I'm looking to compute texel references for a THREE.DataTexture in Javascript for use in a fragment shader. I've succeeded in computing screen space coordinates of points and passing them to a shader in a uniform float array of x and y values, and then referencing those points by indices in my shader. I now want to render too many points to pass the coordinates in a uniform float array so I'd like to use a DataTexture and write the coordinates in the RG values of RGBA texels.
Referencing this question I am using the following method:
var tDataWidth = points.length;
var tData = new Uint8Array( Math.pow(tDataWidth, 2) );
var texelSize = 1.0 / tDataWidth;
var texelOffset = new THREE.Vector2(0.5 * texelSize, 0.5 * texelSize);
for(var i = 0; i < points.length; i++){
//convert data to 0-1, then to 0-255
//inverse is to divide by 255 then multiply by width, height respectively
tData[i * 4] = Math.round(255 * (points[i].x / window.innerWidth));
tData[i * 4 + 1] = Math.round(255 * ((window.innerHeight - points[i].y) / window.innerHeight));
tData[i * 4 + 2] = 0;
tData[i * 4 + 3] = 0;
//calculate UV texel coordinates here
//Correct after edit
var u = ((i % tDataWidth) / tDataWidth) + texelOffset;
var v = (Math.floor(i / tDataWidth) + texelOffset);
var vUV = new THREE.Vector2(u, v);
//this function inserts the reference to the texel at the index into the shader
//referenced in the frag shader:
//cvec = texture2D(tData, index);
shaderInsert += ShaderInsert(vUV, screenPos.x, window.innerHeight - screenPos.y);
}
var dTexture = new THREE.DataTexture( sdfUItData, tDataWidth, tDataWidth, THREE.RGBAFormat, THREE.UnsignedByteType );
//I think this is necessary
dTexture.magFilter = THREE.NearestFilter;
dTexture.needsUpdate = true;
//update uniforms of shader to get this DataTexture
renderer.getUniforms("circles")["tData"].value = dTexture;
//return string insert of circle
//I'm editing the shader through javascript then recompiling it
//There's more to it in the calling function, but this is the relevant part I think
...
ShaderInsert(index){
var circle = "\n\tvIndex = vec2(" + String(index.x) + ", " + String(index.y) + ");\n";
circle += "\tcvec = texture2D(tData, vIndex);\n";
circle += "\tcpos = vec2( (cvec.r / 255.0) * resolution.x, (cvec.y / 255.0) * resolution.y);\n";
circle += "\tc = circleDist(translate(p, cpos), 7.0);\n";
circle += "\tm = merge(m, c);";
return(circle);
}
Any help on where I'm going wrong? Right now output is all in the lower left corner, so (0, window.innerHeight) as far as I can tell. Thanks!