webgl_sprites.html 3.9 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. <style>
  8. body {
  9. background:#fff;
  10. padding:0;
  11. margin:0;
  12. font-weight: bold;
  13. overflow:hidden;
  14. }
  15. </style>
  16. </head>
  17. <body>
  18. <script src="../build/three.min.js"></script>
  19. <script src="js/Stats.js"></script>
  20. <script>
  21. var container, stats;
  22. var camera, scene, renderer;
  23. var mapC;
  24. var group;
  25. var time = 0;
  26. var mouseX = 0, mouseY = 0;
  27. var windowHalfX = window.innerWidth / 2;
  28. var windowHalfY = window.innerHeight / 2;
  29. init();
  30. animate();
  31. function init() {
  32. container = document.createElement( 'div' );
  33. document.body.appendChild( container );
  34. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 5000 );
  35. camera.position.z = 1500;
  36. scene = new THREE.Scene();
  37. // create sprites
  38. var amount = 200;
  39. var radius = 500;
  40. var mapA = THREE.ImageUtils.loadTexture( "textures/sprite0.png" );
  41. var mapB = THREE.ImageUtils.loadTexture( "textures/sprite1.png" );
  42. mapC = THREE.ImageUtils.loadTexture( "textures/sprite2.png" );
  43. group = new THREE.Object3D();
  44. for( var a = 0; a < amount; a ++ ) {
  45. var sprite = new THREE.Sprite( { map: mapC, useScreenCoordinates: false, color: 0xffffff } );
  46. sprite.position.set( Math.random() - 0.5,
  47. Math.random() - 0.5,
  48. Math.random() - 0.5 );
  49. if( sprite.position.z < 0 ) {
  50. sprite.map = mapB;
  51. } else {
  52. sprite.color.setHSV( 0.5 * Math.random(), 0.8, 0.9 );
  53. sprite.uvScale.set( 2, 2 );
  54. sprite.uvOffset.set( -0.5, -0.5 );
  55. }
  56. sprite.position.normalize();
  57. sprite.position.multiplyScalar( radius );
  58. group.add( sprite );
  59. }
  60. scene.add( group );
  61. // add 2d-sprites
  62. sprite = new THREE.Sprite( { map: mapA, alignment: THREE.SpriteAlignment.topLeft } );
  63. sprite.position.set( 100, 100, 0 );
  64. sprite.opacity = 0.25;
  65. scene.add( sprite );
  66. sprite = new THREE.Sprite( { map: mapA, alignment: THREE.SpriteAlignment.topLeft } );
  67. sprite.position.set( 150, 150, 2 );
  68. sprite.opacity = 0.5;
  69. scene.add( sprite );
  70. sprite = new THREE.Sprite( { map: mapA, alignment: THREE.SpriteAlignment.topLeft } );
  71. sprite.position.set( 200, 200, 3 );
  72. sprite.opacity = 1;
  73. scene.add( sprite );
  74. // renderer
  75. renderer = new THREE.WebGLRenderer();
  76. renderer.setClearColorHex( 0x000000, 1 );
  77. renderer.setSize( window.innerWidth, window.innerHeight );
  78. container.appendChild( renderer.domElement );
  79. // stats
  80. stats = new Stats();
  81. stats.domElement.style.position = 'absolute';
  82. stats.domElement.style.top = '0px';
  83. stats.domElement.style.zIndex = 100;
  84. container.appendChild( stats.domElement );
  85. //
  86. window.addEventListener( 'resize', onWindowResize, false );
  87. }
  88. function onWindowResize() {
  89. camera.aspect = window.innerWidth / window.innerHeight;
  90. camera.updateProjectionMatrix();
  91. renderer.setSize( window.innerWidth, window.innerHeight );
  92. }
  93. function animate() {
  94. requestAnimationFrame( animate );
  95. render();
  96. stats.update();
  97. }
  98. function render() {
  99. for ( var c = 0; c < group.children.length; c ++ ) {
  100. var sprite = group.children[ c ];
  101. var scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
  102. sprite.rotation += 0.1 * ( c / group.children.length );
  103. sprite.scale.set( scale, scale, 1.0 );
  104. if ( sprite.map !== mapC )
  105. sprite.opacity = Math.sin( time + sprite.position.x * 0.01 ) * 0.4 + 0.6;
  106. }
  107. group.rotation.x = time * 0.5;
  108. group.rotation.y = time * 0.75;
  109. group.rotation.z = time * 1.0;
  110. time += 0.02;
  111. renderer.render( scene, camera );
  112. }
  113. </script>
  114. </body>
  115. </html>