webgl_sprites.html 5.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - sprites</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - sprites
  12. </div>
  13. <script type="module">
  14. import {
  15. Fog,
  16. Group,
  17. OrthographicCamera,
  18. PerspectiveCamera,
  19. Scene,
  20. Sprite,
  21. SpriteMaterial,
  22. TextureLoader,
  23. WebGLRenderer
  24. } from "../build/three.module.js";
  25. var camera, scene, renderer;
  26. var cameraOrtho, sceneOrtho;
  27. var spriteTL, spriteTR, spriteBL, spriteBR, spriteC;
  28. var mapC;
  29. var group;
  30. init();
  31. animate();
  32. function init() {
  33. var width = window.innerWidth;
  34. var height = window.innerHeight;
  35. camera = new PerspectiveCamera( 60, width / height, 1, 2100 );
  36. camera.position.z = 1500;
  37. cameraOrtho = new OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, 1, 10 );
  38. cameraOrtho.position.z = 10;
  39. scene = new Scene();
  40. scene.fog = new Fog( 0x000000, 1500, 2100 );
  41. sceneOrtho = new Scene();
  42. // create sprites
  43. var amount = 200;
  44. var radius = 500;
  45. var textureLoader = new TextureLoader();
  46. textureLoader.load( "textures/sprite0.png", createHUDSprites );
  47. var mapB = textureLoader.load( "textures/sprite1.png" );
  48. mapC = textureLoader.load( "textures/sprite2.png" );
  49. group = new Group();
  50. var materialC = new SpriteMaterial( { map: mapC, color: 0xffffff, fog: true } );
  51. var materialB = new SpriteMaterial( { map: mapB, color: 0xffffff, fog: true } );
  52. for ( var a = 0; a < amount; a ++ ) {
  53. var x = Math.random() - 0.5;
  54. var y = Math.random() - 0.5;
  55. var z = Math.random() - 0.5;
  56. var material;
  57. if ( z < 0 ) {
  58. material = materialB.clone();
  59. } else {
  60. material = materialC.clone();
  61. material.color.setHSL( 0.5 * Math.random(), 0.75, 0.5 );
  62. material.map.offset.set( - 0.5, - 0.5 );
  63. material.map.repeat.set( 2, 2 );
  64. }
  65. var sprite = new Sprite( material );
  66. sprite.position.set( x, y, z );
  67. sprite.position.normalize();
  68. sprite.position.multiplyScalar( radius );
  69. group.add( sprite );
  70. }
  71. scene.add( group );
  72. // renderer
  73. renderer = new WebGLRenderer();
  74. renderer.setPixelRatio( window.devicePixelRatio );
  75. renderer.setSize( window.innerWidth, window.innerHeight );
  76. renderer.autoClear = false; // To allow render overlay on top of sprited sphere
  77. document.body.appendChild( renderer.domElement );
  78. //
  79. window.addEventListener( 'resize', onWindowResize, false );
  80. }
  81. function createHUDSprites( texture ) {
  82. var material = new SpriteMaterial( { map: texture } );
  83. var width = material.map.image.width;
  84. var height = material.map.image.height;
  85. spriteTL = new Sprite( material );
  86. spriteTL.center.set( 0.0, 1.0 );
  87. spriteTL.scale.set( width, height, 1 );
  88. sceneOrtho.add( spriteTL );
  89. spriteTR = new Sprite( material );
  90. spriteTR.center.set( 1.0, 1.0 );
  91. spriteTR.scale.set( width, height, 1 );
  92. sceneOrtho.add( spriteTR );
  93. spriteBL = new Sprite( material );
  94. spriteBL.center.set( 0.0, 0.0 );
  95. spriteBL.scale.set( width, height, 1 );
  96. sceneOrtho.add( spriteBL );
  97. spriteBR = new Sprite( material );
  98. spriteBR.center.set( 1.0, 0.0 );
  99. spriteBR.scale.set( width, height, 1 );
  100. sceneOrtho.add( spriteBR );
  101. spriteC = new Sprite( material );
  102. spriteC.center.set( 0.5, 0.5 );
  103. spriteC.scale.set( width, height, 1 );
  104. sceneOrtho.add( spriteC );
  105. updateHUDSprites();
  106. }
  107. function updateHUDSprites() {
  108. var width = window.innerWidth / 2;
  109. var height = window.innerHeight / 2;
  110. spriteTL.position.set( - width, height, 1 ); // top left
  111. spriteTR.position.set( width, height, 1 ); // top right
  112. spriteBL.position.set( - width, - height, 1 ); // bottom left
  113. spriteBR.position.set( width, - height, 1 ); // bottom right
  114. spriteC.position.set( 0, 0, 1 ); // center
  115. }
  116. function onWindowResize() {
  117. var width = window.innerWidth;
  118. var height = window.innerHeight;
  119. camera.aspect = width / height;
  120. camera.updateProjectionMatrix();
  121. cameraOrtho.left = - width / 2;
  122. cameraOrtho.right = width / 2;
  123. cameraOrtho.top = height / 2;
  124. cameraOrtho.bottom = - height / 2;
  125. cameraOrtho.updateProjectionMatrix();
  126. updateHUDSprites();
  127. renderer.setSize( window.innerWidth, window.innerHeight );
  128. }
  129. function animate() {
  130. requestAnimationFrame( animate );
  131. render();
  132. }
  133. function render() {
  134. var time = Date.now() / 1000;
  135. for ( var i = 0, l = group.children.length; i < l; i ++ ) {
  136. var sprite = group.children[ i ];
  137. var material = sprite.material;
  138. var scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
  139. var imageWidth = 1;
  140. var imageHeight = 1;
  141. if ( material.map && material.map.image && material.map.image.width ) {
  142. imageWidth = material.map.image.width;
  143. imageHeight = material.map.image.height;
  144. }
  145. sprite.material.rotation += 0.1 * ( i / l );
  146. sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );
  147. if ( material.map !== mapC ) {
  148. material.opacity = Math.sin( time + sprite.position.x * 0.01 ) * 0.4 + 0.6;
  149. }
  150. }
  151. group.rotation.x = time * 0.5;
  152. group.rotation.y = time * 0.75;
  153. group.rotation.z = time * 1.0;
  154. renderer.clear();
  155. renderer.render( scene, camera );
  156. renderer.clearDepth();
  157. renderer.render( sceneOrtho, cameraOrtho );
  158. }
  159. </script>
  160. </body>
  161. </html>