webgl_sprites_nodes.html 6.7 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. <script type="module">
  37. import './js/nodes/THREE.Nodes.js';
  38. import './js/loaders/NodeMaterialLoader.js';
  39. var container = document.getElementById( 'container' );
  40. var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
  41. var frame = new THREE.NodeFrame();
  42. var plane, sprite1, sprite2, sprite3;
  43. var walkingManTexture, walkingManTextureURL;
  44. var library = {};
  45. var controls;
  46. window.addEventListener( 'load', init );
  47. function init() {
  48. //
  49. // Renderer / Controls
  50. //
  51. renderer = new THREE.WebGLRenderer( { antialias: true } );
  52. renderer.setPixelRatio( window.devicePixelRatio );
  53. renderer.setSize( window.innerWidth, window.innerHeight );
  54. container.appendChild( renderer.domElement );
  55. scene = new THREE.Scene();
  56. scene.fog = new THREE.Fog( 0x0000FF, 70, 150 );
  57. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  58. camera.position.z = 100;
  59. camera.target = new THREE.Vector3();
  60. controls = new THREE.OrbitControls( camera, renderer.domElement );
  61. controls.minDistance = 50;
  62. controls.maxDistance = 200;
  63. //
  64. // SpriteNode
  65. //
  66. // use scale to adjuste the real sprite size
  67. plane = new THREE.PlaneBufferGeometry( 1, 1 );
  68. // https://openclipart.org/detail/239883/walking-man-sprite-sheet
  69. walkingManTextureURL = "textures/WalkingManSpriteSheet.png";
  70. walkingManTexture = new THREE.TextureLoader().load( walkingManTextureURL );
  71. walkingManTexture.wrapS = walkingManTexture.wrapT = THREE.RepeatWrapping;
  72. library[ walkingManTextureURL ] = walkingManTexture;
  73. // horizontal sprite-sheet animator
  74. function createHorizontalSpriteSheetNode( hCount, speed ) {
  75. var speed = new THREE.Vector2Node( speed, 0 ); // frame per second
  76. var scale = new THREE.Vector2Node( 1 / hCount, 1 ); // 8 horizontal images in sprite-sheet
  77. var uvTimer = new THREE.OperatorNode(
  78. new THREE.TimerNode(),
  79. speed,
  80. THREE.OperatorNode.MUL
  81. );
  82. var uvIntegerTimer = new THREE.Math1Node(
  83. uvTimer,
  84. THREE.Math1Node.FLOOR
  85. );
  86. var uvFrameOffset = new THREE.OperatorNode(
  87. uvIntegerTimer,
  88. scale,
  89. THREE.OperatorNode.MUL
  90. );
  91. var uvScale = new THREE.OperatorNode(
  92. new THREE.UVNode(),
  93. scale,
  94. THREE.OperatorNode.MUL
  95. );
  96. var uvFrame = new THREE.OperatorNode(
  97. uvScale,
  98. uvFrameOffset,
  99. THREE.OperatorNode.ADD
  100. );
  101. return uvFrame;
  102. }
  103. // sprites
  104. var spriteWidth = 20,
  105. spriteHeight = 20;
  106. scene.add( sprite1 = new THREE.Mesh( plane, new THREE.SpriteNodeMaterial() ) );
  107. sprite1.scale.x = spriteWidth;
  108. sprite1.scale.y = spriteHeight;
  109. sprite1.material.color = new THREE.TextureNode( walkingManTexture );
  110. sprite1.material.color.coord = createHorizontalSpriteSheetNode( 8, 10 );
  111. scene.add( sprite2 = new THREE.Mesh( plane, new THREE.SpriteNodeMaterial() ) );
  112. sprite2.position.x = 30;
  113. sprite2.scale.x = spriteWidth;
  114. sprite2.scale.y = spriteHeight;
  115. sprite2.material.color = new THREE.TextureNode( walkingManTexture );
  116. sprite2.material.color.coord = createHorizontalSpriteSheetNode( 8, 30 );
  117. sprite2.material.color = new THREE.Math1Node( sprite2.material.color, THREE.Math1Node.INVERT );
  118. sprite2.material.spherical = false; // look at camera horizontally only, very used to vegetation
  119. // horizontal zigzag sprite
  120. sprite2.material.transform = new THREE.OperatorNode(
  121. new THREE.OperatorNode(
  122. new THREE.Math1Node( new THREE.TimerNode( 3 ), THREE.Math1Node.SIN ), // 3 is speed (time scale)
  123. new THREE.Vector2Node( .3, 0 ), // horizontal scale (position)
  124. THREE.OperatorNode.MUL
  125. ),
  126. new THREE.PositionNode(),
  127. THREE.OperatorNode.ADD
  128. );
  129. var sineWaveFunction = new THREE.FunctionNode( [
  130. // https://stackoverflow.com/questions/36174431/how-to-make-a-wave-warp-effect-in-shader
  131. "vec2 sineWave(vec2 uv, vec2 phase) {",
  132. // wave distortion
  133. " float x = sin( 25.0*uv.y + 30.0*uv.x + 6.28*phase.x) * 0.01;",
  134. " float y = sin( 25.0*uv.y + 30.0*uv.x + 6.28*phase.y) * 0.03;",
  135. " return vec2(uv.x+x, uv.y+y);",
  136. "}"
  137. ].join( "\n" ) );
  138. scene.add( sprite3 = new THREE.Mesh( plane, new THREE.SpriteNodeMaterial() ) );
  139. sprite3.position.x = - 30;
  140. sprite3.scale.x = spriteWidth;
  141. sprite3.scale.y = spriteHeight;
  142. sprite3.material.color = new THREE.TextureNode( walkingManTexture );
  143. sprite3.material.color.coord = new THREE.FunctionCallNode( sineWaveFunction, {
  144. "uv": createHorizontalSpriteSheetNode( 8, 0 ),
  145. "phase": new THREE.TimerNode()
  146. } );
  147. sprite3.material.fog = true;
  148. //
  149. // Test serialization
  150. //
  151. //spriteToJSON( sprite1 );
  152. //spriteToJSON( sprite2 );
  153. //spriteToJSON( sprite3 );
  154. //
  155. // Events
  156. //
  157. window.addEventListener( 'resize', onWindowResize, false );
  158. onWindowResize();
  159. animate();
  160. }
  161. function spriteToJSON( sprite ) {
  162. // serialize
  163. var json = sprite.material.toJSON();
  164. // replace uuid to url (facilitates the load of textures using url otherside uuid)
  165. THREE.NodeMaterialLoaderUtils.replaceUUID( json, walkingManTexture, walkingManTextureURL );
  166. // deserialize
  167. var material = new THREE.NodeMaterialLoader( null, library ).parse( json );
  168. // replace material
  169. sprite.material.dispose();
  170. sprite.material = material;
  171. }
  172. function onWindowResize() {
  173. var width = window.innerWidth, height = window.innerHeight;
  174. camera.aspect = width / height;
  175. camera.updateProjectionMatrix();
  176. renderer.setSize( width, height );
  177. }
  178. function animate() {
  179. var delta = clock.getDelta();
  180. // update material animation and/or gpu calcs (pre-renderer)
  181. frame.update( delta )
  182. .updateNode( sprite1.material )
  183. .updateNode( sprite2.material )
  184. .updateNode( sprite3.material );
  185. // rotate sprite
  186. sprite3.rotation.z -= Math.PI * .005;
  187. renderer.render( scene, camera );
  188. requestAnimationFrame( animate );
  189. }
  190. </script>
  191. </body>
  192. </html>