webgl_sprites.html 6.1 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. <meta property="og:title" content="three.js webgl - sprites">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgl_sprites.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgl_sprites.jpg">
  11. <link type="text/css" rel="stylesheet" href="main.css">
  12. </head>
  13. <body>
  14. <div id="info">
  15. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - sprites
  16. </div>
  17. <script type="importmap">
  18. {
  19. "imports": {
  20. "three": "../build/three.module.js",
  21. "three/addons/": "./jsm/"
  22. }
  23. }
  24. </script>
  25. <script type="module">
  26. import * as THREE from 'three';
  27. let camera, scene, renderer;
  28. let cameraOrtho, sceneOrtho;
  29. let spriteTL, spriteTR, spriteBL, spriteBR, spriteC;
  30. let mapC;
  31. let group;
  32. init();
  33. function init() {
  34. const width = window.innerWidth;
  35. const height = window.innerHeight;
  36. camera = new THREE.PerspectiveCamera( 60, width / height, 1, 2100 );
  37. camera.position.z = 1500;
  38. cameraOrtho = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, 1, 10 );
  39. cameraOrtho.position.z = 10;
  40. scene = new THREE.Scene();
  41. scene.fog = new THREE.Fog( 0x000000, 1500, 2100 );
  42. sceneOrtho = new THREE.Scene();
  43. // create sprites
  44. const amount = 200;
  45. const radius = 500;
  46. const textureLoader = new THREE.TextureLoader();
  47. textureLoader.load( 'textures/sprite0.png', createHUDSprites );
  48. const mapB = textureLoader.load( 'textures/sprite1.png' );
  49. mapC = textureLoader.load( 'textures/sprite2.png' );
  50. mapB.colorSpace = THREE.SRGBColorSpace;
  51. mapC.colorSpace = THREE.SRGBColorSpace;
  52. group = new THREE.Group();
  53. const materialC = new THREE.SpriteMaterial( { map: mapC, color: 0xffffff, fog: true } );
  54. const materialB = new THREE.SpriteMaterial( { map: mapB, color: 0xffffff, fog: true } );
  55. for ( let a = 0; a < amount; a ++ ) {
  56. const x = Math.random() - 0.5;
  57. const y = Math.random() - 0.5;
  58. const z = Math.random() - 0.5;
  59. let material;
  60. if ( z < 0 ) {
  61. material = materialB.clone();
  62. } else {
  63. material = materialC.clone();
  64. material.color.setHSL( 0.5 * Math.random(), 0.75, 0.5 );
  65. material.map.offset.set( - 0.5, - 0.5 );
  66. material.map.repeat.set( 2, 2 );
  67. }
  68. const sprite = new THREE.Sprite( material );
  69. sprite.position.set( x, y, z );
  70. sprite.position.normalize();
  71. sprite.position.multiplyScalar( radius );
  72. group.add( sprite );
  73. }
  74. scene.add( group );
  75. // renderer
  76. renderer = new THREE.WebGLRenderer();
  77. renderer.setPixelRatio( window.devicePixelRatio );
  78. renderer.setSize( window.innerWidth, window.innerHeight );
  79. renderer.setAnimationLoop( animate );
  80. renderer.autoClear = false; // To allow render overlay on top of sprited sphere
  81. document.body.appendChild( renderer.domElement );
  82. //
  83. window.addEventListener( 'resize', onWindowResize );
  84. }
  85. function createHUDSprites( texture ) {
  86. texture.colorSpace = THREE.SRGBColorSpace;
  87. const material = new THREE.SpriteMaterial( { map: texture } );
  88. const width = material.map.image.width;
  89. const height = material.map.image.height;
  90. spriteTL = new THREE.Sprite( material );
  91. spriteTL.center.set( 0.0, 1.0 );
  92. spriteTL.scale.set( width, height, 1 );
  93. sceneOrtho.add( spriteTL );
  94. spriteTR = new THREE.Sprite( material );
  95. spriteTR.center.set( 1.0, 1.0 );
  96. spriteTR.scale.set( width, height, 1 );
  97. sceneOrtho.add( spriteTR );
  98. spriteBL = new THREE.Sprite( material );
  99. spriteBL.center.set( 0.0, 0.0 );
  100. spriteBL.scale.set( width, height, 1 );
  101. sceneOrtho.add( spriteBL );
  102. spriteBR = new THREE.Sprite( material );
  103. spriteBR.center.set( 1.0, 0.0 );
  104. spriteBR.scale.set( width, height, 1 );
  105. sceneOrtho.add( spriteBR );
  106. spriteC = new THREE.Sprite( material );
  107. spriteC.center.set( 0.5, 0.5 );
  108. spriteC.scale.set( width, height, 1 );
  109. sceneOrtho.add( spriteC );
  110. updateHUDSprites();
  111. }
  112. function updateHUDSprites() {
  113. const width = window.innerWidth / 2;
  114. const height = window.innerHeight / 2;
  115. spriteTL.position.set( - width, height, 1 ); // top left
  116. spriteTR.position.set( width, height, 1 ); // top right
  117. spriteBL.position.set( - width, - height, 1 ); // bottom left
  118. spriteBR.position.set( width, - height, 1 ); // bottom right
  119. spriteC.position.set( 0, 0, 1 ); // center
  120. }
  121. function onWindowResize() {
  122. const width = window.innerWidth;
  123. const height = window.innerHeight;
  124. camera.aspect = width / height;
  125. camera.updateProjectionMatrix();
  126. cameraOrtho.left = - width / 2;
  127. cameraOrtho.right = width / 2;
  128. cameraOrtho.top = height / 2;
  129. cameraOrtho.bottom = - height / 2;
  130. cameraOrtho.updateProjectionMatrix();
  131. updateHUDSprites();
  132. renderer.setSize( window.innerWidth, window.innerHeight );
  133. }
  134. function animate() {
  135. const time = Date.now() / 1000;
  136. for ( let i = 0, l = group.children.length; i < l; i ++ ) {
  137. const sprite = group.children[ i ];
  138. const material = sprite.material;
  139. const scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
  140. let imageWidth = 1;
  141. let imageHeight = 1;
  142. if ( material.map && material.map.image && material.map.image.width ) {
  143. imageWidth = material.map.image.width;
  144. imageHeight = material.map.image.height;
  145. }
  146. sprite.material.rotation += 0.1 * ( i / l );
  147. sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );
  148. if ( material.map !== mapC ) {
  149. material.opacity = Math.sin( time + sprite.position.x * 0.01 ) * 0.4 + 0.6;
  150. }
  151. }
  152. group.rotation.x = time * 0.5;
  153. group.rotation.y = time * 0.75;
  154. group.rotation.z = time * 1.0;
  155. renderer.clear();
  156. renderer.render( scene, camera );
  157. renderer.clearDepth();
  158. renderer.render( sceneOrtho, cameraOrtho );
  159. }
  160. </script>
  161. </body>
  162. </html>
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