webgpu_sprites.html 4.0 KB

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  1. <html lang="en">
  2. <head>
  3. <title>three.js - WebGPU - Sprites</title>
  4. <meta charset="utf-8">
  5. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  6. <link type="text/css" rel="stylesheet" href="main.css">
  7. </head>
  8. <body>
  9. <div id="info">
  10. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Sprites
  11. </div>
  12. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  13. <script type="importmap">
  14. {
  15. "imports": {
  16. "three": "../build/three.module.js",
  17. "three-nodes/": "./jsm/nodes/"
  18. }
  19. }
  20. </script>
  21. <script type="module">
  22. import * as THREE from 'three';
  23. import * as Nodes from 'three-nodes/Nodes.js';
  24. import { texture, uv, mul, float, color, reference, userData } from 'three-nodes/Nodes.js';
  25. import WebGPU from './jsm/capabilities/WebGPU.js';
  26. import WebGPURenderer from './jsm/renderers/webgpu/WebGPURenderer.js';
  27. let camera, scene, renderer;
  28. let map;
  29. let group;
  30. init().then( animate ).catch( error );
  31. async function init() {
  32. if ( WebGPU.isAvailable() === false ) {
  33. document.body.appendChild( WebGPU.getErrorMessage() );
  34. throw new Error( 'No WebGPU support' );
  35. }
  36. const width = window.innerWidth;
  37. const height = window.innerHeight;
  38. camera = new THREE.PerspectiveCamera( 60, width / height, 1, 2100 );
  39. camera.position.z = 1500;
  40. scene = new THREE.Scene();
  41. scene.fogNode = new Nodes.FogRangeNode( color( 0x0000ff ), float( 1500 ), float( 2100 ) );
  42. // create sprites
  43. const amount = 200;
  44. const radius = 500;
  45. const textureLoader = new THREE.TextureLoader();
  46. map = textureLoader.load( 'textures/sprite1.png' );
  47. group = new THREE.Group();
  48. const textureNode = texture( map );
  49. const material = new Nodes.SpriteNodeMaterial();
  50. material.colorNode = mul( textureNode, mul( uv(), 2 ) );
  51. material.opacityNode = textureNode.a;
  52. material.rotationNode = userData( 'rotation', 'float' ); // get value of: sprite.userData.rotation
  53. material.transparent = true;
  54. for ( let a = 0; a < amount; a ++ ) {
  55. const x = Math.random() - 0.5;
  56. const y = Math.random() - 0.5;
  57. const z = Math.random() - 0.5;
  58. const sprite = new THREE.Sprite( material );
  59. sprite.position.set( x, y, z );
  60. sprite.position.normalize();
  61. sprite.position.multiplyScalar( radius );
  62. // individual rotation per sprite
  63. sprite.userData.rotation = 0;
  64. group.add( sprite );
  65. }
  66. scene.add( group );
  67. //
  68. renderer = new WebGPURenderer( { requiredFeatures: [ 'texture-compression-bc' ] } );
  69. renderer.setPixelRatio( window.devicePixelRatio );
  70. renderer.setSize( window.innerWidth, window.innerHeight );
  71. document.body.appendChild( renderer.domElement );
  72. window.addEventListener( 'resize', onWindowResize );
  73. return renderer.init();
  74. }
  75. function onWindowResize() {
  76. const width = window.innerWidth;
  77. const height = window.innerHeight;
  78. camera.aspect = width / height;
  79. camera.updateProjectionMatrix();
  80. renderer.setSize( window.innerWidth, window.innerHeight );
  81. }
  82. function animate() {
  83. requestAnimationFrame( animate );
  84. render();
  85. }
  86. function render() {
  87. const time = Date.now() / 1000;
  88. for ( let i = 0, l = group.children.length; i < l; i ++ ) {
  89. const sprite = group.children[ i ];
  90. const material = sprite.material;
  91. const scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
  92. let imageWidth = 1;
  93. let imageHeight = 1;
  94. if ( map && map.image && map.image.width ) {
  95. imageWidth = map.image.width;
  96. imageHeight = map.image.height;
  97. }
  98. sprite.userData.rotation += 0.1 * ( i / l );
  99. sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );
  100. }
  101. group.rotation.x = time * 0.5;
  102. group.rotation.y = time * 0.75;
  103. group.rotation.z = time * 1.0;
  104. renderer.render( scene, camera );
  105. }
  106. function error( error ) {
  107. console.error( error );
  108. }
  109. </script>
  110. </body>
  111. </html>