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					159 lines
				
				3.8 KiB
			
		
		
			
		
	
	
					159 lines
				
				3.8 KiB
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											3 years ago
										 
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								<html lang="en">
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									<head>
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										<title>three.js - WebGPU - 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> WebGPU - Sprites
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										</div>
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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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													"three/nodes": "./jsm/nodes/Nodes.js"
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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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											import * as Nodes from 'three/nodes';
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											import { texture, uv, mul, float, color, userData } from 'three/nodes';
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											import WebGPU from 'three/addons/capabilities/WebGPU.js';
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											import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
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											let camera, scene, renderer;
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											let map;
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											let group;
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											let imageWidth = 1, imageHeight = 1;
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											init();
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											function init() {
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												if ( WebGPU.isAvailable() === false ) {
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													document.body.appendChild( WebGPU.getErrorMessage() );
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													throw new Error( 'No WebGPU support' );
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												}
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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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												scene = new THREE.Scene();
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												scene.fogNode = new Nodes.FogRangeNode( color( 0x0000ff ), float( 1500 ), float( 2100 ) );
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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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												map = textureLoader.load( 'textures/sprite1.png', ( map ) => {
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													imageWidth = map.image.width;
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													imageHeight = map.image.height;
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												} );
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												group = new THREE.Group();
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												const textureNode = texture( map );
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												const material = new Nodes.SpriteNodeMaterial();
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												material.colorNode = mul( textureNode, mul( uv(), 2 ) );
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												material.opacityNode = textureNode.a;
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												material.rotationNode = userData( 'rotation', 'float' ); // get value of: sprite.userData.rotation
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												material.transparent = 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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													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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													// individual rotation per sprite
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													sprite.userData.rotation = 0;
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													group.add( sprite );
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												}
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												scene.add( group );
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												//
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												renderer = new WebGPURenderer( { requiredFeatures: [ 'texture-compression-bc' ] } );
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												renderer.setAnimationLoop( render );
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												document.body.appendChild( renderer.domElement );
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												window.addEventListener( 'resize', onWindowResize );
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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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												renderer.setSize( window.innerWidth, window.innerHeight );
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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 scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
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													sprite.userData.rotation += 0.1 * ( i / l );
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													sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );
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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.render( scene, camera );
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											}
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										</script>
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									</body>
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								</html>
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