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