webgl_sprites.html 6.0 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. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - sprites
  12. </div>
  13. <!-- Import maps polyfill -->
  14. <!-- Remove this when import maps will be widely supported -->
  15. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  16. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.module.js",
  20. "three/addons/": "./jsm/"
  21. }
  22. }
  23. </script>
  24. <script type="module">
  25. import * as THREE from 'three';
  26. let camera, scene, renderer;
  27. let cameraOrtho, sceneOrtho;
  28. let spriteTL, spriteTR, spriteBL, spriteBR, spriteC;
  29. let mapC;
  30. let group;
  31. init();
  32. animate();
  33. function init() {
  34. const width = window.innerWidth;
  35. const height = window.innerHeight;
  36. camera = new THREE.PerspectiveCamera( 60, width / height, 1, 2100 );
  37. camera.position.z = 1500;
  38. cameraOrtho = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, 1, 10 );
  39. cameraOrtho.position.z = 10;
  40. scene = new THREE.Scene();
  41. scene.fog = new THREE.Fog( 0x000000, 1500, 2100 );
  42. sceneOrtho = new THREE.Scene();
  43. // create sprites
  44. const amount = 200;
  45. const radius = 500;
  46. const textureLoader = new THREE.TextureLoader();
  47. textureLoader.load( 'textures/sprite0.png', createHUDSprites );
  48. const mapB = textureLoader.load( 'textures/sprite1.png' );
  49. mapC = textureLoader.load( 'textures/sprite2.png' );
  50. group = new THREE.Group();
  51. const materialC = new THREE.SpriteMaterial( { map: mapC, color: 0xffffff, fog: true } );
  52. const materialB = new THREE.SpriteMaterial( { map: mapB, color: 0xffffff, fog: true } );
  53. for ( let a = 0; a < amount; a ++ ) {
  54. const x = Math.random() - 0.5;
  55. const y = Math.random() - 0.5;
  56. const z = Math.random() - 0.5;
  57. let material;
  58. if ( z < 0 ) {
  59. material = materialB.clone();
  60. } else {
  61. material = materialC.clone();
  62. material.color.setHSL( 0.5 * Math.random(), 0.75, 0.5 );
  63. material.map.offset.set( - 0.5, - 0.5 );
  64. material.map.repeat.set( 2, 2 );
  65. }
  66. const sprite = new THREE.Sprite( material );
  67. sprite.position.set( x, y, z );
  68. sprite.position.normalize();
  69. sprite.position.multiplyScalar( radius );
  70. group.add( sprite );
  71. }
  72. scene.add( group );
  73. // renderer
  74. renderer = new THREE.WebGLRenderer();
  75. renderer.setPixelRatio( window.devicePixelRatio );
  76. renderer.setSize( window.innerWidth, window.innerHeight );
  77. renderer.autoClear = false; // To allow render overlay on top of sprited sphere
  78. document.body.appendChild( renderer.domElement );
  79. //
  80. window.addEventListener( 'resize', onWindowResize );
  81. }
  82. function createHUDSprites( texture ) {
  83. const material = new THREE.SpriteMaterial( { map: texture } );
  84. const width = material.map.image.width;
  85. const height = material.map.image.height;
  86. spriteTL = new THREE.Sprite( material );
  87. spriteTL.center.set( 0.0, 1.0 );
  88. spriteTL.scale.set( width, height, 1 );
  89. sceneOrtho.add( spriteTL );
  90. spriteTR = new THREE.Sprite( material );
  91. spriteTR.center.set( 1.0, 1.0 );
  92. spriteTR.scale.set( width, height, 1 );
  93. sceneOrtho.add( spriteTR );
  94. spriteBL = new THREE.Sprite( material );
  95. spriteBL.center.set( 0.0, 0.0 );
  96. spriteBL.scale.set( width, height, 1 );
  97. sceneOrtho.add( spriteBL );
  98. spriteBR = new THREE.Sprite( material );
  99. spriteBR.center.set( 1.0, 0.0 );
  100. spriteBR.scale.set( width, height, 1 );
  101. sceneOrtho.add( spriteBR );
  102. spriteC = new THREE.Sprite( material );
  103. spriteC.center.set( 0.5, 0.5 );
  104. spriteC.scale.set( width, height, 1 );
  105. sceneOrtho.add( spriteC );
  106. updateHUDSprites();
  107. }
  108. function updateHUDSprites() {
  109. const width = window.innerWidth / 2;
  110. const height = window.innerHeight / 2;
  111. spriteTL.position.set( - width, height, 1 ); // top left
  112. spriteTR.position.set( width, height, 1 ); // top right
  113. spriteBL.position.set( - width, - height, 1 ); // bottom left
  114. spriteBR.position.set( width, - height, 1 ); // bottom right
  115. spriteC.position.set( 0, 0, 1 ); // center
  116. }
  117. function onWindowResize() {
  118. const width = window.innerWidth;
  119. const height = window.innerHeight;
  120. camera.aspect = width / height;
  121. camera.updateProjectionMatrix();
  122. cameraOrtho.left = - width / 2;
  123. cameraOrtho.right = width / 2;
  124. cameraOrtho.top = height / 2;
  125. cameraOrtho.bottom = - height / 2;
  126. cameraOrtho.updateProjectionMatrix();
  127. updateHUDSprites();
  128. renderer.setSize( window.innerWidth, window.innerHeight );
  129. }
  130. function animate() {
  131. requestAnimationFrame( animate );
  132. render();
  133. }
  134. function render() {
  135. const time = Date.now() / 1000;
  136. for ( let i = 0, l = group.children.length; i < l; i ++ ) {
  137. const sprite = group.children[ i ];
  138. const material = sprite.material;
  139. const scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
  140. let imageWidth = 1;
  141. let imageHeight = 1;
  142. if ( material.map && material.map.image && material.map.image.width ) {
  143. imageWidth = material.map.image.width;
  144. imageHeight = material.map.image.height;
  145. }
  146. sprite.material.rotation += 0.1 * ( i / l );
  147. sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );
  148. if ( material.map !== mapC ) {
  149. material.opacity = Math.sin( time + sprite.position.x * 0.01 ) * 0.4 + 0.6;
  150. }
  151. }
  152. group.rotation.x = time * 0.5;
  153. group.rotation.y = time * 0.75;
  154. group.rotation.z = time * 1.0;
  155. renderer.clear();
  156. renderer.render( scene, camera );
  157. renderer.clearDepth();
  158. renderer.render( sceneOrtho, cameraOrtho );
  159. }
  160. </script>
  161. </body>
  162. </html>