webgl_sprites_nodes.html 6.9 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info">
  12. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Node-Based Sprites
  13. </div>
  14. <script type="module">
  15. import * as THREE from '../build/three.module.js';
  16. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  17. import { NodeMaterialLoader, NodeMaterialLoaderUtils } from './jsm/loaders/NodeMaterialLoader.js';
  18. import { NodeFrame } from './jsm/nodes/core/NodeFrame.js';
  19. import { SpriteNodeMaterial } from './jsm/nodes/materials/SpriteNodeMaterial.js';
  20. import { MathNode } from './jsm/nodes/math/MathNode.js';
  21. import { OperatorNode } from './jsm/nodes/math/OperatorNode.js';
  22. import { TextureNode } from './jsm/nodes/inputs/TextureNode.js';
  23. import { Vector2Node } from './jsm/nodes/inputs/Vector2Node.js';
  24. import { TimerNode } from './jsm/nodes/utils/TimerNode.js';
  25. import { FunctionNode } from './jsm/nodes/core/FunctionNode.js';
  26. import { FunctionCallNode } from './jsm/nodes/core/FunctionCallNode.js';
  27. import { PositionNode } from './jsm/nodes/accessors/PositionNode.js';
  28. import { UVNode } from './jsm/nodes/accessors/UVNode.js';
  29. var container = document.getElementById( 'container' );
  30. var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
  31. var frame = new NodeFrame();
  32. var sprite1, sprite2, sprite3;
  33. var walkingManTexture, walkingManTextureURL;
  34. var library = {};
  35. var controls;
  36. window.addEventListener( 'load', init );
  37. function init() {
  38. //
  39. // Renderer / Controls
  40. //
  41. renderer = new THREE.WebGLRenderer( { antialias: true } );
  42. renderer.setPixelRatio( window.devicePixelRatio );
  43. renderer.setSize( window.innerWidth, window.innerHeight );
  44. container.appendChild( renderer.domElement );
  45. scene = new THREE.Scene();
  46. scene.fog = new THREE.Fog( 0x0000FF, 70, 150 );
  47. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  48. camera.position.z = 100;
  49. camera.target = new THREE.Vector3();
  50. controls = new OrbitControls( camera, renderer.domElement );
  51. controls.minDistance = 50;
  52. controls.maxDistance = 200;
  53. //
  54. // SpriteNode
  55. //
  56. // https://openclipart.org/detail/239883/walking-man-sprite-sheet
  57. walkingManTextureURL = "textures/WalkingManSpriteSheet.png";
  58. walkingManTexture = new THREE.TextureLoader().load( walkingManTextureURL );
  59. walkingManTexture.wrapS = walkingManTexture.wrapT = THREE.RepeatWrapping;
  60. library[ walkingManTextureURL ] = walkingManTexture;
  61. // horizontal sprite-sheet animator
  62. function createHorizontalSpriteSheetNode( hCount, speed ) {
  63. var speed = new Vector2Node( speed, 0 ); // frame per second
  64. var scale = new Vector2Node( 1 / hCount, 1 ); // 8 horizontal images in sprite-sheet
  65. var uvTimer = new OperatorNode(
  66. new TimerNode(),
  67. speed,
  68. OperatorNode.MUL
  69. );
  70. var uvIntegerTimer = new MathNode(
  71. uvTimer,
  72. MathNode.FLOOR
  73. );
  74. var uvFrameOffset = new OperatorNode(
  75. uvIntegerTimer,
  76. scale,
  77. OperatorNode.MUL
  78. );
  79. var uvScale = new OperatorNode(
  80. new UVNode(),
  81. scale,
  82. OperatorNode.MUL
  83. );
  84. var uvFrame = new OperatorNode(
  85. uvScale,
  86. uvFrameOffset,
  87. OperatorNode.ADD
  88. );
  89. return uvFrame;
  90. }
  91. // sprites
  92. var spriteWidth = 20,
  93. spriteHeight = 20;
  94. scene.add( sprite1 = new THREE.Sprite( new SpriteNodeMaterial() ) );
  95. sprite1.scale.x = spriteWidth;
  96. sprite1.scale.y = spriteHeight;
  97. sprite1.material.color = new TextureNode( walkingManTexture );
  98. sprite1.material.color.uv = createHorizontalSpriteSheetNode( 8, 10 );
  99. scene.add( sprite2 = new THREE.Sprite( new SpriteNodeMaterial() ) );
  100. sprite2.position.x = 30;
  101. sprite2.scale.x = spriteWidth;
  102. sprite2.scale.y = spriteHeight;
  103. sprite2.material.color = new TextureNode( walkingManTexture );
  104. sprite2.material.color.uv = createHorizontalSpriteSheetNode( 8, 30 );
  105. sprite2.material.color = new MathNode( sprite2.material.color, MathNode.INVERT );
  106. sprite2.material.spherical = false; // look at camera horizontally only, very used in vegetation
  107. // horizontal zigzag sprite
  108. sprite2.material.position = new OperatorNode(
  109. new OperatorNode(
  110. new MathNode( new TimerNode( 3 ), MathNode.SIN ), // 3 is speed (time scale)
  111. new Vector2Node( .3, 0 ), // horizontal scale (position)
  112. OperatorNode.MUL
  113. ),
  114. new PositionNode(),
  115. OperatorNode.ADD
  116. );
  117. var sineWaveFunction = new FunctionNode( [
  118. // https://stackoverflow.com/questions/36174431/how-to-make-a-wave-warp-effect-in-shader
  119. "vec2 sineWave(vec2 uv, vec2 phase) {",
  120. // wave distortion
  121. " float x = sin( 25.0*uv.y + 30.0*uv.x + 6.28*phase.x) * 0.01;",
  122. " float y = sin( 25.0*uv.y + 30.0*uv.x + 6.28*phase.y) * 0.03;",
  123. " return vec2(uv.x+x, uv.y+y);",
  124. "}"
  125. ].join( "\n" ) );
  126. scene.add( sprite3 = new THREE.Sprite( new SpriteNodeMaterial() ) );
  127. sprite3.position.x = - 30;
  128. sprite3.scale.x = spriteWidth;
  129. sprite3.scale.y = spriteHeight;
  130. sprite3.material.color = new TextureNode( walkingManTexture );
  131. sprite3.material.color.uv = new FunctionCallNode( sineWaveFunction, {
  132. "uv": createHorizontalSpriteSheetNode( 8, 10 ),
  133. "phase": new TimerNode()
  134. } );
  135. sprite3.material.fog = true;
  136. //
  137. // Test serialization
  138. //
  139. spriteToJSON( sprite1 );
  140. spriteToJSON( sprite2 );
  141. spriteToJSON( sprite3 );
  142. //
  143. // Events
  144. //
  145. window.addEventListener( 'resize', onWindowResize, false );
  146. onWindowResize();
  147. animate();
  148. }
  149. function spriteToJSON( sprite ) {
  150. // serialize
  151. var json = sprite.material.toJSON();
  152. // replace uuid to url (facilitates the load of textures using url otherside uuid)
  153. NodeMaterialLoaderUtils.replaceUUID( json, walkingManTexture, walkingManTextureURL );
  154. // deserialize
  155. var material = new NodeMaterialLoader( null, library ).parse( json );
  156. // replace material
  157. sprite.material.dispose();
  158. sprite.material = material;
  159. }
  160. function onWindowResize() {
  161. var width = window.innerWidth, height = window.innerHeight;
  162. camera.aspect = width / height;
  163. camera.updateProjectionMatrix();
  164. renderer.setSize( width, height );
  165. }
  166. function animate() {
  167. var delta = clock.getDelta();
  168. // update material animation and/or gpu calcs (pre-renderer)
  169. frame.update( delta )
  170. .updateNode( sprite1.material )
  171. .updateNode( sprite2.material )
  172. .updateNode( sprite3.material );
  173. // rotate sprite
  174. sprite3.rotation.z -= Math.PI * .005;
  175. renderer.render( scene, camera );
  176. requestAnimationFrame( animate );
  177. }
  178. </script>
  179. </body>
  180. </html>