webgl_sprites_nodes.html 8.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - sprites nodes</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. color: #fff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. margin: 0px;
  13. text-align:center;
  14. overflow: hidden;
  15. }
  16. #info {
  17. color: #fff;
  18. position: absolute;
  19. top: 10px;
  20. width: 100%;
  21. text-align: center;
  22. display:block;
  23. }
  24. a { color: white }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"></div>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Node-Based Sprites
  31. </div>
  32. <script src="../build/three.js"></script>
  33. <script src='js/geometries/TeapotBufferGeometry.js'></script>
  34. <script src="js/controls/OrbitControls.js"></script>
  35. <script src="js/libs/dat.gui.min.js"></script>
  36. <!-- NodeLibrary -->
  37. <script src="js/nodes/GLNode.js"></script>
  38. <script src="js/nodes/RawNode.js"></script>
  39. <script src="js/nodes/TempNode.js"></script>
  40. <script src="js/nodes/InputNode.js"></script>
  41. <script src="js/nodes/ConstNode.js"></script>
  42. <script src="js/nodes/VarNode.js"></script>
  43. <script src="js/nodes/FunctionNode.js"></script>
  44. <script src="js/nodes/FunctionCallNode.js"></script>
  45. <script src="js/nodes/AttributeNode.js"></script>
  46. <script src="js/nodes/NodeBuilder.js"></script>
  47. <script src="js/nodes/NodeLib.js"></script>
  48. <script src="js/nodes/NodeMaterial.js"></script>
  49. <!-- Accessors -->
  50. <script src="js/nodes/accessors/PositionNode.js"></script>
  51. <script src="js/nodes/accessors/NormalNode.js"></script>
  52. <script src="js/nodes/accessors/UVNode.js"></script>
  53. <script src="js/nodes/accessors/ScreenUVNode.js"></script>
  54. <script src="js/nodes/accessors/ColorsNode.js"></script>
  55. <script src="js/nodes/accessors/CameraNode.js"></script>
  56. <script src="js/nodes/accessors/ReflectNode.js"></script>
  57. <script src="js/nodes/accessors/LightNode.js"></script>
  58. <!-- Inputs -->
  59. <script src="js/nodes/inputs/IntNode.js"></script>
  60. <script src="js/nodes/inputs/FloatNode.js"></script>
  61. <script src="js/nodes/inputs/ColorNode.js"></script>
  62. <script src="js/nodes/inputs/Vector2Node.js"></script>
  63. <script src="js/nodes/inputs/Vector3Node.js"></script>
  64. <script src="js/nodes/inputs/Vector4Node.js"></script>
  65. <script src="js/nodes/inputs/TextureNode.js"></script>
  66. <script src="js/nodes/inputs/Matrix4Node.js"></script>
  67. <script src="js/nodes/inputs/CubeTextureNode.js"></script>
  68. <!-- Math -->
  69. <script src="js/nodes/math/Math1Node.js"></script>
  70. <script src="js/nodes/math/Math2Node.js"></script>
  71. <script src="js/nodes/math/Math3Node.js"></script>
  72. <script src="js/nodes/math/OperatorNode.js"></script>
  73. <!-- Utils -->
  74. <script src="js/nodes/utils/SwitchNode.js"></script>
  75. <script src="js/nodes/utils/JoinNode.js"></script>
  76. <script src="js/nodes/utils/TimerNode.js"></script>
  77. <script src="js/nodes/utils/RoughnessToBlinnExponentNode.js"></script>
  78. <script src="js/nodes/utils/VelocityNode.js"></script>
  79. <script src="js/nodes/utils/LuminanceNode.js"></script>
  80. <script src="js/nodes/utils/ColorAdjustmentNode.js"></script>
  81. <script src="js/nodes/utils/NoiseNode.js"></script>
  82. <script src="js/nodes/utils/ResolutionNode.js"></script>
  83. <script src="js/nodes/utils/BumpNode.js"></script>
  84. <script src="js/nodes/utils/BlurNode.js"></script>
  85. <script src="js/nodes/utils/UVTransformNode.js"></script>
  86. <!-- Sprite Material -->
  87. <script src="js/nodes/materials/SpriteNode.js"></script>
  88. <script src="js/nodes/materials/SpriteNodeMaterial.js"></script>
  89. <script>
  90. var container = document.getElementById( 'container' );
  91. var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
  92. var plane, sprite1, sprite2, sprite3;
  93. var controls;
  94. window.addEventListener( 'load', init );
  95. function init() {
  96. //
  97. // Renderer / Controls
  98. //
  99. renderer = new THREE.WebGLRenderer( { antialias: true } );
  100. renderer.setPixelRatio( window.devicePixelRatio );
  101. renderer.setSize( window.innerWidth, window.innerHeight );
  102. container.appendChild( renderer.domElement );
  103. scene = new THREE.Scene();
  104. scene.fog = new THREE.Fog( 0x0000FF, 70, 150 );
  105. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  106. camera.position.z = 100;
  107. camera.target = new THREE.Vector3();
  108. controls = new THREE.OrbitControls( camera, renderer.domElement );
  109. controls.minDistance = 50;
  110. controls.maxDistance = 200;
  111. //
  112. // SpriteNode
  113. //
  114. // use scale to adjuste the real sprite size
  115. plane = new THREE.PlaneBufferGeometry( 1, 1 );
  116. // https://openclipart.org/detail/239883/walking-man-sprite-sheet
  117. var walkingManTexture = new THREE.TextureLoader().load( "textures/WalkingManSpriteSheet.png" );
  118. walkingManTexture.wrapS = walkingManTexture.wrapT = THREE.RepeatWrapping;
  119. // horizontal sprite-sheet animator
  120. function createHorizontalSpriteSheetNode( hCount, speed ) {
  121. var speed = new THREE.Vector2Node( speed, 0 ); // frame per second
  122. var scale = new THREE.Vector2Node( 1 / hCount, 1 ); // 8 horizontal images in sprite-sheet
  123. var uvTimer = new THREE.OperatorNode(
  124. new THREE.TimerNode(),
  125. speed,
  126. THREE.OperatorNode.MUL
  127. );
  128. var uvIntegerTimer = new THREE.Math1Node(
  129. uvTimer,
  130. THREE.Math1Node.FLOOR
  131. );
  132. var uvFrameOffset = new THREE.OperatorNode(
  133. uvIntegerTimer,
  134. scale,
  135. THREE.OperatorNode.MUL
  136. );
  137. var uvScale = new THREE.OperatorNode(
  138. new THREE.UVNode(),
  139. scale,
  140. THREE.OperatorNode.MUL
  141. );
  142. var uvFrame = new THREE.OperatorNode(
  143. uvScale,
  144. uvFrameOffset,
  145. THREE.OperatorNode.ADD
  146. );
  147. return uvFrame;
  148. }
  149. // sprites
  150. var spriteWidth = 20,
  151. spriteHeight = 20;
  152. scene.add( sprite1 = new THREE.Mesh( plane, new THREE.SpriteNodeMaterial() ) );
  153. sprite1.scale.x = spriteWidth;
  154. sprite1.scale.y = spriteHeight;
  155. sprite1.material.color = new THREE.TextureNode( walkingManTexture );
  156. sprite1.material.color.coord = createHorizontalSpriteSheetNode( 8, 10 );
  157. sprite1.material.build();
  158. scene.add( sprite2 = new THREE.Mesh( plane, new THREE.SpriteNodeMaterial() ) );
  159. sprite2.position.x = 30;
  160. sprite2.scale.x = spriteWidth;
  161. sprite2.scale.y = spriteHeight;
  162. sprite2.material.color = new THREE.TextureNode( walkingManTexture );
  163. sprite2.material.color.coord = createHorizontalSpriteSheetNode( 8, 30 );
  164. sprite2.material.color = new THREE.Math1Node( sprite2.material.color, THREE.Math1Node.INVERT );
  165. sprite2.material.spherical = false; // look at camera horizontally only, very used to vegetation
  166. // horizontal zigzag sprite
  167. sprite2.material.transform = new THREE.OperatorNode(
  168. new THREE.OperatorNode(
  169. new THREE.Math1Node( new THREE.TimerNode( 0, 3 ), THREE.Math1Node.SIN ), // 3 is speed (time scale)
  170. new THREE.Vector2Node( .3, 0 ), // horizontal scale (position)
  171. THREE.OperatorNode.MUL
  172. ),
  173. new THREE.PositionNode(),
  174. THREE.OperatorNode.ADD
  175. );
  176. sprite2.material.build();
  177. var sineWaveFunction = new THREE.FunctionNode( [
  178. // https://stackoverflow.com/questions/36174431/how-to-make-a-wave-warp-effect-in-shader
  179. "vec2 sineWave(vec2 uv, vec2 phase) {",
  180. // wave distortion
  181. " float x = sin( 25.0*uv.y + 30.0*uv.x + 6.28*phase.x) * 0.01;",
  182. " float y = sin( 25.0*uv.y + 30.0*uv.x + 6.28*phase.y) * 0.03;",
  183. " return vec2(uv.x+x, uv.y+y);",
  184. "}"
  185. ].join( "\n" ) );
  186. scene.add( sprite3 = new THREE.Mesh( plane, new THREE.SpriteNodeMaterial() ) );
  187. sprite3.position.x = - 30;
  188. sprite3.scale.x = spriteWidth;
  189. sprite3.scale.y = spriteHeight;
  190. sprite3.material.fog = true;
  191. sprite3.material.color = new THREE.TextureNode( walkingManTexture );
  192. sprite3.material.color.coord = new THREE.FunctionCallNode( sineWaveFunction, {
  193. "uv": createHorizontalSpriteSheetNode( 8, 0 ),
  194. "phase": new THREE.TimerNode()
  195. } );
  196. sprite3.material.build();
  197. //
  198. // Events
  199. //
  200. window.addEventListener( 'resize', onWindowResize, false );
  201. onWindowResize();
  202. animate();
  203. }
  204. function onWindowResize() {
  205. var width = window.innerWidth, height = window.innerHeight;
  206. camera.aspect = width / height;
  207. camera.updateProjectionMatrix();
  208. renderer.setSize( width, height );
  209. }
  210. function animate() {
  211. var delta = clock.getDelta();
  212. // update material animation and/or gpu calcs (pre-renderer)
  213. sprite1.material.updateFrame( delta );
  214. sprite2.material.updateFrame( delta );
  215. sprite3.material.updateFrame( delta );
  216. // rotate sprite
  217. sprite3.rotation.z -= Math.PI * .005;
  218. renderer.render( scene, camera );
  219. requestAnimationFrame( animate );
  220. }
  221. </script>
  222. </body>
  223. </html>