webgl_sprites.html 5.8 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - sprites
  12. </div>
  13. <script type="importmap">
  14. {
  15. "imports": {
  16. "three": "../build/three.module.js",
  17. "three/addons/": "./jsm/"
  18. }
  19. }
  20. </script>
  21. <script type="module">
  22. import * as THREE from 'three';
  23. let camera, scene, renderer;
  24. let cameraOrtho, sceneOrtho;
  25. let spriteTL, spriteTR, spriteBL, spriteBR, spriteC;
  26. let mapC;
  27. let group;
  28. init();
  29. function init() {
  30. const width = window.innerWidth;
  31. const height = window.innerHeight;
  32. camera = new THREE.PerspectiveCamera( 60, width / height, 1, 2100 );
  33. camera.position.z = 1500;
  34. cameraOrtho = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, 1, 10 );
  35. cameraOrtho.position.z = 10;
  36. scene = new THREE.Scene();
  37. scene.fog = new THREE.Fog( 0x000000, 1500, 2100 );
  38. sceneOrtho = new THREE.Scene();
  39. // create sprites
  40. const amount = 200;
  41. const radius = 500;
  42. const textureLoader = new THREE.TextureLoader();
  43. textureLoader.load( 'textures/sprite0.png', createHUDSprites );
  44. const mapB = textureLoader.load( 'textures/sprite1.png' );
  45. mapC = textureLoader.load( 'textures/sprite2.png' );
  46. mapB.colorSpace = THREE.SRGBColorSpace;
  47. mapC.colorSpace = THREE.SRGBColorSpace;
  48. group = new THREE.Group();
  49. const materialC = new THREE.SpriteMaterial( { map: mapC, color: 0xffffff, fog: true } );
  50. const materialB = new THREE.SpriteMaterial( { map: mapB, color: 0xffffff, fog: true } );
  51. for ( let a = 0; a < amount; a ++ ) {
  52. const x = Math.random() - 0.5;
  53. const y = Math.random() - 0.5;
  54. const z = Math.random() - 0.5;
  55. let material;
  56. if ( z < 0 ) {
  57. material = materialB.clone();
  58. } else {
  59. material = materialC.clone();
  60. material.color.setHSL( 0.5 * Math.random(), 0.75, 0.5 );
  61. material.map.offset.set( - 0.5, - 0.5 );
  62. material.map.repeat.set( 2, 2 );
  63. }
  64. const sprite = new THREE.Sprite( material );
  65. sprite.position.set( x, y, z );
  66. sprite.position.normalize();
  67. sprite.position.multiplyScalar( radius );
  68. group.add( sprite );
  69. }
  70. scene.add( group );
  71. // renderer
  72. renderer = new THREE.WebGLRenderer();
  73. renderer.setPixelRatio( window.devicePixelRatio );
  74. renderer.setSize( window.innerWidth, window.innerHeight );
  75. renderer.setAnimationLoop( animate );
  76. renderer.autoClear = false; // To allow render overlay on top of sprited sphere
  77. document.body.appendChild( renderer.domElement );
  78. //
  79. window.addEventListener( 'resize', onWindowResize );
  80. }
  81. function createHUDSprites( texture ) {
  82. texture.colorSpace = THREE.SRGBColorSpace;
  83. const material = new THREE.SpriteMaterial( { map: texture } );
  84. const width = material.map.image.width;
  85. const height = material.map.image.height;
  86. spriteTL = new THREE.Sprite( material );
  87. spriteTL.center.set( 0.0, 1.0 );
  88. spriteTL.scale.set( width, height, 1 );
  89. sceneOrtho.add( spriteTL );
  90. spriteTR = new THREE.Sprite( material );
  91. spriteTR.center.set( 1.0, 1.0 );
  92. spriteTR.scale.set( width, height, 1 );
  93. sceneOrtho.add( spriteTR );
  94. spriteBL = new THREE.Sprite( material );
  95. spriteBL.center.set( 0.0, 0.0 );
  96. spriteBL.scale.set( width, height, 1 );
  97. sceneOrtho.add( spriteBL );
  98. spriteBR = new THREE.Sprite( material );
  99. spriteBR.center.set( 1.0, 0.0 );
  100. spriteBR.scale.set( width, height, 1 );
  101. sceneOrtho.add( spriteBR );
  102. spriteC = new THREE.Sprite( material );
  103. spriteC.center.set( 0.5, 0.5 );
  104. spriteC.scale.set( width, height, 1 );
  105. sceneOrtho.add( spriteC );
  106. updateHUDSprites();
  107. }
  108. function updateHUDSprites() {
  109. const width = window.innerWidth / 2;
  110. const height = window.innerHeight / 2;
  111. spriteTL.position.set( - width, height, 1 ); // top left
  112. spriteTR.position.set( width, height, 1 ); // top right
  113. spriteBL.position.set( - width, - height, 1 ); // bottom left
  114. spriteBR.position.set( width, - height, 1 ); // bottom right
  115. spriteC.position.set( 0, 0, 1 ); // center
  116. }
  117. function onWindowResize() {
  118. const width = window.innerWidth;
  119. const height = window.innerHeight;
  120. camera.aspect = width / height;
  121. camera.updateProjectionMatrix();
  122. cameraOrtho.left = - width / 2;
  123. cameraOrtho.right = width / 2;
  124. cameraOrtho.top = height / 2;
  125. cameraOrtho.bottom = - height / 2;
  126. cameraOrtho.updateProjectionMatrix();
  127. updateHUDSprites();
  128. renderer.setSize( window.innerWidth, window.innerHeight );
  129. }
  130. function animate() {
  131. const time = Date.now() / 1000;
  132. for ( let i = 0, l = group.children.length; i < l; i ++ ) {
  133. const sprite = group.children[ i ];
  134. const material = sprite.material;
  135. const scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
  136. let imageWidth = 1;
  137. let imageHeight = 1;
  138. if ( material.map && material.map.image && material.map.image.width ) {
  139. imageWidth = material.map.image.width;
  140. imageHeight = material.map.image.height;
  141. }
  142. sprite.material.rotation += 0.1 * ( i / l );
  143. sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );
  144. if ( material.map !== mapC ) {
  145. material.opacity = Math.sin( time + sprite.position.x * 0.01 ) * 0.4 + 0.6;
  146. }
  147. }
  148. group.rotation.x = time * 0.5;
  149. group.rotation.y = time * 0.75;
  150. group.rotation.z = time * 1.0;
  151. renderer.clear();
  152. renderer.render( scene, camera );
  153. renderer.clearDepth();
  154. renderer.render( sceneOrtho, cameraOrtho );
  155. }
  156. </script>
  157. </body>
  158. </html>