webgl_sprites.html 5.4 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. <style>
  8. body {
  9. background:#fff;
  10. padding:0;
  11. margin:0;
  12. font-weight: bold;
  13. overflow:hidden;
  14. }
  15. </style>
  16. </head>
  17. <body>
  18. <script src="../build/three.min.js"></script>
  19. <script>
  20. var camera, scene, renderer;
  21. var cameraOrtho, sceneOrtho;
  22. var spriteTL, spriteTR, spriteBL, spriteBR, spriteC;
  23. var mapC;
  24. var group;
  25. init();
  26. animate();
  27. function init() {
  28. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 2100 );
  29. camera.position.z = 1500;
  30. cameraOrtho = new THREE.OrthographicCamera( 0, window.innerWidth, window.innerHeight, 0, - 10, 10 );
  31. scene = new THREE.Scene();
  32. scene.fog = new THREE.Fog( 0x000000, 1500, 2100 );
  33. sceneOrtho = new THREE.Scene();
  34. // create sprites
  35. var amount = 200;
  36. var radius = 500;
  37. var mapA = THREE.ImageUtils.loadTexture( "textures/sprite0.png", undefined, createHUDSprites );
  38. var mapB = THREE.ImageUtils.loadTexture( "textures/sprite1.png" );
  39. mapC = THREE.ImageUtils.loadTexture( "textures/sprite2.png" );
  40. group = new THREE.Object3D();
  41. var materialC = new THREE.SpriteMaterial( { map: mapC, color: 0xffffff, fog: true } );
  42. var materialB = new THREE.SpriteMaterial( { map: mapB, color: 0xffffff, fog: true } );
  43. for ( var a = 0; a < amount; a ++ ) {
  44. var x = Math.random() - 0.5;
  45. var y = Math.random() - 0.5;
  46. var z = Math.random() - 0.5;
  47. if ( z < 0 ) {
  48. material = materialB.clone();
  49. } else {
  50. material = materialC.clone();
  51. material.color.setHSL( 0.5 * Math.random(), 0.75, 0.5 );
  52. material.uvScale.set( 2, 2 );
  53. material.uvOffset.set( -0.5, -0.5 );
  54. }
  55. var sprite = new THREE.Sprite( material );
  56. sprite.position.set( x, y, z );
  57. sprite.position.normalize();
  58. sprite.position.multiplyScalar( radius );
  59. group.add( sprite );
  60. }
  61. scene.add( group );
  62. // renderer
  63. renderer = new THREE.WebGLRenderer();
  64. renderer.setClearColor( 0x000000, 1 );
  65. renderer.setSize( window.innerWidth, window.innerHeight );
  66. renderer.autoClear = false; // To allow render overlay on top of sprited sphere
  67. document.body.appendChild( renderer.domElement );
  68. //
  69. window.addEventListener( 'resize', onWindowResize, false );
  70. }
  71. function createHUDSprites ( texture ) {
  72. var material = new THREE.SpriteMaterial( { map: texture } );
  73. var width = material.map.image.width;
  74. var height = material.map.image.height;
  75. spriteTL = new THREE.Sprite( material );
  76. spriteTL.scale.set( width, height, 1 );
  77. sceneOrtho.add( spriteTL );
  78. spriteTR = new THREE.Sprite( material );
  79. spriteTR.scale.set( width, height, 1 );
  80. sceneOrtho.add( spriteTR );
  81. spriteBL = new THREE.Sprite( material );
  82. spriteBL.scale.set( width, height, 1 );
  83. sceneOrtho.add( spriteBL );
  84. spriteBR = new THREE.Sprite( material );
  85. spriteBR.scale.set( width, height, 1 );
  86. sceneOrtho.add( spriteBR );
  87. spriteC = new THREE.Sprite( material );
  88. spriteC.scale.set( width, height, 1 );
  89. sceneOrtho.add( spriteC );
  90. updateHUDSprites();
  91. };
  92. function updateHUDSprites () {
  93. var material = spriteTL.material;
  94. var widthHalf = material.map.image.width / 2;
  95. var heightHalf = material.map.image.height / 2;
  96. spriteTL.position.set( widthHalf, window.innerHeight - heightHalf, 0 ); // top left
  97. spriteTR.position.set( window.innerWidth - widthHalf, window.innerHeight - heightHalf, 0 ); // top right
  98. spriteBL.position.set( widthHalf, heightHalf, 0 ); // bottom left
  99. spriteBR.position.set( window.innerWidth - widthHalf, heightHalf, 0 ); // bottom right
  100. spriteC.position.set( window.innerWidth * 0.5, window.innerHeight * 0.5, 0 ); // center
  101. };
  102. function onWindowResize() {
  103. camera.aspect = window.innerWidth / window.innerHeight;
  104. camera.updateProjectionMatrix();
  105. cameraOrtho.right = window.innerWidth;
  106. cameraOrtho.top = window.innerHeight;
  107. cameraOrtho.updateProjectionMatrix();
  108. updateHUDSprites();
  109. renderer.setSize( window.innerWidth, window.innerHeight );
  110. }
  111. function animate() {
  112. requestAnimationFrame( animate );
  113. render();
  114. }
  115. function render() {
  116. var time = Date.now() / 1000;
  117. for ( var i = 0, l = group.children.length; i < l; i ++ ) {
  118. var sprite = group.children[ i ];
  119. var material = sprite.material;
  120. var scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
  121. var imageWidth = 1;
  122. var imageHeight = 1;
  123. if ( material.map && material.map.image && material.map.image.width ) {
  124. imageWidth = material.map.image.width;
  125. imageHeight = material.map.image.height;
  126. }
  127. sprite.material.rotation += 0.1 * ( i / l );
  128. sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );
  129. if ( material.map !== mapC ) {
  130. material.opacity = Math.sin( time + sprite.position.x * 0.01 ) * 0.4 + 0.6;
  131. }
  132. }
  133. group.rotation.x = time * 0.5;
  134. group.rotation.y = time * 0.75;
  135. group.rotation.z = time * 1.0;
  136. renderer.clear();
  137. renderer.render( scene, camera );
  138. renderer.clearDepth();
  139. renderer.render( sceneOrtho, cameraOrtho );
  140. }
  141. </script>
  142. </body>
  143. </html>