webgl_sprites.html 5.5 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <script src="../build/three.js"></script>
  11. <script>
  12. var camera, scene, renderer;
  13. var cameraOrtho, sceneOrtho;
  14. var spriteTL, spriteTR, spriteBL, spriteBR, spriteC;
  15. var mapC;
  16. var group;
  17. init();
  18. animate();
  19. function init() {
  20. var width = window.innerWidth;
  21. var height = window.innerHeight;
  22. camera = new THREE.PerspectiveCamera( 60, width / height, 1, 2100 );
  23. camera.position.z = 1500;
  24. cameraOrtho = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, 1, 10 );
  25. cameraOrtho.position.z = 10;
  26. scene = new THREE.Scene();
  27. scene.fog = new THREE.Fog( 0x000000, 1500, 2100 );
  28. sceneOrtho = new THREE.Scene();
  29. // create sprites
  30. var amount = 200;
  31. var radius = 500;
  32. var textureLoader = new THREE.TextureLoader();
  33. textureLoader.load( "textures/sprite0.png", createHUDSprites );
  34. var mapB = textureLoader.load( "textures/sprite1.png" );
  35. mapC = textureLoader.load( "textures/sprite2.png" );
  36. group = new THREE.Group();
  37. var materialC = new THREE.SpriteMaterial( { map: mapC, color: 0xffffff, fog: true } );
  38. var materialB = new THREE.SpriteMaterial( { map: mapB, color: 0xffffff, fog: true } );
  39. for ( var a = 0; a < amount; a ++ ) {
  40. var x = Math.random() - 0.5;
  41. var y = Math.random() - 0.5;
  42. var z = Math.random() - 0.5;
  43. var material;
  44. if ( z < 0 ) {
  45. material = materialB.clone();
  46. } else {
  47. material = materialC.clone();
  48. material.color.setHSL( 0.5 * Math.random(), 0.75, 0.5 );
  49. material.map.offset.set( - 0.5, - 0.5 );
  50. material.map.repeat.set( 2, 2 );
  51. }
  52. var sprite = new THREE.Sprite( material );
  53. sprite.position.set( x, y, z );
  54. sprite.position.normalize();
  55. sprite.position.multiplyScalar( radius );
  56. group.add( sprite );
  57. }
  58. scene.add( group );
  59. // renderer
  60. renderer = new THREE.WebGLRenderer();
  61. renderer.setPixelRatio( window.devicePixelRatio );
  62. renderer.setSize( window.innerWidth, window.innerHeight );
  63. renderer.autoClear = false; // To allow render overlay on top of sprited sphere
  64. document.body.appendChild( renderer.domElement );
  65. //
  66. window.addEventListener( 'resize', onWindowResize, false );
  67. }
  68. function createHUDSprites( texture ) {
  69. var material = new THREE.SpriteMaterial( { map: texture } );
  70. var width = material.map.image.width;
  71. var height = material.map.image.height;
  72. spriteTL = new THREE.Sprite( material );
  73. spriteTL.center.set( 0.0, 1.0 );
  74. spriteTL.scale.set( width, height, 1 );
  75. sceneOrtho.add( spriteTL );
  76. spriteTR = new THREE.Sprite( material );
  77. spriteTR.center.set( 1.0, 1.0 );
  78. spriteTR.scale.set( width, height, 1 );
  79. sceneOrtho.add( spriteTR );
  80. spriteBL = new THREE.Sprite( material );
  81. spriteBL.center.set( 0.0, 0.0 );
  82. spriteBL.scale.set( width, height, 1 );
  83. sceneOrtho.add( spriteBL );
  84. spriteBR = new THREE.Sprite( material );
  85. spriteBR.center.set( 1.0, 0.0 );
  86. spriteBR.scale.set( width, height, 1 );
  87. sceneOrtho.add( spriteBR );
  88. spriteC = new THREE.Sprite( material );
  89. spriteC.center.set( 0.5, 0.5 );
  90. spriteC.scale.set( width, height, 1 );
  91. sceneOrtho.add( spriteC );
  92. updateHUDSprites();
  93. }
  94. function updateHUDSprites() {
  95. var width = window.innerWidth / 2;
  96. var height = window.innerHeight / 2;
  97. spriteTL.position.set( - width, height, 1 ); // top left
  98. spriteTR.position.set( width, height, 1 ); // top right
  99. spriteBL.position.set( - width, - height, 1 ); // bottom left
  100. spriteBR.position.set( width, - height, 1 ); // bottom right
  101. spriteC.position.set( 0, 0, 1 ); // center
  102. }
  103. function onWindowResize() {
  104. var width = window.innerWidth;
  105. var height = window.innerHeight;
  106. camera.aspect = width / height;
  107. camera.updateProjectionMatrix();
  108. cameraOrtho.left = - width / 2;
  109. cameraOrtho.right = width / 2;
  110. cameraOrtho.top = height / 2;
  111. cameraOrtho.bottom = - height / 2;
  112. cameraOrtho.updateProjectionMatrix();
  113. updateHUDSprites();
  114. renderer.setSize( window.innerWidth, window.innerHeight );
  115. }
  116. function animate() {
  117. requestAnimationFrame( animate );
  118. render();
  119. }
  120. function render() {
  121. var time = Date.now() / 1000;
  122. for ( var i = 0, l = group.children.length; i < l; i ++ ) {
  123. var sprite = group.children[ i ];
  124. var material = sprite.material;
  125. var scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
  126. var imageWidth = 1;
  127. var imageHeight = 1;
  128. if ( material.map && material.map.image && material.map.image.width ) {
  129. imageWidth = material.map.image.width;
  130. imageHeight = material.map.image.height;
  131. }
  132. sprite.material.rotation += 0.1 * ( i / l );
  133. sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );
  134. if ( material.map !== mapC ) {
  135. material.opacity = Math.sin( time + sprite.position.x * 0.01 ) * 0.4 + 0.6;
  136. }
  137. }
  138. group.rotation.x = time * 0.5;
  139. group.rotation.y = time * 0.75;
  140. group.rotation.z = time * 1.0;
  141. renderer.clear();
  142. renderer.render( scene, camera );
  143. renderer.clearDepth();
  144. renderer.render( sceneOrtho, cameraOrtho );
  145. }
  146. </script>
  147. </body>
  148. </html>