scene, renderer, container;
var PI = Math.PI;
var clock = new THREE.Clock();
var plane;
var MAX_Planes = 2000;
var velocity = [];
var geometry;
function init() {
renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true} );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
container = document.getElementById('container');
renderer.setSize(container.clientWidth, container.clientHeight);
container.appendChild( renderer.domElement );
var aspect = container.clientWidth / container.clientHeight;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x000000 );
camera = new THREE.PerspectiveCamera( 45, container.clientWidth / container.clientHeight, 1, 100000 );
camera.position.set(0, 0, 4000);
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableZoom = true;
controls.enabled = true;
controls.target.set(0, 0, 0);
//---------------shader---------------
var VertexShader = `
varying vec3 vUv;
uniform vec3 pos;
void main() {
vUv = uv;
vec4 finalPosition;
finalPosition = modelViewMatrix * vec4( pos, 1.0 );
finalPosition.xyz += vec3(position.x, position.y, 0.0);
finalPosition = projectionMatrix * finalPosition;
gl_Position = finalPosition;
}`;
var FragmentShader = `
varying vec3 vUv;
uniform sampler2D tDiffuse;
void main() {
gl_FragColor = vec4(texture2D(tDiffuse, vUv).rgb, 1.);
//gl_FragColor = vec4(1.0, 1.0, 0.8, 1.0); //just for testing
}`;
var loader = new THREE.TextureLoader();
var texture = loader.load( 'textures/test.jpg' ); //the texture is loaded correctly. I tested that with a box
var uniform = {
tDiffuse: {value: texture},
pos: { value: new THREE.Vector3(0,0,0) },
}
var material = new THREE.ShaderMaterial( {
uniforms: uniform,
vertexShader: VertexShader,
fragmentShader: FragmentShader,
transparent: true,
depthTest: false,
depthWrite: false
});
//-------------------------------------------------
//create a plane: points, normals, uv
const vertices = [
{ pos: [-20, -20, 0], norm: [ 0, 0, 1], uv: [0, 1], },
{ pos: [ 20, -20, 0], norm: [ 0, 0, 1], uv: [1, 1], },
{ pos: [-20, 20, 0], norm: [ 0, 0, 1], uv: [0, 0], },
{ pos: [ 20, 20, 0], norm: [ 0, 0, 1], uv: [1, 0], },
];
const numVertices = vertices.length;
const positionNumComponents = 3;
const normalNumComponents = 3;
const uvNumComponents = 2;
//arrays for buffergeometry
const positions = new Float32Array(numVertices * positionNumComponents * MAX_Planes);
const normals = new Float32Array(numVertices * normalNumComponents * MAX_Planes);
const uvs = new Float32Array(numVertices * uvNumComponents * MAX_Planes);
//fill arrays with vertices
var posPointer = 0;
var nrmPointer = 0;
var uvPointer = 0;
for(var i = 0; i <= MAX_Planes; i++) {
var posNdx = 0;
var nrmNdx = 0;
var uvNdx = 0;
for (const vertex of vertices) {
positions.set(vertex.pos, posNdx + posPointer);
normals.set(vertex.norm, nrmNdx + nrmPointer);
uvs.set(vertex.uv, uvNdx + uvPointer);
posNdx += positionNumComponents;
nrmNdx += normalNumComponents;
uvNdx += uvNumComponents;
}
posPointer = i * posNdx;
nrmPointer = i * nrmNdx;
uvPointer = i * uvNdx;
}
//create buffergeometry and assign the attribut arrays
geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(positions, positionNumComponents));
geometry.setAttribute('normal', new THREE.BufferAttribute(normals, normalNumComponents));
geometry.setAttribute('uv', new THREE.BufferAttribute(uvs, uvNumComponents));
var ndx = 0;
var indices = [];
//instead 6 vertices for the both triangles of a plane i used 4, so reindication is neccessary
for(var i = 0; i < MAX_Planes; i++){
indices.push(ndx, ndx + 1, ndx + 2, ndx + 2, ndx + 1, ndx + 3);
ndx += 4;
}
geometry.setIndex(indices);
var materials = [];
geometry.clearGroups();
for(var i = 0; i < MAX_Planes; i++){
geometry.addGroup( 6*i, 6*(i+1), i );
materials.push(material.clone());
}
plane = new THREE.Mesh(geometry, materials);
scene.add(plane);
//----------------------velocity---------------------------
for(var i = 0; i < MAX_Planes; i++){
velocity[i] = new THREE.Vector3(
Math.random()*2-1,
Math.random()*2-1,
Math.random()*2-1);
}
}//-------End init----------
function animate() {
requestAnimationFrame( animate );
render();
}//-------End animate----------
var loop = 0;
function render() {
loop = loop + 0.5;
for(var i = 0; i < MAX_Planes; i++){
var pos = new THREE.Vector3(0, 0, 0);
pos.x += velocity[i].x*loop;
pos.y += velocity[i].y*loop;
pos.z += velocity[i].z*loop;
plane.material[i].uniforms.pos.value = pos;
}
plane.geometry.attributes.position.needsUpdate = true;
plane.geometry.attributes.uv.needsUpdate = true;
camera.updateMatrixWorld();
camera.updateProjectionMatrix();
renderer.render(scene, camera);
}//-------End render----------
my initial assumption was wrong. I suspect the problem now in the regrouping. with the following line i see the texture
plane = new THREE.Mesh(geometry, material);
but that's no use to me. each group "one plane inside the bufferarray" should have its own material and for that i need the grouping but obviously i'm doing something wrong because i don't see anything with the "materials" array
ah, the problem is that the texture is not cloned when the material is cloned. cloning the material only works if I work purely with shader code without texture. if i want to have the texture i have to instantiate the material every time in the for loop

three.js How to have 2 textures on one object, the second being transparent according to a grayscale png?

I need to have an object with a texture I can change the color of, and another one on top of the first one for colored details.
Here are some pictures to describe this :
The result I need : Fig1 and 2.
Fig3 is the texture of the background.
Fig4 is the alpha texture of the details.
I know how to do this with lightwave for example, it's called texture layers. But I can't figure it out in threejs.
Thank you.
You can use THREE.ShaderMaterial() to mix those textures, using .r channel for the value of mixing from the texture with the pattern:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(0, 0, 10);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
var c1 = document.createElement("canvas");
c1.width = 128;
c1.height = 128;
var ctx1 = c1.getContext("2d");
ctx1.fillStyle = "gray";
ctx1.fillRect(0, 0, 128, 128);
var tex1 = new THREE.CanvasTexture(c1); // texture of a solid color
var c2 = document.createElement("canvas");
c2.width = 128;
c2.height = 128;
var ctx2 = c2.getContext("2d");
ctx2.fillStyle = "black";
ctx2.fillRect(0, 0, 128, 128);
ctx2.strokeStyle = "white";
ctx2.moveTo(50, -20);
ctx2.lineTo(100, 148);
ctx2.lineWidth = 20;
ctx2.stroke();
var tex2 = new THREE.CanvasTexture(c2); // texture with a pattern
var planeGeom = new THREE.PlaneBufferGeometry(10, 10);
var planeMat = new THREE.ShaderMaterial({
uniforms: {
tex1: {
value: tex1
},
tex2: {
value: tex2
},
color: {
value: new THREE.Color() //color of the pattern
}
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
`,
fragmentShader: `
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform vec3 color;
varying vec2 vUv;
void main() {
vec3 c1 = texture2D(tex1, vUv).rgb;
float m = texture2D(tex2, vUv).r;
vec3 col = mix(c1, color, m);
gl_FragColor = vec4(col, 1);
}
`
});
var plane = new THREE.Mesh(planeGeom, planeMat);
scene.add(plane);
var clock = new THREE.Clock();
renderer.setAnimationLoop(() => {
let t = (clock.getElapsedTime() * 0.125) % 1;
planeMat.uniforms.color.value.setHSL(t, 1, 0.5);
renderer.render(scene, camera);
});
body {
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.min.js"></script>

GLSL/THREE.js Math to turn a shape into a cube issue

I am making code to turn a sphere into a cube in a vertex shader, but it seems to turn into this weird shape, my logic was this:
The commented out code was the iterative version.
vec3 p = position;
if(true)
{
if(p.y<s&&p.y>-s){
p.x = -(p.x-s);//p.x-=(p.x-s)*t*0.1;
}
if(p.x<s&&p.x>-s){
p.y = -(p.y-s);//p.y-=(p.y-s)*t*0.1;
}
}
gl_Position = projectionMatrix * modelViewMatrix * vec4( p, 1.0 );
But then that turns this:
Into this:
Any help appreciated.
Use THREE.BoxBufferGeometry() as a base, then add another buffer attribute with coodinates for a sphere formation, then interpolate (mix) those coordinates of the box and the sphere in the shader:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 100);
camera.position.set(1, 3, 5);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
scene.add(new THREE.GridHelper(10, 10));
var side = 2;
var rad = Math.sqrt(3) * 0.5 * side; // radius of the sphere is a half of cube's diagonal
var geom = new THREE.BoxBufferGeometry(side, side, side, 10, 10, 10);
var pos = geom.attributes.position;
var spherePos = []; // array of coordinates for the sphere formation
var vec3 = new THREE.Vector3(); // vector for re-use
for (let i = 0; i < pos.count; i++) {
vec3.fromBufferAttribute(pos, i).setLength(rad); // create coordinate for the sphere formation
spherePos.push(vec3.x, vec3.y, vec3.z);
}
geom.addAttribute("spherePos", new THREE.BufferAttribute(new Float32Array(spherePos), 3));
var mat = new THREE.ShaderMaterial({
uniforms: {
mixShapes: {
value: 0
}
},
vertexShader: `
uniform float mixShapes;
attribute vec3 spherePos;
void main() {
vec3 pos = mix(position, spherePos, mixShapes); // interpolation between shapes
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: `
void main() {
gl_FragColor = vec4(1.0, 0.0, 1.0,1.0);
}
`,
wireframe: true
});
var shape = new THREE.Mesh(geom, mat);
scene.add(shape);
var gui = new dat.GUI();
gui.add(mat.uniforms.mixShapes, "value", 0.0, 1.0).name("mixShapes");
renderer.setAnimationLoop(() => {
renderer.render(scene, camera)
});
body {
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.6/dat.gui.min.js"></script>
If you want to get a cube from a sphere, you can clamp vertices to min and max vectors of a bounding box you need (but accuracy of this approach depends on the amount of vertices of the sphere):
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 100);
camera.position.set(1, 3, 5);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
scene.add(new THREE.GridHelper(10, 10));
var side = 2;
var rad = Math.sqrt(3) * 0.5 * side; // radius of the sphere is a half of cube's diagonal
var geom = new THREE.SphereBufferGeometry(rad, 36, 36);
var mat = new THREE.ShaderMaterial({
uniforms: {
mixShapes: {
value: 0
}
},
vertexShader: `
uniform float mixShapes;
attribute vec3 spherePos;
void main() {
vec3 pos = clamp(position, vec3(${-side * 0.5}), vec3(${side * 0.5})); // clamp to min and max vectors
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: `
void main() {
gl_FragColor = vec4(1.0, 0.0, 1.0,1.0);
}
`,
wireframe: true
});
var shape = new THREE.Mesh(geom, mat);
scene.add(shape);
renderer.setAnimationLoop(() => {
renderer.render(scene, camera)
});
body {
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

How to achieve the gradual disappearance of the line

I want to achieve the effect of the following figure:
Initially I implemented it using the GridHelperclass, but I can't achieve the effect.
Later I used the following code to achieve:
var materialcolor1 = new THREE.MeshBasicMaterial({
color: color1,
vertexColors: THREE.VertexColors,
linewidth: 30,
linecap: 'round',
linejoin: 'round',
transparent: true,
opacity: 0.5,
blending: THREE.MultiplyBlending});
var depthMaterial = new THREE.MeshDepthMaterial();
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(-halfSize, 0, k));
geometry.vertices.push(new THREE.Vector3(halfSize, 0, k));
var line = new THREE.SceneUtils.createMultiMaterialObject(geometry,[material, depthMaterial]);
As a result, no lines are visible in the scene.
Where is the problem with my code? Or is there another effective way to do this?
Two approaches of how you can achieve the desired result:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(10, 10, 20);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
// use attribute
var lineGeom = new THREE.BufferGeometry().setFromPoints(
[
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 10, 0)
]
);
lineGeom.addAttribute("opacity", new THREE.BufferAttribute(new Float32Array([1, 0]), 1));
var lineMat = new THREE.ShaderMaterial({
vertexShader: `
attribute float opacity;
varying float vOpacity;
void main(){
vOpacity = opacity;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
`,
fragmentShader: `
varying float vOpacity;
void main() {
gl_FragColor = vec4(1.0, 0.0, 0.0, vOpacity);
}
`,
transparent: true
});
var line = new THREE.Line(lineGeom, lineMat);
scene.add(line);
// use distance
var grid = new THREE.GridHelper(20, 20, "yellow", "blue");
grid.material = new THREE.ShaderMaterial({
vertexShader: `
varying vec3 vColor;
varying vec3 vPosition;
void main(){
vColor = color;
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
`,
fragmentShader: `
varying vec3 vColor;
varying vec3 vPosition;
void main() {
float opacity = smoothstep(-10., 10., vPosition.z);
// float opacity = 1. - (10. - vPosition.z) / 20.; // another option
gl_FragColor = vec4(vColor, opacity);
}
`,
vertexColors: THREE.VertexColors,
transparent: true
});
scene.add(grid);
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/98/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

Warp / curve all vertices around a pivot point / axis (Three.js / GLSL)

I'm trying to work out how to warp all coordinates in a Three.js scene around a specific pivot point / axis. The best way to describe it is as if I was to place a tube somewhere in the scene and everything else in the scene would curve around that axis and keep the same distance from that axis.
If it helps, this diagram is what I'm trying to achieve. The top part is as if you were looking at the scene from the side and the bottom part is as if you were looking at it from a perspective. The red dot / line is where the pivot point is.
To further complicate matters, I'd like to stop the curve / warp from wrapping back on itself, so the curve stops when it's horizontal or vertical like the top-right example in the diagram.
Any insight into how to achieve this using GLSL shaders, ideally in Three.js but I'll try to translate if they can be described clearly otherwise?
I'm also open to alternative approaches to this as I'm unsure how best to describe what I'm after. Basically I want an inverted "curved world" effect where the scene is bending up and away from you.
First I'd do it in 2D just like your top diagram.
I have no idea if this is the correct way to do this or even a good way but, doing it in 2D seemed easier than 3D and besides the effect you want is actually a 2D. X is not changing at all, only Y, and Z so solving it in 2D seems like it would lead to solution.
Basically we choose a radius for a circle. At that radius for every unit of X past the circle's center we want to wrap one horizontal unit to one unit around the circle. Given the radius we know the distance around the circle is 2 * PI * radius so we can easily compute how far to rotate around our circle to get one unit. It's just 1 / circumference * Math.PI * 2 We do that for some specified distance past the circle's center
const m4 = twgl.m4;
const v3 = twgl.v3;
const ctx = document.querySelector('canvas').getContext('2d');
const gui = new dat.GUI();
resizeToDisplaySize(ctx.canvas);
const g = {
rotationPoint: {x: 100, y: ctx.canvas.height / 2 - 50},
radius: 50,
range: 60,
};
gui.add(g.rotationPoint, 'x', 0, ctx.canvas.width).onChange(render);
gui.add(g.rotationPoint, 'y', 0, ctx.canvas.height).onChange(render);
gui.add(g, 'radius', 1, 100).onChange(render);
gui.add(g, 'range', 0, 300).onChange(render);
render();
window.addEventListener('resize', render);
function render() {
resizeToDisplaySize(ctx.canvas);
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
const start = g.rotationPoint.x;
const curveAmount = g.range / g.radius;
const y = ctx.canvas.height / 2;
drawDot(ctx, g.rotationPoint.x, g.rotationPoint.y, 'red');
ctx.beginPath();
ctx.arc(g.rotationPoint.x, g.rotationPoint.y, g.radius, 0, Math.PI * 2, false);
ctx.strokeStyle = 'red';
ctx.stroke();
ctx.fillStyle = 'black';
const invRange = g.range > 0 ? 1 / g.range : 0; // so we don't divide by 0
for (let x = 0; x < ctx.canvas.width; x += 5) {
for (let yy = 0; yy <= 30; yy += 10) {
const sign = Math.sign(g.rotationPoint.y - y);
const amountToApplyCurve = clamp((x - start) * invRange, 0, 1);
let mat = m4.identity();
mat = m4.translate(mat, [g.rotationPoint.x, g.rotationPoint.y, 0]);
mat = m4.rotateZ(mat, curveAmount * amountToApplyCurve * sign);
mat = m4.translate(mat, [-g.rotationPoint.x, -g.rotationPoint.y, 0]);
const origP = [x, y + yy, 0];
origP[0] += -g.range * amountToApplyCurve;
const newP = m4.transformPoint(mat, origP);
drawDot(ctx, newP[0], newP[1], 'black');
}
}
}
function drawDot(ctx, x, y, color) {
ctx.fillStyle = color;
ctx.fillRect(x - 1, y - 1, 3, 3);
}
function clamp(v, min, max) {
return Math.min(max, Math.max(v, min));
}
function resizeToDisplaySize(canvas) {
const width = canvas.clientWidth;
const height = canvas.clientHeight;
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
}
}
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
<canvas></canvas>
<!-- using twgl just for its math library -->
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.2/dat.gui.min.js"></script>
Notice the only place that matches perfectly is when the radius touches a line of points. Inside the radius things will get pinched, outside they'll get stretched.
Putting that in a shader in the Z direction for actual use
const renderer = new THREE.WebGLRenderer({
canvas: document.querySelector('canvas'),
});
const gui = new dat.GUI();
const scene = new THREE.Scene();
const fov = 75;
const aspect = 2; // the canvas default
const zNear = 1;
const zFar = 1000;
const camera = new THREE.PerspectiveCamera(fov, aspect, zNear, zFar);
function lookSide() {
camera.position.set(-170, 35, 210);
camera.lookAt(0, 25, 210);
}
function lookIn() {
camera.position.set(0, 35, -50);
camera.lookAt(0, 25, 0);
}
{
scene.add(new THREE.HemisphereLight(0xaaaaaa, 0x444444, .5));
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(-1, 20, 4 - 15);
scene.add(light);
}
const point = function() {
const material = new THREE.MeshPhongMaterial({
color: 'red',
emissive: 'hsl(0,50%,25%)',
wireframe: true,
});
const radiusTop = 1;
const radiusBottom = 1;
const height = 0.001;
const radialSegments = 32;
const geo = new THREE.CylinderBufferGeometry(
radiusTop, radiusBottom, height, radialSegments);
const sphere = new THREE.Mesh(geo, material);
sphere.rotation.z = Math.PI * .5;
const mesh = new THREE.Object3D();
mesh.add(sphere);
scene.add(mesh);
mesh.position.y = 88;
mesh.position.z = 200;
return {
point: mesh,
rep: sphere,
};
}();
const vs = `
// -------------------------------------- [ VS ] ---
#define PI radians(180.0)
uniform mat4 center;
uniform mat4 invCenter;
uniform float range;
uniform float radius;
varying vec3 vNormal;
mat4 rotZ(float angleInRadians) {
float s = sin(angleInRadians);
float c = cos(angleInRadians);
return mat4(
c,-s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
}
mat4 rotX(float angleInRadians) {
float s = sin(angleInRadians);
float c = cos(angleInRadians);
return mat4(
1, 0, 0, 0,
0, c, s, 0,
0, -s, c, 0,
0, 0, 0, 1);
}
void main() {
float curveAmount = range / radius;
float invRange = range > 0.0 ? 1.0 / range : 0.0;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
vec4 point = invCenter * mvPosition;
float amountToApplyCurve = clamp(point.z * invRange, 0.0, 1.0);
float s = sign(point.y);
mat4 mat = rotX(curveAmount * amountToApplyCurve * s);
point = center * mat * (point + vec4(0, 0, -range * amountToApplyCurve, 0));
vNormal = mat3(mat) * normalMatrix * normal;
gl_Position = projectionMatrix * point;
}
`;
const fs = `
// -------------------------------------- [ FS ] ---
varying vec3 vNormal;
uniform vec3 color;
void main() {
vec3 light = vec3( 0.5, 2.2, 1.0 );
light = normalize( light );
float dProd = dot( vNormal, light ) * 0.5 + 0.5;
gl_FragColor = vec4( vec3( dProd ) * vec3( color ), 1.0 );
}
`;
const centerUniforms = {
radius: { value: 0 },
range: { value: 0 },
center: { value: new THREE.Matrix4() },
invCenter: { value: new THREE.Matrix4() },
};
function addUniforms(uniforms) {
return Object.assign(uniforms, centerUniforms);
}
{
const uniforms = addUniforms({
color: { value: new THREE.Color('hsl(100,50%,50%)') },
});
const material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: vs,
fragmentShader: fs,
});
const planeGeo = new THREE.PlaneBufferGeometry(1000, 1000, 100, 100);
const mesh = new THREE.Mesh(planeGeo, material);
mesh.rotation.x = Math.PI * -.5;
scene.add(mesh);
}
{
const uniforms = addUniforms({
color: { value: new THREE.Color('hsl(180,50%,50%)' ) },
});
const material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: vs,
fragmentShader: fs,
});
const boxGeo = new THREE.BoxBufferGeometry(10, 10, 10, 20, 20, 20);
for (let x = -41; x <= 41; x += 2) {
for (let z = 0; z <= 40; z += 2) {
const base = new THREE.Object3D();
const mesh = new THREE.Mesh(boxGeo, material);
mesh.position.set(0, 5, 0);
base.position.set(x * 10, 0, z * 10);
base.scale.y = 1 + Math.random() * 2;
base.add(mesh);
scene.add(base);
}
}
}
const g = {
radius: 59,
range: 60,
side: true,
};
class DegRadHelper {
constructor(obj, prop) {
this.obj = obj;
this.prop = prop;
}
get v() {
return THREE.Math.radToDeg(this.obj[this.prop]);
}
set v(v) {
this.obj[this.prop] = THREE.Math.degToRad(v);
}
}
gui.add(point.point.position, 'z', -300, 300).onChange(render);
gui.add(point.point.position, 'y', -150, 300).onChange(render);
gui.add(g, 'radius', 1, 100).onChange(render);
gui.add(g, 'range', 0, 300).onChange(render);
gui.add(g, 'side').onChange(render);
gui.add(new DegRadHelper(point.point.rotation, 'x'), 'v', -180, 180).name('rotX').onChange(render);
gui.add(new DegRadHelper(point.point.rotation, 'y'), 'v', -180, 180).name('rotY').onChange(render);
gui.add(new DegRadHelper(point.point.rotation, 'z'), 'v', -180, 180).name('rotZ').onChange(render);
render();
window.addEventListener('resize', render);
function render() {
if (resizeToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
if (g.side) {
lookSide();
} else {
lookIn();
}
camera.updateMatrixWorld();
point.rep.scale.set(g.radius, g.radius, g.radius);
point.point.updateMatrixWorld();
centerUniforms.center.value.multiplyMatrices(
camera.matrixWorldInverse, point.point.matrixWorld);
centerUniforms.invCenter.value.getInverse(centerUniforms.center.value);
centerUniforms.range.value = g.range;
centerUniforms.radius.value = g.radius;
renderer.render(scene, camera);
}
function resizeToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needUpdate = canvas.width !== width || canvas.height !== height;
if (needUpdate) {
renderer.setSize(width, height, false);
}
return needUpdate;
}
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
<canvas></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/95/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.2/dat.gui.min.js"></script>
Honestly I have a feeling there's an easier way I'm missing but for the moment it seems to kind of be working.

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