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. <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="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Node-Based Sprites
  13. </div>
  14. <!-- Import maps polyfill -->
  15. <!-- Remove this when import maps will be widely supported -->
  16. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  17. <script type="importmap">
  18. {
  19. "imports": {
  20. "three": "../build/three.module.js"
  21. }
  22. }
  23. </script>
  24. <script type="module">
  25. import * as THREE from 'three';
  26. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  27. import { NodeMaterialLoader, NodeMaterialLoaderUtils } from './jsm/loaders/NodeMaterialLoader.js';
  28. import {
  29. NodeFrame,
  30. SpriteNodeMaterial,
  31. MathNode,
  32. OperatorNode,
  33. TextureNode,
  34. Vector2Node,
  35. TimerNode,
  36. FunctionNode,
  37. FunctionCallNode,
  38. PositionNode,
  39. UVNode
  40. } from './jsm/nodes/Nodes.js';
  41. const container = document.getElementById( 'container' );
  42. let renderer, scene, camera;
  43. const clock = new THREE.Clock(), fov = 50;
  44. const frame = new NodeFrame();
  45. let sprite1, sprite2, sprite3;
  46. let walkingManTexture, walkingManTextureURL;
  47. const library = {};
  48. let controls;
  49. window.addEventListener( 'load', init );
  50. function init() {
  51. //
  52. // Renderer / Controls
  53. //
  54. renderer = new THREE.WebGLRenderer( { antialias: true } );
  55. renderer.setPixelRatio( window.devicePixelRatio );
  56. renderer.setSize( window.innerWidth, window.innerHeight );
  57. container.appendChild( renderer.domElement );
  58. scene = new THREE.Scene();
  59. scene.fog = new THREE.Fog( 0x0000FF, 70, 150 );
  60. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  61. camera.position.z = 100;
  62. controls = new OrbitControls( camera, renderer.domElement );
  63. controls.minDistance = 50;
  64. controls.maxDistance = 200;
  65. //
  66. // SpriteNode
  67. //
  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. const speedNode = new Vector2Node( speed, 0 ); // frame per second
  76. const scale = new Vector2Node( 1 / hCount, 1 ); // 8 horizontal images in sprite-sheet
  77. const uvTimer = new OperatorNode(
  78. new TimerNode(),
  79. speedNode,
  80. OperatorNode.MUL
  81. );
  82. const uvIntegerTimer = new MathNode(
  83. uvTimer,
  84. MathNode.FLOOR
  85. );
  86. const uvFrameOffset = new OperatorNode(
  87. uvIntegerTimer,
  88. scale,
  89. OperatorNode.MUL
  90. );
  91. const uvScale = new OperatorNode(
  92. new UVNode(),
  93. scale,
  94. OperatorNode.MUL
  95. );
  96. const uvFrame = new OperatorNode(
  97. uvScale,
  98. uvFrameOffset,
  99. OperatorNode.ADD
  100. );
  101. return uvFrame;
  102. }
  103. // sprites
  104. const spriteWidth = 20, spriteHeight = 20;
  105. scene.add( sprite1 = new THREE.Sprite( new SpriteNodeMaterial() ) );
  106. sprite1.scale.x = spriteWidth;
  107. sprite1.scale.y = spriteHeight;
  108. sprite1.material.color = new TextureNode( walkingManTexture );
  109. sprite1.material.color.uv = createHorizontalSpriteSheetNode( 8, 10 );
  110. scene.add( sprite2 = new THREE.Sprite( new SpriteNodeMaterial() ) );
  111. sprite2.position.x = 30;
  112. sprite2.scale.x = spriteWidth;
  113. sprite2.scale.y = spriteHeight;
  114. sprite2.material.color = new TextureNode( walkingManTexture );
  115. sprite2.material.color.uv = createHorizontalSpriteSheetNode( 8, 30 );
  116. sprite2.material.color = new MathNode( sprite2.material.color, MathNode.INVERT );
  117. sprite2.material.spherical = false; // look at camera horizontally only, very used in vegetation
  118. // horizontal zigzag sprite
  119. sprite2.material.position = new OperatorNode(
  120. new OperatorNode(
  121. new MathNode( new TimerNode( 3 ), MathNode.SIN ), // 3 is speed (time scale)
  122. new Vector2Node( .3, 0 ), // horizontal scale (position)
  123. OperatorNode.MUL
  124. ),
  125. new PositionNode(),
  126. OperatorNode.ADD
  127. );
  128. const sineWaveFunction = new FunctionNode( [
  129. // https://stackoverflow.com/questions/36174431/how-to-make-a-wave-warp-effect-in-shader
  130. 'vec2 sineWave(vec2 uv, vec2 phase) {',
  131. // wave distortion
  132. ' float x = sin( 25.0*uv.y + 30.0*uv.x + 6.28*phase.x) * 0.01;',
  133. ' float y = sin( 25.0*uv.y + 30.0*uv.x + 6.28*phase.y) * 0.03;',
  134. ' return vec2(uv.x+x, uv.y+y);',
  135. '}'
  136. ].join( '\n' ) );
  137. scene.add( sprite3 = new THREE.Sprite( new SpriteNodeMaterial() ) );
  138. sprite3.position.x = - 30;
  139. sprite3.scale.x = spriteWidth;
  140. sprite3.scale.y = spriteHeight;
  141. sprite3.material.color = new TextureNode( walkingManTexture );
  142. sprite3.material.color.uv = new FunctionCallNode( sineWaveFunction, {
  143. 'uv': createHorizontalSpriteSheetNode( 8, 10 ),
  144. 'phase': new TimerNode()
  145. } );
  146. sprite3.material.fog = true;
  147. //
  148. // Test serialization
  149. //
  150. spriteToJSON( sprite1 );
  151. spriteToJSON( sprite2 );
  152. spriteToJSON( sprite3 );
  153. //
  154. // Events
  155. //
  156. window.addEventListener( 'resize', onWindowResize );
  157. onWindowResize();
  158. animate();
  159. }
  160. function spriteToJSON( sprite ) {
  161. // serialize
  162. const json = sprite.material.toJSON();
  163. // replace uuid to url (facilitates the load of textures using url otherside uuid)
  164. NodeMaterialLoaderUtils.replaceUUID( json, walkingManTexture, walkingManTextureURL );
  165. // deserialize
  166. const material = new NodeMaterialLoader( null, library ).parse( json );
  167. // replace material
  168. sprite.material.dispose();
  169. sprite.material = material;
  170. }
  171. function onWindowResize() {
  172. const width = window.innerWidth, height = window.innerHeight;
  173. camera.aspect = width / height;
  174. camera.updateProjectionMatrix();
  175. renderer.setSize( width, height );
  176. }
  177. function animate() {
  178. const delta = clock.getDelta();
  179. // update material animation and/or gpu calcs (pre-renderer)
  180. frame.update( delta )
  181. .updateNode( sprite1.material )
  182. .updateNode( sprite2.material )
  183. .updateNode( sprite3.material );
  184. // rotate sprite
  185. sprite3.rotation.z -= Math.PI * .005;
  186. renderer.render( scene, camera );
  187. requestAnimationFrame( animate );
  188. }
  189. </script>
  190. </body>
  191. </html>