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three.jsをThirdPartyに追加
[webglgame/webgl_framework.git] / webglFramework / Thirdparty / three.js-master / examples / webgl_sprites.html
diff --git a/webglFramework/Thirdparty/three.js-master/examples/webgl_sprites.html b/webglFramework/Thirdparty/three.js-master/examples/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 {
+                               padding:0;
+                               margin:0;
+                               font-weight: bold;
+                               overflow:hidden;
+                       }
+               </style>
+       </head>
+
+       <body>
+               <script src="../build/three.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 textureLoader = new THREE.TextureLoader();
+
+                               var mapA = textureLoader.load( "textures/sprite0.png", createHUDSprites );
+                               var mapB = textureLoader.load( "textures/sprite1.png" );
+                               mapC = textureLoader.load( "textures/sprite2.png" );
+
+                               group = new THREE.Group();
+
+                               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;
+
+                                       var 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 );
+
+                                       }
+
+                                       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.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, 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>