webgpu_sprites.html 3.3 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.webgpu.js",
  16. "three/tsl": "../build/three.webgpu.js",
  17. "three/addons/": "./jsm/"
  18. }
  19. }
  20. </script>
  21. <script type="module">
  22. import * as THREE from 'three';
  23. import { texture, uv, userData, rangeFog, color } from 'three/tsl';
  24. let camera, scene, renderer;
  25. let map;
  26. let group;
  27. let imageWidth = 1, imageHeight = 1;
  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. scene = new THREE.Scene();
  35. scene.fogNode = rangeFog( color( 0x0000ff ), 1500, 2100 );
  36. // create sprites
  37. const amount = 200;
  38. const radius = 500;
  39. const textureLoader = new THREE.TextureLoader();
  40. map = textureLoader.load( 'textures/sprite1.png', ( map ) => {
  41. imageWidth = map.image.width;
  42. imageHeight = map.image.height;
  43. } );
  44. group = new THREE.Group();
  45. const textureNode = texture( map );
  46. const material = new THREE.SpriteNodeMaterial();
  47. material.colorNode = textureNode.mul( uv() ).mul( 2 ).saturate();
  48. material.opacityNode = textureNode.a;
  49. material.rotationNode = userData( 'rotation', 'float' ); // get value of: sprite.userData.rotation
  50. material.transparent = 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. const sprite = new THREE.Sprite( material );
  56. sprite.position.set( x, y, z );
  57. sprite.position.normalize();
  58. sprite.position.multiplyScalar( radius );
  59. // individual rotation per sprite
  60. sprite.userData.rotation = 0;
  61. group.add( sprite );
  62. }
  63. scene.add( group );
  64. //
  65. renderer = new THREE.WebGPURenderer( { antialias: true } );
  66. renderer.setPixelRatio( window.devicePixelRatio );
  67. renderer.setSize( window.innerWidth, window.innerHeight );
  68. renderer.setAnimationLoop( render );
  69. document.body.appendChild( renderer.domElement );
  70. window.addEventListener( 'resize', onWindowResize );
  71. }
  72. function onWindowResize() {
  73. const width = window.innerWidth;
  74. const height = window.innerHeight;
  75. camera.aspect = width / height;
  76. camera.updateProjectionMatrix();
  77. renderer.setSize( window.innerWidth, window.innerHeight );
  78. }
  79. function render() {
  80. const time = Date.now() / 1000;
  81. for ( let i = 0, l = group.children.length; i < l; i ++ ) {
  82. const sprite = group.children[ i ];
  83. const scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
  84. sprite.userData.rotation += 0.1 * ( i / l );
  85. sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );
  86. }
  87. group.rotation.x = time * 0.5;
  88. group.rotation.y = time * 0.75;
  89. group.rotation.z = time * 1.0;
  90. renderer.render( scene, camera );
  91. }
  92. </script>
  93. </body>
  94. </html>