webgl_sprites_nodes.html 6.4 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info">
  12. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Node-Based Sprites
  13. </div>
  14. <script type="module">
  15. import * as THREE from '../build/three.module.js';
  16. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  17. import { NodeMaterialLoader, NodeMaterialLoaderUtils } from './jsm/loaders/NodeMaterialLoader.js';
  18. import {
  19. NodeFrame,
  20. SpriteNodeMaterial,
  21. MathNode,
  22. OperatorNode,
  23. TextureNode,
  24. Vector2Node,
  25. TimerNode,
  26. FunctionNode,
  27. FunctionCallNode,
  28. PositionNode,
  29. UVNode
  30. } from './jsm/nodes/Nodes.js';
  31. const container = document.getElementById( 'container' );
  32. let renderer, scene, camera;
  33. const clock = new THREE.Clock(), fov = 50;
  34. const frame = new NodeFrame();
  35. let sprite1, sprite2, sprite3;
  36. let walkingManTexture, walkingManTextureURL;
  37. const library = {};
  38. let controls;
  39. window.addEventListener( 'load', init );
  40. function init() {
  41. //
  42. // Renderer / Controls
  43. //
  44. renderer = new THREE.WebGLRenderer( { antialias: true } );
  45. renderer.setPixelRatio( window.devicePixelRatio );
  46. renderer.setSize( window.innerWidth, window.innerHeight );
  47. container.appendChild( renderer.domElement );
  48. scene = new THREE.Scene();
  49. scene.fog = new THREE.Fog( 0x0000FF, 70, 150 );
  50. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  51. camera.position.z = 100;
  52. controls = new OrbitControls( camera, renderer.domElement );
  53. controls.minDistance = 50;
  54. controls.maxDistance = 200;
  55. //
  56. // SpriteNode
  57. //
  58. // https://openclipart.org/detail/239883/walking-man-sprite-sheet
  59. walkingManTextureURL = "textures/WalkingManSpriteSheet.png";
  60. walkingManTexture = new THREE.TextureLoader().load( walkingManTextureURL );
  61. walkingManTexture.wrapS = walkingManTexture.wrapT = THREE.RepeatWrapping;
  62. library[ walkingManTextureURL ] = walkingManTexture;
  63. // horizontal sprite-sheet animator
  64. function createHorizontalSpriteSheetNode( hCount, speed ) {
  65. const speedNode = new Vector2Node( speed, 0 ); // frame per second
  66. const scale = new Vector2Node( 1 / hCount, 1 ); // 8 horizontal images in sprite-sheet
  67. const uvTimer = new OperatorNode(
  68. new TimerNode(),
  69. speedNode,
  70. OperatorNode.MUL
  71. );
  72. const uvIntegerTimer = new MathNode(
  73. uvTimer,
  74. MathNode.FLOOR
  75. );
  76. const uvFrameOffset = new OperatorNode(
  77. uvIntegerTimer,
  78. scale,
  79. OperatorNode.MUL
  80. );
  81. const uvScale = new OperatorNode(
  82. new UVNode(),
  83. scale,
  84. OperatorNode.MUL
  85. );
  86. const uvFrame = new OperatorNode(
  87. uvScale,
  88. uvFrameOffset,
  89. OperatorNode.ADD
  90. );
  91. return uvFrame;
  92. }
  93. // sprites
  94. const spriteWidth = 20, spriteHeight = 20;
  95. scene.add( sprite1 = new THREE.Sprite( new SpriteNodeMaterial() ) );
  96. sprite1.scale.x = spriteWidth;
  97. sprite1.scale.y = spriteHeight;
  98. sprite1.material.color = new TextureNode( walkingManTexture );
  99. sprite1.material.color.uv = createHorizontalSpriteSheetNode( 8, 10 );
  100. scene.add( sprite2 = new THREE.Sprite( new SpriteNodeMaterial() ) );
  101. sprite2.position.x = 30;
  102. sprite2.scale.x = spriteWidth;
  103. sprite2.scale.y = spriteHeight;
  104. sprite2.material.color = new TextureNode( walkingManTexture );
  105. sprite2.material.color.uv = createHorizontalSpriteSheetNode( 8, 30 );
  106. sprite2.material.color = new MathNode( sprite2.material.color, MathNode.INVERT );
  107. sprite2.material.spherical = false; // look at camera horizontally only, very used in vegetation
  108. // horizontal zigzag sprite
  109. sprite2.material.position = new OperatorNode(
  110. new OperatorNode(
  111. new MathNode( new TimerNode( 3 ), MathNode.SIN ), // 3 is speed (time scale)
  112. new Vector2Node( .3, 0 ), // horizontal scale (position)
  113. OperatorNode.MUL
  114. ),
  115. new PositionNode(),
  116. OperatorNode.ADD
  117. );
  118. const sineWaveFunction = new FunctionNode( [
  119. // https://stackoverflow.com/questions/36174431/how-to-make-a-wave-warp-effect-in-shader
  120. "vec2 sineWave(vec2 uv, vec2 phase) {",
  121. // wave distortion
  122. " float x = sin( 25.0*uv.y + 30.0*uv.x + 6.28*phase.x) * 0.01;",
  123. " float y = sin( 25.0*uv.y + 30.0*uv.x + 6.28*phase.y) * 0.03;",
  124. " return vec2(uv.x+x, uv.y+y);",
  125. "}"
  126. ].join( "\n" ) );
  127. scene.add( sprite3 = new THREE.Sprite( new SpriteNodeMaterial() ) );
  128. sprite3.position.x = - 30;
  129. sprite3.scale.x = spriteWidth;
  130. sprite3.scale.y = spriteHeight;
  131. sprite3.material.color = new TextureNode( walkingManTexture );
  132. sprite3.material.color.uv = new FunctionCallNode( sineWaveFunction, {
  133. "uv": createHorizontalSpriteSheetNode( 8, 10 ),
  134. "phase": new TimerNode()
  135. } );
  136. sprite3.material.fog = true;
  137. //
  138. // Test serialization
  139. //
  140. spriteToJSON( sprite1 );
  141. spriteToJSON( sprite2 );
  142. spriteToJSON( sprite3 );
  143. //
  144. // Events
  145. //
  146. window.addEventListener( 'resize', onWindowResize );
  147. onWindowResize();
  148. animate();
  149. }
  150. function spriteToJSON( sprite ) {
  151. // serialize
  152. const json = sprite.material.toJSON();
  153. // replace uuid to url (facilitates the load of textures using url otherside uuid)
  154. NodeMaterialLoaderUtils.replaceUUID( json, walkingManTexture, walkingManTextureURL );
  155. // deserialize
  156. const material = new NodeMaterialLoader( null, library ).parse( json );
  157. // replace material
  158. sprite.material.dispose();
  159. sprite.material = material;
  160. }
  161. function onWindowResize() {
  162. const width = window.innerWidth, height = window.innerHeight;
  163. camera.aspect = width / height;
  164. camera.updateProjectionMatrix();
  165. renderer.setSize( width, height );
  166. }
  167. function animate() {
  168. const delta = clock.getDelta();
  169. // update material animation and/or gpu calcs (pre-renderer)
  170. frame.update( delta )
  171. .updateNode( sprite1.material )
  172. .updateNode( sprite2.material )
  173. .updateNode( sprite3.material );
  174. // rotate sprite
  175. sprite3.rotation.z -= Math.PI * .005;
  176. renderer.render( scene, camera );
  177. requestAnimationFrame( animate );
  178. }
  179. </script>
  180. </body>
  181. </html>