webgl_sprites.html 3.1 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. <style type="text/css">
  7. body {
  8. background:#fff;
  9. padding:0;
  10. margin:0;
  11. font-weight: bold;
  12. overflow:hidden;
  13. }
  14. </style>
  15. </head>
  16. <body>
  17. <script type="text/javascript" src="../build/Three.js"></script>
  18. <script type="text/javascript" src="js/Stats.js"></script>
  19. <script type="text/javascript">
  20. var statsEnabled = true;
  21. var container, stats;
  22. var camera, scene, renderer;
  23. var nodeA, nodeA;
  24. var time = 0;
  25. var mouseX = 0, mouseY = 0;
  26. var windowHalfX = window.innerWidth / 2;
  27. var windowHalfY = window.innerHeight / 2;
  28. init();
  29. function init() {
  30. container = document.createElement( 'div' );
  31. document.body.appendChild( container );
  32. camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
  33. camera.position.z = 1500;
  34. scene = new THREE.Scene();
  35. // create sprites
  36. var amount = 200;
  37. var radius = 500;
  38. var mapA = ImageUtils.loadTexture( "textures/sprite0.png" );
  39. var mapB = ImageUtils.loadTexture( "textures/sprite1.png" );
  40. nodeA = new THREE.Mesh( new Cube( 10, 10, 10 ), new THREE.MeshLambertMaterial( { color: 0xff0000 } ));
  41. for( var a = 0; a < amount; a++ ) {
  42. var sprite = new THREE.Sprite( { map: mapA, useScreenCoordinates: false } );
  43. sprite.position.set( Math.random() - 0.5,
  44. Math.random() - 0.5,
  45. Math.random() - 0.5 );
  46. if( sprite.position.z < 0 ) {
  47. sprite.map = mapB;
  48. }
  49. sprite.position.normalize();
  50. sprite.position.multiplyScalar( radius );
  51. nodeA.addChild( sprite );
  52. }
  53. scene.addChild( nodeA );
  54. // renderer
  55. renderer = new THREE.WebGLRenderer( { antialias: true } );
  56. renderer.setClearColorHex( 0x000000, 1 );
  57. renderer.setSize( window.innerWidth, window.innerHeight );
  58. renderer.sortObjects = true;
  59. container.appendChild( renderer.domElement );
  60. if ( statsEnabled ) {
  61. stats = new Stats();
  62. stats.domElement.style.position = 'absolute';
  63. stats.domElement.style.top = '0px';
  64. stats.domElement.style.zIndex = 100;
  65. container.appendChild( stats.domElement );
  66. }
  67. setInterval( loop, 1000 / 60 );
  68. }
  69. function loop() {
  70. for( var c = 0; c < nodeA.children.length; c++ ) {
  71. var sprite = nodeA.children[ c ];
  72. var scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
  73. sprite.rotation += 0.1 * ( c / nodeA.children.length );
  74. sprite.scale.set( scale, scale, 1.0 );
  75. sprite.opacity = Math.sin( time + sprite.position.x * 0.01 ) * 0.4 + 0.6;
  76. }
  77. nodeA.rotation.x = time * 0.5;
  78. nodeA.rotation.y = time * 0.75;
  79. nodeA.rotation.z = time * 1.0;
  80. time += 0.02;
  81. renderer.render( scene, camera );
  82. if ( statsEnabled ) stats.update();
  83. }
  84. function log( text ) {
  85. var e = document.getElementById("log");
  86. e.innerHTML = text + "<br/>" + e.innerHTML;
  87. }
  88. </script>
  89. </body>
  90. </html>