I have the need to orientate an instance of THREE.Mesh to always face the camera. I know I could just use the [THREE.Mesh].lookAt() method, but I'm trying to work on my GLSL chops a bit more and want to be able to do this in a vertex shader.
I've read through NeHe's Billboarding tutorial, and it makes sense to me. Well, all apart from the bit where one applies these orientation vectors to each vertex.
I feel like I'm very close to getting this working, but as it stands at the moment, my vertex shader is looking more like a 90s rave video than a billboard:
Progress so far fiddle: /
Below is my vertex shader (the fragment shader just assigns a vec4 color). It's making use of various default uniforms / attributes that THREE.js provides, listed below just in case someone unfamiliar with THREE.js is reading this :)
cameraPosition
(vec3),position
(vertex position, another vec3),projectionMatrix
(camera's projectionMatrix, mat4),modelViewMatrix
(camera.matrixWorldInverse * object.matrixWorld, mat4)void main() { vec3 look = normalize( cameraPosition - position ); if( length( look ) == 0.0 ) { look.z = 1.0; } vec3 up = vec3( 0.0, 1.0, 0.0 ); vec3 right = normalize( cross( up, look ) ); up = normalize( cross( look, right ) ); mat4 transformMatrix; transformMatrix[0][0] = right.x; transformMatrix[0][1] = right.y; transformMatrix[0][2] = right.z; transformMatrix[1][0] = up.x; transformMatrix[1][1] = up.y; transformMatrix[1][2] = up.z; transformMatrix[2][0] = look.x; transformMatrix[2][1] = look.y; transformMatrix[2][2] = look.z; gl_Position = projectionMatrix * modelViewMatrix * transformMatrix * vec4( position, 1.0 ); }
Thanks in advance.
I have the need to orientate an instance of THREE.Mesh to always face the camera. I know I could just use the [THREE.Mesh].lookAt() method, but I'm trying to work on my GLSL chops a bit more and want to be able to do this in a vertex shader.
I've read through NeHe's Billboarding tutorial, and it makes sense to me. Well, all apart from the bit where one applies these orientation vectors to each vertex.
I feel like I'm very close to getting this working, but as it stands at the moment, my vertex shader is looking more like a 90s rave video than a billboard:
Progress so far fiddle: http://jsfiddle/RZ4XE/2/
Below is my vertex shader (the fragment shader just assigns a vec4 color). It's making use of various default uniforms / attributes that THREE.js provides, listed below just in case someone unfamiliar with THREE.js is reading this :)
cameraPosition
(vec3),position
(vertex position, another vec3),projectionMatrix
(camera's projectionMatrix, mat4),modelViewMatrix
(camera.matrixWorldInverse * object.matrixWorld, mat4)void main() { vec3 look = normalize( cameraPosition - position ); if( length( look ) == 0.0 ) { look.z = 1.0; } vec3 up = vec3( 0.0, 1.0, 0.0 ); vec3 right = normalize( cross( up, look ) ); up = normalize( cross( look, right ) ); mat4 transformMatrix; transformMatrix[0][0] = right.x; transformMatrix[0][1] = right.y; transformMatrix[0][2] = right.z; transformMatrix[1][0] = up.x; transformMatrix[1][1] = up.y; transformMatrix[1][2] = up.z; transformMatrix[2][0] = look.x; transformMatrix[2][1] = look.y; transformMatrix[2][2] = look.z; gl_Position = projectionMatrix * modelViewMatrix * transformMatrix * vec4( position, 1.0 ); }
Thanks in advance.
Share Improve this question asked Feb 26, 2014 at 21:38 SquareFeetSquareFeet 6414 silver badges16 bronze badges 4-
Just do this:
mesh.quaternion = camera.quaternion;
and use any three.js material ( jsfiddle/RZ4XE/3 )... or use a THREE.Sprite. – WestLangley Commented Feb 26, 2014 at 21:59 - 1 Thanks - that does solve the problem, but it doesn't help me on my quest to master GLSL and fully understand matrix transforms. – SquareFeet Commented Feb 26, 2014 at 22:06
- Yes, I know.... just showing you how to let three.js do the work for you. :-) – WestLangley Commented Feb 26, 2014 at 22:09
- Yeah, I appreciate it :) – SquareFeet Commented Feb 26, 2014 at 22:13
1 Answer
Reset to default 6Apparently this works:
gl_Position = projectionMatrix * (modelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0) + vec4(position.x, position.y, 0.0, 0.0));
I'm actually trying to figure out how to do axis aligned billboards.
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