webgl_sprites_nodes.html 9.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - sprites nodes</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. color: #fff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. margin: 0px;
  13. text-align:center;
  14. overflow: hidden;
  15. }
  16. #info {
  17. color: #fff;
  18. position: absolute;
  19. top: 10px;
  20. width: 100%;
  21. text-align: center;
  22. display:block;
  23. }
  24. a { color: white }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"></div>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Node-Based Sprites
  31. </div>
  32. <script src="../build/three.js"></script>
  33. <script src='js/geometries/TeapotBufferGeometry.js'></script>
  34. <script src="js/controls/OrbitControls.js"></script>
  35. <script src="js/libs/dat.gui.min.js"></script>
  36. <!-- NodeLibrary -->
  37. <script src="js/nodes/GLNode.js"></script>
  38. <script src="js/nodes/RawNode.js"></script>
  39. <script src="js/nodes/TempNode.js"></script>
  40. <script src="js/nodes/InputNode.js"></script>
  41. <script src="js/nodes/ConstNode.js"></script>
  42. <script src="js/nodes/VarNode.js"></script>
  43. <script src="js/nodes/FunctionNode.js"></script>
  44. <script src="js/nodes/FunctionCallNode.js"></script>
  45. <script src="js/nodes/AttributeNode.js"></script>
  46. <script src="js/nodes/NodeBuilder.js"></script>
  47. <script src="js/nodes/NodeLib.js"></script>
  48. <script src="js/nodes/NodeMaterial.js"></script>
  49. <!-- Accessors -->
  50. <script src="js/nodes/accessors/PositionNode.js"></script>
  51. <script src="js/nodes/accessors/NormalNode.js"></script>
  52. <script src="js/nodes/accessors/UVNode.js"></script>
  53. <script src="js/nodes/accessors/ScreenUVNode.js"></script>
  54. <script src="js/nodes/accessors/ColorsNode.js"></script>
  55. <script src="js/nodes/accessors/CameraNode.js"></script>
  56. <script src="js/nodes/accessors/ReflectNode.js"></script>
  57. <script src="js/nodes/accessors/LightNode.js"></script>
  58. <!-- Inputs -->
  59. <script src="js/nodes/inputs/IntNode.js"></script>
  60. <script src="js/nodes/inputs/FloatNode.js"></script>
  61. <script src="js/nodes/inputs/ColorNode.js"></script>
  62. <script src="js/nodes/inputs/Vector2Node.js"></script>
  63. <script src="js/nodes/inputs/Vector3Node.js"></script>
  64. <script src="js/nodes/inputs/Vector4Node.js"></script>
  65. <script src="js/nodes/inputs/TextureNode.js"></script>
  66. <script src="js/nodes/inputs/Matrix4Node.js"></script>
  67. <script src="js/nodes/inputs/CubeTextureNode.js"></script>
  68. <!-- Math -->
  69. <script src="js/nodes/math/Math1Node.js"></script>
  70. <script src="js/nodes/math/Math2Node.js"></script>
  71. <script src="js/nodes/math/Math3Node.js"></script>
  72. <script src="js/nodes/math/OperatorNode.js"></script>
  73. <!-- Utils -->
  74. <script src="js/nodes/utils/SwitchNode.js"></script>
  75. <script src="js/nodes/utils/JoinNode.js"></script>
  76. <script src="js/nodes/utils/TimerNode.js"></script>
  77. <script src="js/nodes/utils/RoughnessToBlinnExponentNode.js"></script>
  78. <script src="js/nodes/utils/VelocityNode.js"></script>
  79. <script src="js/nodes/utils/LuminanceNode.js"></script>
  80. <script src="js/nodes/utils/ColorAdjustmentNode.js"></script>
  81. <script src="js/nodes/utils/NoiseNode.js"></script>
  82. <script src="js/nodes/utils/ResolutionNode.js"></script>
  83. <script src="js/nodes/utils/BumpNode.js"></script>
  84. <script src="js/nodes/utils/BlurNode.js"></script>
  85. <script src="js/nodes/utils/UVTransformNode.js"></script>
  86. <!-- Sprite Material -->
  87. <script src="js/nodes/materials/SpriteNode.js"></script>
  88. <script src="js/nodes/materials/SpriteNodeMaterial.js"></script>
  89. <!-- NodeMaterial Loader -->
  90. <script src="js/loaders/NodeMaterialLoader.js"></script>
  91. <script>
  92. var container = document.getElementById( 'container' );
  93. var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
  94. var plane, sprite1, sprite2, sprite3;
  95. var walkingManTexture, walkingManTextureURL;
  96. var library = {};
  97. var controls;
  98. window.addEventListener( 'load', init );
  99. function init() {
  100. //
  101. // Renderer / Controls
  102. //
  103. renderer = new THREE.WebGLRenderer( { antialias: true } );
  104. renderer.setPixelRatio( window.devicePixelRatio );
  105. renderer.setSize( window.innerWidth, window.innerHeight );
  106. container.appendChild( renderer.domElement );
  107. scene = new THREE.Scene();
  108. scene.fog = new THREE.Fog( 0x0000FF, 70, 150 );
  109. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  110. camera.position.z = 100;
  111. camera.target = new THREE.Vector3();
  112. controls = new THREE.OrbitControls( camera, renderer.domElement );
  113. controls.minDistance = 50;
  114. controls.maxDistance = 200;
  115. //
  116. // SpriteNode
  117. //
  118. // use scale to adjuste the real sprite size
  119. plane = new THREE.PlaneBufferGeometry( 1, 1 );
  120. // https://openclipart.org/detail/239883/walking-man-sprite-sheet
  121. walkingManTextureURL = "textures/WalkingManSpriteSheet.png";
  122. walkingManTexture = new THREE.TextureLoader().load( walkingManTextureURL );
  123. walkingManTexture.wrapS = walkingManTexture.wrapT = THREE.RepeatWrapping;
  124. library[ walkingManTextureURL ] = walkingManTexture;
  125. // horizontal sprite-sheet animator
  126. function createHorizontalSpriteSheetNode( hCount, speed ) {
  127. var speed = new THREE.Vector2Node( speed, 0 ); // frame per second
  128. var scale = new THREE.Vector2Node( 1 / hCount, 1 ); // 8 horizontal images in sprite-sheet
  129. var uvTimer = new THREE.OperatorNode(
  130. new THREE.TimerNode(),
  131. speed,
  132. THREE.OperatorNode.MUL
  133. );
  134. var uvIntegerTimer = new THREE.Math1Node(
  135. uvTimer,
  136. THREE.Math1Node.FLOOR
  137. );
  138. var uvFrameOffset = new THREE.OperatorNode(
  139. uvIntegerTimer,
  140. scale,
  141. THREE.OperatorNode.MUL
  142. );
  143. var uvScale = new THREE.OperatorNode(
  144. new THREE.UVNode(),
  145. scale,
  146. THREE.OperatorNode.MUL
  147. );
  148. var uvFrame = new THREE.OperatorNode(
  149. uvScale,
  150. uvFrameOffset,
  151. THREE.OperatorNode.ADD
  152. );
  153. return uvFrame;
  154. }
  155. // sprites
  156. var spriteWidth = 20,
  157. spriteHeight = 20;
  158. scene.add( sprite1 = new THREE.Mesh( plane, new THREE.SpriteNodeMaterial() ) );
  159. sprite1.scale.x = spriteWidth;
  160. sprite1.scale.y = spriteHeight;
  161. sprite1.material.color = new THREE.TextureNode( walkingManTexture );
  162. sprite1.material.color.coord = createHorizontalSpriteSheetNode( 8, 10 );
  163. sprite1.material.build();
  164. scene.add( sprite2 = new THREE.Mesh( plane, new THREE.SpriteNodeMaterial() ) );
  165. sprite2.position.x = 30;
  166. sprite2.scale.x = spriteWidth;
  167. sprite2.scale.y = spriteHeight;
  168. sprite2.material.color = new THREE.TextureNode( walkingManTexture );
  169. sprite2.material.color.coord = createHorizontalSpriteSheetNode( 8, 30 );
  170. sprite2.material.color = new THREE.Math1Node( sprite2.material.color, THREE.Math1Node.INVERT );
  171. sprite2.material.spherical = false; // look at camera horizontally only, very used to vegetation
  172. // horizontal zigzag sprite
  173. sprite2.material.transform = new THREE.OperatorNode(
  174. new THREE.OperatorNode(
  175. new THREE.Math1Node( new THREE.TimerNode( 0, 3 ), THREE.Math1Node.SIN ), // 3 is speed (time scale)
  176. new THREE.Vector2Node( .3, 0 ), // horizontal scale (position)
  177. THREE.OperatorNode.MUL
  178. ),
  179. new THREE.PositionNode(),
  180. THREE.OperatorNode.ADD
  181. );
  182. sprite2.material.build();
  183. var sineWaveFunction = new THREE.FunctionNode( [
  184. // https://stackoverflow.com/questions/36174431/how-to-make-a-wave-warp-effect-in-shader
  185. "vec2 sineWave(vec2 uv, vec2 phase) {",
  186. // wave distortion
  187. " float x = sin( 25.0*uv.y + 30.0*uv.x + 6.28*phase.x) * 0.01;",
  188. " float y = sin( 25.0*uv.y + 30.0*uv.x + 6.28*phase.y) * 0.03;",
  189. " return vec2(uv.x+x, uv.y+y);",
  190. "}"
  191. ].join( "\n" ) );
  192. scene.add( sprite3 = new THREE.Mesh( plane, new THREE.SpriteNodeMaterial() ) );
  193. sprite3.position.x = - 30;
  194. sprite3.scale.x = spriteWidth;
  195. sprite3.scale.y = spriteHeight;
  196. sprite3.material.color = new THREE.TextureNode( walkingManTexture );
  197. sprite3.material.color.coord = new THREE.FunctionCallNode( sineWaveFunction, {
  198. "uv": createHorizontalSpriteSheetNode( 8, 0 ),
  199. "phase": new THREE.TimerNode()
  200. } );
  201. sprite3.material.fog = true;
  202. sprite3.material.build();
  203. //
  204. // Test serialization
  205. //
  206. spriteToJSON( sprite1 );
  207. spriteToJSON( sprite2 );
  208. spriteToJSON( sprite3 );
  209. //
  210. // Events
  211. //
  212. window.addEventListener( 'resize', onWindowResize, false );
  213. onWindowResize();
  214. animate();
  215. }
  216. function spriteToJSON( sprite ) {
  217. // serialize
  218. var json = sprite.material.toJSON();
  219. // replace uuid to url (facilitates the load of textures using url otherside uuid)
  220. THREE.NodeMaterialLoaderUtils.replaceUUID( json, walkingManTexture, walkingManTextureURL );
  221. // unserialize
  222. var material = new THREE.NodeMaterialLoader( null, library ).parse( json );
  223. // replace material
  224. sprite.material = material;
  225. }
  226. function onWindowResize() {
  227. var width = window.innerWidth, height = window.innerHeight;
  228. camera.aspect = width / height;
  229. camera.updateProjectionMatrix();
  230. renderer.setSize( width, height );
  231. }
  232. function animate() {
  233. var delta = clock.getDelta();
  234. // update material animation and/or gpu calcs (pre-renderer)
  235. sprite1.material.updateFrame( delta );
  236. sprite2.material.updateFrame( delta );
  237. sprite3.material.updateFrame( delta );
  238. // rotate sprite
  239. sprite3.rotation.z -= Math.PI * .005;
  240. renderer.render( scene, camera );
  241. requestAnimationFrame( animate );
  242. }
  243. </script>
  244. </body>
  245. </html>