webgpu_sprites.html 3.6 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 type="importmap">
  13. {
  14. "imports": {
  15. "three": "../build/three.module.js",
  16. "three/addons/": "./jsm/",
  17. "three/nodes": "./jsm/nodes/Nodes.js"
  18. }
  19. }
  20. </script>
  21. <script type="module">
  22. import * as THREE from 'three';
  23. import { texture, uv, userData, rangeFog, color, SpriteNodeMaterial } from 'three/nodes';
  24. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  25. import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
  26. let camera, scene, renderer;
  27. let map;
  28. let group;
  29. let imageWidth = 1, imageHeight = 1;
  30. init();
  31. 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 = rangeFog( color( 0x0000ff ), 1500, 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', ( map ) => {
  47. imageWidth = map.image.width;
  48. imageHeight = map.image.height;
  49. } );
  50. group = new THREE.Group();
  51. const textureNode = texture( map );
  52. const material = new SpriteNodeMaterial();
  53. material.colorNode = textureNode.mul( uv() ).mul( 2 );
  54. material.opacityNode = textureNode.a;
  55. material.rotationNode = userData( 'rotation', 'float' ); // get value of: sprite.userData.rotation
  56. material.transparent = true;
  57. for ( let a = 0; a < amount; a ++ ) {
  58. const x = Math.random() - 0.5;
  59. const y = Math.random() - 0.5;
  60. const z = Math.random() - 0.5;
  61. const sprite = new THREE.Sprite( material );
  62. sprite.position.set( x, y, z );
  63. sprite.position.normalize();
  64. sprite.position.multiplyScalar( radius );
  65. // individual rotation per sprite
  66. sprite.userData.rotation = 0;
  67. group.add( sprite );
  68. }
  69. scene.add( group );
  70. //
  71. renderer = new WebGPURenderer( { antialias: true } );
  72. renderer.setPixelRatio( window.devicePixelRatio );
  73. renderer.setSize( window.innerWidth, window.innerHeight );
  74. renderer.setAnimationLoop( render );
  75. document.body.appendChild( renderer.domElement );
  76. window.addEventListener( 'resize', onWindowResize );
  77. }
  78. function onWindowResize() {
  79. const width = window.innerWidth;
  80. const height = window.innerHeight;
  81. camera.aspect = width / height;
  82. camera.updateProjectionMatrix();
  83. renderer.setSize( window.innerWidth, window.innerHeight );
  84. }
  85. function render() {
  86. const time = Date.now() / 1000;
  87. for ( let i = 0, l = group.children.length; i < l; i ++ ) {
  88. const sprite = group.children[ i ];
  89. const scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
  90. sprite.userData.rotation += 0.1 * ( i / l );
  91. sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );
  92. }
  93. group.rotation.x = time * 0.5;
  94. group.rotation.y = time * 0.75;
  95. group.rotation.z = time * 1.0;
  96. renderer.render( scene, camera );
  97. }
  98. </script>
  99. </body>
  100. </html>