webgpu_sprites.html 3.7 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/addons/": "./jsm/",
  18. "three/nodes": "./jsm/nodes/Nodes.js"
  19. }
  20. }
  21. </script>
  22. <script type="module">
  23. import * as THREE from 'three';
  24. import { texture, uv, userData, rangeFog, color, SpriteNodeMaterial } from 'three/nodes';
  25. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  26. import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
  27. let camera, scene, renderer;
  28. let map;
  29. let group;
  30. let imageWidth = 1, imageHeight = 1;
  31. init();
  32. function init() {
  33. if ( WebGPU.isAvailable() === false ) {
  34. document.body.appendChild( WebGPU.getErrorMessage() );
  35. throw new Error( 'No WebGPU support' );
  36. }
  37. const width = window.innerWidth;
  38. const height = window.innerHeight;
  39. camera = new THREE.PerspectiveCamera( 60, width / height, 1, 2100 );
  40. camera.position.z = 1500;
  41. scene = new THREE.Scene();
  42. scene.fogNode = rangeFog( color( 0x0000ff ), 1500, 2100 );
  43. // create sprites
  44. const amount = 200;
  45. const radius = 500;
  46. const textureLoader = new THREE.TextureLoader();
  47. map = textureLoader.load( 'textures/sprite1.png', ( map ) => {
  48. imageWidth = map.image.width;
  49. imageHeight = map.image.height;
  50. } );
  51. group = new THREE.Group();
  52. const textureNode = texture( map );
  53. const material = new SpriteNodeMaterial();
  54. material.colorNode = textureNode.mul( uv() ).mul( 2 );
  55. material.opacityNode = textureNode.a;
  56. material.rotationNode = userData( 'rotation', 'float' ); // get value of: sprite.userData.rotation
  57. material.transparent = true;
  58. for ( let a = 0; a < amount; a ++ ) {
  59. const x = Math.random() - 0.5;
  60. const y = Math.random() - 0.5;
  61. const z = Math.random() - 0.5;
  62. const sprite = new THREE.Sprite( material );
  63. sprite.position.set( x, y, z );
  64. sprite.position.normalize();
  65. sprite.position.multiplyScalar( radius );
  66. // individual rotation per sprite
  67. sprite.userData.rotation = 0;
  68. group.add( sprite );
  69. }
  70. scene.add( group );
  71. //
  72. renderer = new WebGPURenderer( { antialias: true } );
  73. renderer.setPixelRatio( window.devicePixelRatio );
  74. renderer.setSize( window.innerWidth, window.innerHeight );
  75. renderer.setAnimationLoop( render );
  76. document.body.appendChild( renderer.domElement );
  77. window.addEventListener( 'resize', onWindowResize );
  78. }
  79. function onWindowResize() {
  80. const width = window.innerWidth;
  81. const height = window.innerHeight;
  82. camera.aspect = width / height;
  83. camera.updateProjectionMatrix();
  84. renderer.setSize( window.innerWidth, window.innerHeight );
  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 scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
  91. sprite.userData.rotation += 0.1 * ( i / l );
  92. sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );
  93. }
  94. group.rotation.x = time * 0.5;
  95. group.rotation.y = time * 0.75;
  96. group.rotation.z = time * 1.0;
  97. renderer.render( scene, camera );
  98. }
  99. </script>
  100. </body>
  101. </html>