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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - sprites</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - sprites
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
let camera, scene, renderer;
let cameraOrtho, sceneOrtho;
let spriteTL, spriteTR, spriteBL, spriteBR, spriteC;
let mapC;
let group;
init();
animate();
function init() {
const width = window.innerWidth;
const height = window.innerHeight;
camera = new THREE.PerspectiveCamera( 60, width / height, 1, 2100 );
camera.position.z = 1500;
cameraOrtho = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, 1, 10 );
cameraOrtho.position.z = 10;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x000000, 1500, 2100 );
sceneOrtho = new THREE.Scene();
// create sprites
const amount = 200;
const radius = 500;
const textureLoader = new THREE.TextureLoader();
textureLoader.load( 'textures/sprite0.png', createHUDSprites );
const mapB = textureLoader.load( 'textures/sprite1.png' );
mapC = textureLoader.load( 'textures/sprite2.png' );
group = new THREE.Group();
const materialC = new THREE.SpriteMaterial( { map: mapC, color: 0xffffff, fog: true } );
const materialB = new THREE.SpriteMaterial( { map: mapB, color: 0xffffff, fog: true } );
for ( let a = 0; a < amount; a ++ ) {
const x = Math.random() - 0.5;
const y = Math.random() - 0.5;
const z = Math.random() - 0.5;
let material;
if ( z < 0 ) {
material = materialB.clone();
} else {
material = materialC.clone();
material.color.setHSL( 0.5 * Math.random(), 0.75, 0.5 );
material.map.offset.set( - 0.5, - 0.5 );
material.map.repeat.set( 2, 2 );
}
const sprite = new THREE.Sprite( material );
sprite.position.set( x, y, z );
sprite.position.normalize();
sprite.position.multiplyScalar( radius );
group.add( sprite );
}
scene.add( group );
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false; // To allow render overlay on top of sprited sphere
document.body.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize );
}
function createHUDSprites( texture ) {
const material = new THREE.SpriteMaterial( { map: texture } );
const width = material.map.image.width;
const height = material.map.image.height;
spriteTL = new THREE.Sprite( material );
spriteTL.center.set( 0.0, 1.0 );
spriteTL.scale.set( width, height, 1 );
sceneOrtho.add( spriteTL );
spriteTR = new THREE.Sprite( material );
spriteTR.center.set( 1.0, 1.0 );
spriteTR.scale.set( width, height, 1 );
sceneOrtho.add( spriteTR );
spriteBL = new THREE.Sprite( material );
spriteBL.center.set( 0.0, 0.0 );
spriteBL.scale.set( width, height, 1 );
sceneOrtho.add( spriteBL );
spriteBR = new THREE.Sprite( material );
spriteBR.center.set( 1.0, 0.0 );
spriteBR.scale.set( width, height, 1 );
sceneOrtho.add( spriteBR );
spriteC = new THREE.Sprite( material );
spriteC.center.set( 0.5, 0.5 );
spriteC.scale.set( width, height, 1 );
sceneOrtho.add( spriteC );
updateHUDSprites();
}
function updateHUDSprites() {
const width = window.innerWidth / 2;
const height = window.innerHeight / 2;
spriteTL.position.set( - width, height, 1 ); // top left
spriteTR.position.set( width, height, 1 ); // top right
spriteBL.position.set( - width, - height, 1 ); // bottom left
spriteBR.position.set( width, - height, 1 ); // bottom right
spriteC.position.set( 0, 0, 1 ); // center
}
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
cameraOrtho.left = - width / 2;
cameraOrtho.right = width / 2;
cameraOrtho.top = height / 2;
cameraOrtho.bottom = - height / 2;
cameraOrtho.updateProjectionMatrix();
updateHUDSprites();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
const time = Date.now() / 1000;
for ( let i = 0, l = group.children.length; i < l; i ++ ) {
const sprite = group.children[ i ];
const material = sprite.material;
const scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
let imageWidth = 1;
let imageHeight = 1;
if ( material.map && material.map.image && material.map.image.width ) {
imageWidth = material.map.image.width;
imageHeight = material.map.image.height;
}
sprite.material.rotation += 0.1 * ( i / l );
sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );
if ( material.map !== mapC ) {
material.opacity = Math.sin( time + sprite.position.x * 0.01 ) * 0.4 + 0.6;
}
}
group.rotation.x = time * 0.5;
group.rotation.y = time * 0.75;
group.rotation.z = time * 1.0;
renderer.clear();
renderer.render( scene, camera );
renderer.clearDepth();
renderer.render( sceneOrtho, cameraOrtho );
}
</script>
</body>
</html>