webgl_sprites_nodes.html 6.5 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 src="../build/three.js"></script>
  15. <script src='js/geometries/TeapotBufferGeometry.js'></script>
  16. <script src="js/controls/OrbitControls.js"></script>
  17. <script src="js/libs/dat.gui.min.js"></script>
  18. <script type="module">
  19. import './js/nodes/THREE.Nodes.js';
  20. import './js/loaders/NodeMaterialLoader.js';
  21. var container = document.getElementById( 'container' );
  22. var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
  23. var frame = new THREE.NodeFrame();
  24. var sprite1, sprite2, sprite3;
  25. var walkingManTexture, walkingManTextureURL;
  26. var library = {};
  27. var controls;
  28. window.addEventListener( 'load', init );
  29. function init() {
  30. //
  31. // Renderer / Controls
  32. //
  33. renderer = new THREE.WebGLRenderer( { antialias: true } );
  34. renderer.setPixelRatio( window.devicePixelRatio );
  35. renderer.setSize( window.innerWidth, window.innerHeight );
  36. container.appendChild( renderer.domElement );
  37. scene = new THREE.Scene();
  38. scene.fog = new THREE.Fog( 0x0000FF, 70, 150 );
  39. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  40. camera.position.z = 100;
  41. camera.target = new THREE.Vector3();
  42. controls = new THREE.OrbitControls( camera, renderer.domElement );
  43. controls.minDistance = 50;
  44. controls.maxDistance = 200;
  45. //
  46. // SpriteNode
  47. //
  48. // https://openclipart.org/detail/239883/walking-man-sprite-sheet
  49. walkingManTextureURL = "textures/WalkingManSpriteSheet.png";
  50. walkingManTexture = new THREE.TextureLoader().load( walkingManTextureURL );
  51. walkingManTexture.wrapS = walkingManTexture.wrapT = THREE.RepeatWrapping;
  52. library[ walkingManTextureURL ] = walkingManTexture;
  53. // horizontal sprite-sheet animator
  54. function createHorizontalSpriteSheetNode( hCount, speed ) {
  55. var speed = new THREE.Vector2Node( speed, 0 ); // frame per second
  56. var scale = new THREE.Vector2Node( 1 / hCount, 1 ); // 8 horizontal images in sprite-sheet
  57. var uvTimer = new THREE.OperatorNode(
  58. new THREE.TimerNode(),
  59. speed,
  60. THREE.OperatorNode.MUL
  61. );
  62. var uvIntegerTimer = new THREE.MathNode(
  63. uvTimer,
  64. THREE.MathNode.FLOOR
  65. );
  66. var uvFrameOffset = new THREE.OperatorNode(
  67. uvIntegerTimer,
  68. scale,
  69. THREE.OperatorNode.MUL
  70. );
  71. var uvScale = new THREE.OperatorNode(
  72. new THREE.UVNode(),
  73. scale,
  74. THREE.OperatorNode.MUL
  75. );
  76. var uvFrame = new THREE.OperatorNode(
  77. uvScale,
  78. uvFrameOffset,
  79. THREE.OperatorNode.ADD
  80. );
  81. return uvFrame;
  82. }
  83. // sprites
  84. var spriteWidth = 20,
  85. spriteHeight = 20;
  86. scene.add( sprite1 = new THREE.Sprite( new THREE.SpriteNodeMaterial() ) );
  87. sprite1.scale.x = spriteWidth;
  88. sprite1.scale.y = spriteHeight;
  89. sprite1.material.color = new THREE.TextureNode( walkingManTexture );
  90. sprite1.material.color.uv = createHorizontalSpriteSheetNode( 8, 10 );
  91. scene.add( sprite2 = new THREE.Sprite( new THREE.SpriteNodeMaterial() ) );
  92. sprite2.position.x = 30;
  93. sprite2.scale.x = spriteWidth;
  94. sprite2.scale.y = spriteHeight;
  95. sprite2.material.color = new THREE.TextureNode( walkingManTexture );
  96. sprite2.material.color.uv = createHorizontalSpriteSheetNode( 8, 30 );
  97. sprite2.material.color = new THREE.MathNode( sprite2.material.color, THREE.MathNode.INVERT );
  98. sprite2.material.spherical = false; // look at camera horizontally only, very used in vegetation
  99. // horizontal zigzag sprite
  100. sprite2.material.position = new THREE.OperatorNode(
  101. new THREE.OperatorNode(
  102. new THREE.MathNode( new THREE.TimerNode( 3 ), THREE.MathNode.SIN ), // 3 is speed (time scale)
  103. new THREE.Vector2Node( .3, 0 ), // horizontal scale (position)
  104. THREE.OperatorNode.MUL
  105. ),
  106. new THREE.PositionNode(),
  107. THREE.OperatorNode.ADD
  108. );
  109. var sineWaveFunction = new THREE.FunctionNode( [
  110. // https://stackoverflow.com/questions/36174431/how-to-make-a-wave-warp-effect-in-shader
  111. "vec2 sineWave(vec2 uv, vec2 phase) {",
  112. // wave distortion
  113. " float x = sin( 25.0*uv.y + 30.0*uv.x + 6.28*phase.x) * 0.01;",
  114. " float y = sin( 25.0*uv.y + 30.0*uv.x + 6.28*phase.y) * 0.03;",
  115. " return vec2(uv.x+x, uv.y+y);",
  116. "}"
  117. ].join( "\n" ) );
  118. scene.add( sprite3 = new THREE.Sprite( new THREE.SpriteNodeMaterial() ) );
  119. sprite3.position.x = - 30;
  120. sprite3.scale.x = spriteWidth;
  121. sprite3.scale.y = spriteHeight;
  122. sprite3.material.color = new THREE.TextureNode( walkingManTexture );
  123. sprite3.material.color.uv = new THREE.FunctionCallNode( sineWaveFunction, {
  124. "uv": createHorizontalSpriteSheetNode( 8, 10 ),
  125. "phase": new THREE.TimerNode()
  126. } );
  127. sprite3.material.fog = true;
  128. //
  129. // Test serialization
  130. //
  131. spriteToJSON( sprite1 );
  132. spriteToJSON( sprite2 );
  133. spriteToJSON( sprite3 );
  134. //
  135. // Events
  136. //
  137. window.addEventListener( 'resize', onWindowResize, false );
  138. onWindowResize();
  139. animate();
  140. }
  141. function spriteToJSON( sprite ) {
  142. // serialize
  143. var json = sprite.material.toJSON();
  144. // replace uuid to url (facilitates the load of textures using url otherside uuid)
  145. THREE.NodeMaterialLoaderUtils.replaceUUID( json, walkingManTexture, walkingManTextureURL );
  146. // deserialize
  147. var material = new THREE.NodeMaterialLoader( null, library ).parse( json );
  148. // replace material
  149. sprite.material.dispose();
  150. sprite.material = material;
  151. }
  152. function onWindowResize() {
  153. var width = window.innerWidth, height = window.innerHeight;
  154. camera.aspect = width / height;
  155. camera.updateProjectionMatrix();
  156. renderer.setSize( width, height );
  157. }
  158. function animate() {
  159. var delta = clock.getDelta();
  160. // update material animation and/or gpu calcs (pre-renderer)
  161. frame.update( delta )
  162. .updateNode( sprite1.material )
  163. .updateNode( sprite2.material )
  164. .updateNode( sprite3.material );
  165. // rotate sprite
  166. sprite3.rotation.z -= Math.PI * .005;
  167. renderer.render( scene, camera );
  168. requestAnimationFrame( animate );
  169. }
  170. </script>
  171. </body>
  172. </html>