webgl_sprites.html 5.5 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. padding:0;
  10. margin:0;
  11. font-weight: bold;
  12. overflow:hidden;
  13. }
  14. </style>
  15. </head>
  16. <body>
  17. <script src="../build/three.js"></script>
  18. <script>
  19. var camera, scene, renderer;
  20. var cameraOrtho, sceneOrtho;
  21. var spriteTL, spriteTR, spriteBL, spriteBR, spriteC;
  22. var mapC;
  23. var group;
  24. init();
  25. animate();
  26. function init() {
  27. var width = window.innerWidth;
  28. var height = window.innerHeight;
  29. camera = new THREE.PerspectiveCamera( 60, width / height, 1, 2100 );
  30. camera.position.z = 1500;
  31. cameraOrtho = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, 1, 10 );
  32. cameraOrtho.position.z = 10;
  33. scene = new THREE.Scene();
  34. scene.fog = new THREE.Fog( 0x000000, 1500, 2100 );
  35. sceneOrtho = new THREE.Scene();
  36. // create sprites
  37. var amount = 200;
  38. var radius = 500;
  39. var textureLoader = new THREE.TextureLoader();
  40. textureLoader.load( "textures/sprite0.png", createHUDSprites );
  41. var mapB = textureLoader.load( "textures/sprite1.png" );
  42. mapC = textureLoader.load( "textures/sprite2.png" );
  43. group = new THREE.Group();
  44. var materialC = new THREE.SpriteMaterial( { map: mapC, color: 0xffffff, fog: true } );
  45. var materialB = new THREE.SpriteMaterial( { map: mapB, color: 0xffffff, fog: true } );
  46. for ( var a = 0; a < amount; a ++ ) {
  47. var x = Math.random() - 0.5;
  48. var y = Math.random() - 0.5;
  49. var z = Math.random() - 0.5;
  50. var material;
  51. if ( z < 0 ) {
  52. material = materialB.clone();
  53. } else {
  54. material = materialC.clone();
  55. material.color.setHSL( 0.5 * Math.random(), 0.75, 0.5 );
  56. material.map.offset.set( -0.5, -0.5 );
  57. material.map.repeat.set( 2, 2 );
  58. }
  59. var sprite = new THREE.Sprite( material );
  60. sprite.position.set( x, y, z );
  61. sprite.position.normalize();
  62. sprite.position.multiplyScalar( radius );
  63. group.add( sprite );
  64. }
  65. scene.add( group );
  66. // renderer
  67. renderer = new THREE.WebGLRenderer();
  68. renderer.setPixelRatio( window.devicePixelRatio );
  69. renderer.setSize( window.innerWidth, window.innerHeight );
  70. renderer.autoClear = false; // To allow render overlay on top of sprited sphere
  71. document.body.appendChild( renderer.domElement );
  72. //
  73. window.addEventListener( 'resize', onWindowResize, false );
  74. }
  75. function createHUDSprites ( texture ) {
  76. var material = new THREE.SpriteMaterial( { map: texture } );
  77. var width = material.map.image.width;
  78. var height = material.map.image.height;
  79. spriteTL = new THREE.Sprite( material );
  80. spriteTL.center.set( 0.0, 1.0 );
  81. spriteTL.scale.set( width, height, 1 );
  82. sceneOrtho.add( spriteTL );
  83. spriteTR = new THREE.Sprite( material );
  84. spriteTR.center.set( 1.0, 1.0 );
  85. spriteTR.scale.set( width, height, 1 );
  86. sceneOrtho.add( spriteTR );
  87. spriteBL = new THREE.Sprite( material );
  88. spriteBL.center.set( 0.0, 0.0 );
  89. spriteBL.scale.set( width, height, 1 );
  90. sceneOrtho.add( spriteBL );
  91. spriteBR = new THREE.Sprite( material );
  92. spriteBR.center.set( 1.0, 0.0 );
  93. spriteBR.scale.set( width, height, 1 );
  94. sceneOrtho.add( spriteBR );
  95. spriteC = new THREE.Sprite( material );
  96. spriteC.center.set( 0.5, 0.5 );
  97. spriteC.scale.set( width, height, 1 );
  98. sceneOrtho.add( spriteC );
  99. updateHUDSprites();
  100. }
  101. function updateHUDSprites() {
  102. var width = window.innerWidth / 2;
  103. var height = window.innerHeight / 2;
  104. spriteTL.position.set( - width, height, 1 ); // top left
  105. spriteTR.position.set( width, height, 1 ); // top right
  106. spriteBL.position.set( - width, - height, 1 ); // bottom left
  107. spriteBR.position.set( width, - height, 1 ); // bottom right
  108. spriteC.position.set( 0, 0, 1 ); // center
  109. }
  110. function onWindowResize() {
  111. var width = window.innerWidth;
  112. var height = window.innerHeight;
  113. camera.aspect = width / height;
  114. camera.updateProjectionMatrix();
  115. cameraOrtho.left = - width / 2;
  116. cameraOrtho.right = width / 2;
  117. cameraOrtho.top = height / 2;
  118. cameraOrtho.bottom = - height / 2;
  119. cameraOrtho.updateProjectionMatrix();
  120. updateHUDSprites();
  121. renderer.setSize( window.innerWidth, window.innerHeight );
  122. }
  123. function animate() {
  124. requestAnimationFrame( animate );
  125. render();
  126. }
  127. function render() {
  128. var time = Date.now() / 1000;
  129. for ( var i = 0, l = group.children.length; i < l; i ++ ) {
  130. var sprite = group.children[ i ];
  131. var material = sprite.material;
  132. var scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
  133. var imageWidth = 1;
  134. var imageHeight = 1;
  135. if ( material.map && material.map.image && material.map.image.width ) {
  136. imageWidth = material.map.image.width;
  137. imageHeight = material.map.image.height;
  138. }
  139. sprite.material.rotation += 0.1 * ( i / l );
  140. sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );
  141. if ( material.map !== mapC ) {
  142. material.opacity = Math.sin( time + sprite.position.x * 0.01 ) * 0.4 + 0.6;
  143. }
  144. }
  145. group.rotation.x = time * 0.5;
  146. group.rotation.y = time * 0.75;
  147. group.rotation.z = time * 1.0;
  148. renderer.clear();
  149. renderer.render( scene, camera );
  150. renderer.clearDepth();
  151. renderer.render( sceneOrtho, cameraOrtho );
  152. }
  153. </script>
  154. </body>
  155. </html>