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webgl_sprites.html
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webgl_sprites.html
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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">
<style>
body {
background:#fff;
padding:0;
margin:0;
font-weight: bold;
overflow:hidden;
}
</style>
</head>
<body>
<script src="../build/three.min.js"></script>
<script>
var camera, scene, renderer;
var cameraOrtho, sceneOrtho;
var spriteTL, spriteTR, spriteBL, spriteBR, spriteC;
var mapC;
var group;
init();
animate();
function init() {
var width = window.innerWidth;
var 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
var amount = 200;
var radius = 500;
var mapA = THREE.ImageUtils.loadTexture( "textures/sprite0.png", undefined, createHUDSprites );
var mapB = THREE.ImageUtils.loadTexture( "textures/sprite1.png" );
mapC = THREE.ImageUtils.loadTexture( "textures/sprite2.png" );
group = new THREE.Object3D();
var materialC = new THREE.SpriteMaterial( { map: mapC, color: 0xffffff, fog: true } );
var materialB = new THREE.SpriteMaterial( { map: mapB, color: 0xffffff, fog: true } );
for ( var a = 0; a < amount; a ++ ) {
var x = Math.random() - 0.5;
var y = Math.random() - 0.5;
var z = Math.random() - 0.5;
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 );
}
var 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.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, false );
}
function createHUDSprites ( texture ) {
var material = new THREE.SpriteMaterial( { map: texture } );
var width = material.map.image.width;
var height = material.map.image.height;
spriteTL = new THREE.Sprite( material );
spriteTL.scale.set( width, height, 1 );
sceneOrtho.add( spriteTL );
spriteTR = new THREE.Sprite( material );
spriteTR.scale.set( width, height, 1 );
sceneOrtho.add( spriteTR );
spriteBL = new THREE.Sprite( material );
spriteBL.scale.set( width, height, 1 );
sceneOrtho.add( spriteBL );
spriteBR = new THREE.Sprite( material );
spriteBR.scale.set( width, height, 1 );
sceneOrtho.add( spriteBR );
spriteC = new THREE.Sprite( material );
spriteC.scale.set( width, height, 1 );
sceneOrtho.add( spriteC );
updateHUDSprites();
};
function updateHUDSprites () {
var width = window.innerWidth / 2;
var height = window.innerHeight / 2;
var material = spriteTL.material;
var imageWidth = material.map.image.width / 2;
var imageHeight = material.map.image.height / 2;
spriteTL.position.set( - width + imageWidth, height - imageHeight, 1 ); // top left
spriteTR.position.set( width - imageWidth, height - imageHeight, 1 ); // top right
spriteBL.position.set( - width + imageWidth, - height + imageHeight, 1 ); // bottom left
spriteBR.position.set( width - imageWidth, - height + imageHeight, 1 ); // bottom right
spriteC.position.set( 0, 0, 1 ); // center
};
function onWindowResize() {
var width = window.innerWidth;
var 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() {
var time = Date.now() / 1000;
for ( var i = 0, l = group.children.length; i < l; i ++ ) {
var sprite = group.children[ i ];
var material = sprite.material;
var scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;
var imageWidth = 1;
var 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>