webgpu_sprites.html 3.4 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/webgpu": "../build/three.webgpu.js",
  17. "three/tsl": "../build/three.tsl.js",
  18. "three/addons/": "./jsm/"
  19. }
  20. }
  21. </script>
  22. <script type="module">
  23. import * as THREE from 'three';
  24. import { texture, uv, userData, fog, rangeFogFactor, color } from 'three/tsl';
  25. let camera, scene, renderer;
  26. let map;
  27. let group;
  28. let imageWidth = 1, imageHeight = 1;
  29. init();
  30. function init() {
  31. const width = window.innerWidth;
  32. const height = window.innerHeight;
  33. camera = new THREE.PerspectiveCamera( 60, width / height, 1, 2100 );
  34. camera.position.z = 1500;
  35. scene = new THREE.Scene();
  36. scene.fogNode = fog( color( 0x0000ff ), rangeFogFactor( 1500, 2100 ) );
  37. // create sprites
  38. const amount = 200;
  39. const radius = 500;
  40. const textureLoader = new THREE.TextureLoader();
  41. map = textureLoader.load( 'textures/sprite1.png', ( map ) => {
  42. imageWidth = map.image.width;
  43. imageHeight = map.image.height;
  44. } );
  45. group = new THREE.Group();
  46. const textureNode = texture( map );
  47. const material = new THREE.SpriteNodeMaterial();
  48. material.colorNode = textureNode.mul( uv() ).mul( 2 ).saturate();
  49. material.opacityNode = textureNode.a;
  50. material.rotationNode = userData( 'rotation', 'float' ); // get value of: sprite.userData.rotation
  51. material.transparent = true;
  52. for ( let a = 0; a < amount; a ++ ) {
  53. const x = Math.random() - 0.5;
  54. const y = Math.random() - 0.5;
  55. const z = Math.random() - 0.5;
  56. const sprite = new THREE.Sprite( material );
  57. sprite.position.set( x, y, z );
  58. sprite.position.normalize();
  59. sprite.position.multiplyScalar( radius );
  60. // individual rotation per sprite
  61. sprite.userData.rotation = 0;
  62. group.add( sprite );
  63. }
  64. scene.add( group );
  65. //
  66. renderer = new THREE.WebGPURenderer( { antialias: true } );
  67. renderer.setPixelRatio( window.devicePixelRatio );
  68. renderer.setSize( window.innerWidth, window.innerHeight );
  69. renderer.setAnimationLoop( render );
  70. document.body.appendChild( renderer.domElement );
  71. window.addEventListener( 'resize', onWindowResize );
  72. }
  73. function onWindowResize() {
  74. const width = window.innerWidth;
  75. const height = window.innerHeight;
  76. camera.aspect = width / height;
  77. camera.updateProjectionMatrix();
  78. renderer.setSize( window.innerWidth, window.innerHeight );
  79. }
  80. function render() {
  81. const time = Date.now() / 1000;
  82. for ( let i = 0, l = group.children.length; i < l; i ++ ) {
  83. const sprite = group.children[ i ];
  84. const scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
  85. sprite.userData.rotation += 0.1 * ( i / l );
  86. sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );
  87. }
  88. group.rotation.x = time * 0.5;
  89. group.rotation.y = time * 0.75;
  90. group.rotation.z = time * 1.0;
  91. renderer.render( scene, camera );
  92. }
  93. </script>
  94. </body>
  95. </html>
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