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webgpu_sprites.html 3.9 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. <meta property="og:title" content="three.js webgpu - sprites">
  7. <meta property="og:type" content="website">
  8. <meta property="og:url" content="https://threejs.org/examples/webgpu_sprites.html">
  9. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_sprites.jpg">
  10. <link type="text/css" rel="stylesheet" href="example.css">
  11. </head>
  12. <body>
  13. <div id="info">
  14. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  15. <div class="title-wrapper">
  16. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Sprites</span>
  17. </div>
  18. <small>
  19. Example of using a custom SpriteMaterial with nodes.
  20. </small>
  21. </div>
  22. <script type="importmap">
  23. {
  24. "imports": {
  25. "three": "../build/three.webgpu.js",
  26. "three/webgpu": "../build/three.webgpu.js",
  27. "three/tsl": "../build/three.tsl.js",
  28. "three/addons/": "./jsm/"
  29. }
  30. }
  31. </script>
  32. <script type="module">
  33. import * as THREE from 'three/webgpu';
  34. import { texture, uv, userData, fog, rangeFogFactor, color } from 'three/tsl';
  35. let camera, scene, renderer;
  36. let map;
  37. let group;
  38. let imageWidth = 1, imageHeight = 1;
  39. init();
  40. function init() {
  41. const width = window.innerWidth;
  42. const height = window.innerHeight;
  43. camera = new THREE.PerspectiveCamera( 60, width / height, 1, 2100 );
  44. camera.position.z = 1500;
  45. scene = new THREE.Scene();
  46. scene.background = new THREE.Color( 0x000000 );
  47. scene.fogNode = fog( color( 0x0000ff ), rangeFogFactor( 1500, 2100 ) );
  48. // create sprites
  49. const amount = 200;
  50. const radius = 500;
  51. const textureLoader = new THREE.TextureLoader();
  52. map = textureLoader.load( 'textures/sprite1.png', ( map ) => {
  53. imageWidth = map.image.width;
  54. imageHeight = map.image.height;
  55. } );
  56. group = new THREE.Group();
  57. const textureNode = texture( map );
  58. const material = new THREE.SpriteNodeMaterial();
  59. material.colorNode = textureNode.mul( uv() ).mul( 2 ).saturate();
  60. material.opacityNode = textureNode.a;
  61. material.rotationNode = userData( 'rotation', 'float' ); // get value of: sprite.userData.rotation
  62. for ( let a = 0; a < amount; a ++ ) {
  63. const x = Math.random() - 0.5;
  64. const y = Math.random() - 0.5;
  65. const z = Math.random() - 0.5;
  66. const sprite = new THREE.Sprite( material );
  67. sprite.position.set( x, y, z );
  68. sprite.position.normalize();
  69. sprite.position.multiplyScalar( radius );
  70. // individual rotation per sprite
  71. sprite.userData.rotation = 0;
  72. group.add( sprite );
  73. }
  74. scene.add( group );
  75. //
  76. renderer = new THREE.WebGPURenderer( { antialias: true } );
  77. renderer.setPixelRatio( window.devicePixelRatio );
  78. renderer.setSize( window.innerWidth, window.innerHeight );
  79. renderer.setAnimationLoop( render );
  80. document.body.appendChild( renderer.domElement );
  81. window.addEventListener( 'resize', onWindowResize );
  82. }
  83. function onWindowResize() {
  84. const width = window.innerWidth;
  85. const height = window.innerHeight;
  86. camera.aspect = width / height;
  87. camera.updateProjectionMatrix();
  88. renderer.setSize( window.innerWidth, window.innerHeight );
  89. }
  90. function render() {
  91. const time = Date.now() / 1000;
  92. for ( let i = 0, l = group.children.length; i < l; i ++ ) {
  93. const sprite = group.children[ i ];
  94. const scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
  95. sprite.userData.rotation += 0.1 * ( i / l );
  96. sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );
  97. }
  98. group.rotation.x = time * 0.5;
  99. group.rotation.y = time * 0.75;
  100. group.rotation.z = time * 1.0;
  101. renderer.render( scene, camera );
  102. }
  103. </script>
  104. </body>
  105. </html>
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