<html lang="en">
	<head>
		<title>three.js - WebGPU - 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> WebGPU - Sprites
		</div>

		<script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js",
					"three/addons/": "./jsm/",
					"three/nodes": "./jsm/nodes/Nodes.js"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';
			import { texture, uv, userData, rangeFog, color, SpriteNodeMaterial } from 'three/nodes';

			import WebGPU from 'three/addons/capabilities/WebGPU.js';
			import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';

			let camera, scene, renderer;

			let map;

			let group;

			let imageWidth = 1, imageHeight = 1;

			init();

			function init() {

				if ( WebGPU.isAvailable() === false ) {

					document.body.appendChild( WebGPU.getErrorMessage() );

					throw new Error( 'No WebGPU support' );

				}

				const width = window.innerWidth;
				const height = window.innerHeight;

				camera = new THREE.PerspectiveCamera( 60, width / height, 1, 2100 );
				camera.position.z = 1500;

				scene = new THREE.Scene();
				scene.fogNode = rangeFog( color( 0x0000ff ), 1500, 2100 );

				// create sprites

				const amount = 200;
				const radius = 500;

				const textureLoader = new THREE.TextureLoader();

				map = textureLoader.load( 'textures/sprite1.png', ( map ) => {

					imageWidth = map.image.width;
					imageHeight = map.image.height;

				} );

				group = new THREE.Group();

				const textureNode = texture( map );

				const material = new SpriteNodeMaterial();
				material.colorNode = textureNode.mul( uv() ).mul( 2 );
				material.opacityNode = textureNode.a;
				material.rotationNode = userData( 'rotation', 'float' ); // get value of: sprite.userData.rotation
				material.transparent = 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;

					const sprite = new THREE.Sprite( material );

					sprite.position.set( x, y, z );
					sprite.position.normalize();
					sprite.position.multiplyScalar( radius );

					// individual rotation per sprite
					sprite.userData.rotation = 0;

					group.add( sprite );

				}

				scene.add( group );

				//

				renderer = new WebGPURenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( render );
				document.body.appendChild( renderer.domElement );

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				const width = window.innerWidth;
				const height = window.innerHeight;

				camera.aspect = width / height;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function render() {

				const time = Date.now() / 1000;

				for ( let i = 0, l = group.children.length; i < l; i ++ ) {

					const sprite = group.children[ i ];
					const scale = Math.sin( time + sprite.position.x * 0.01 ) * 0.3 + 1.0;

					sprite.userData.rotation += 0.1 * ( i / l );
					sprite.scale.set( scale * imageWidth, scale * imageHeight, 1.0 );

				}

				group.rotation.x = time * 0.5;
				group.rotation.y = time * 0.75;
				group.rotation.z = time * 1.0;

				renderer.render( scene, camera );

			}

		</script>
	</body>
</html>