materials_depth.html 7.3 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - depth material</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. font-family: Monospace;
  9. background-color: #000000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. </style>
  14. </head>
  15. <body>
  16. <script type="text/javascript" src="../build/Three.js"></script>
  17. <script type="text/javascript" src="../src/extras/primitives/Sphere.js"></script>
  18. <script type="text/javascript" src="../src/extras/primitives/Plane.js"></script>
  19. <script type="text/javascript" src="js/Stats.js"></script>
  20. <script type="text/javascript">
  21. var SCREEN_WIDTH = window.innerWidth;
  22. var SCREEN_HEIGHT = window.innerHeight;
  23. var container;
  24. var stats;
  25. var camera;
  26. var scene;
  27. var renderer;
  28. var cube, plane;
  29. var targetRotation = 0;
  30. var targetRotationOnMouseDown = 0;
  31. var mouseX = 0;
  32. var mouseXOnMouseDown = 0;
  33. var windowHalfX = window.innerWidth / 2;
  34. var windowHalfY = window.innerHeight / 2;
  35. var moveForward = false,
  36. moveBackwards = false,
  37. moveUp = false,
  38. moveDown = false,
  39. moveLeft = false,
  40. moveRight = false,
  41. yawLeft = false,
  42. yawRight = false,
  43. pitchUp = false,
  44. pitchDown = false,
  45. rollLeft = false,
  46. rollRight = false;
  47. var debugContext;
  48. init();
  49. setInterval( loop, 1000 / 60 );
  50. // loop();
  51. function init() {
  52. container = document.createElement( 'div' );
  53. document.body.appendChild( container );
  54. camera = new THREE.Camera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 2000 );
  55. camera.position.x = 1000;
  56. camera.position.y = 1000;
  57. camera.position.z = 1000;
  58. // camera.target.position.y = 150;
  59. scene = new THREE.Scene();
  60. // Plane
  61. var material = new THREE.MeshDepthMaterial( { near: 1, far: 2000, wireframe: true } );
  62. plane = new THREE.Mesh( new Plane( 1000, 1000, 10, 10 ), material );
  63. plane.rotation.x = - 90 * ( Math.PI / 180 );
  64. plane.doubleSided = true;
  65. scene.addObject( plane );
  66. // Spheres
  67. geometry = new Sphere( 100, 16, 8 );
  68. // material = new THREE.MeshLambertMaterial( { color: 0xffffff, opacity: 1 } );
  69. material = new THREE.MeshDepthMaterial( { near: 1, far: 2000 } );
  70. for (var i = 0; i < 20; i ++ ) {
  71. cube = new THREE.Mesh( geometry, material );
  72. cube.overdraw = true;
  73. cube.position.x = ( i % 5 ) * 200 - 400;
  74. cube.position.z = Math.floor( i / 5 ) * 200 - 400;
  75. /*
  76. cube.position.x = Math.random() * 1000 - 500;
  77. cube.position.y = Math.random() * 1000 - 500;
  78. cube.position.z = Math.random() * 1000 - 500;
  79. cube.rotation.x = Math.random() * 200 - 100;
  80. cube.rotation.y = Math.random() * 200 - 100;
  81. cube.rotation.z = Math.random() * 200 - 100;
  82. cube.scale.x = cube.scale.y = cube.scale.z = Math.random() + 0.5;
  83. */
  84. scene.addObject(cube);
  85. }
  86. // Lights
  87. var ambientLight = new THREE.AmbientLight( Math.random() * 0x202020 );
  88. scene.addLight( ambientLight );
  89. var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
  90. directionalLight.position.x = Math.random() - 0.5;
  91. directionalLight.position.y = Math.random() - 0.5;
  92. directionalLight.position.z = Math.random() - 0.5;
  93. directionalLight.position.normalize();
  94. scene.addLight( directionalLight );
  95. var pointLight = new THREE.PointLight( 0xff0000, 1 );
  96. scene.addLight( pointLight );
  97. renderer = new THREE.CanvasRenderer();
  98. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  99. container.appendChild( renderer.domElement );
  100. var debugCanvas = document.createElement( 'canvas' );
  101. debugCanvas.width = 512;
  102. debugCanvas.height = 512;
  103. debugCanvas.style.position = 'absolute';
  104. debugCanvas.style.top = '0px';
  105. debugCanvas.style.left = '0px';
  106. container.appendChild( debugCanvas );
  107. debugContext = debugCanvas.getContext( '2d' );
  108. debugContext.setTransform( 1, 0, 0, 1, 256, 256 );
  109. debugContext.strokeStyle = '#808080';
  110. stats = new Stats();
  111. stats.domElement.style.position = 'absolute';
  112. stats.domElement.style.top = '0px';
  113. container.appendChild(stats.domElement);
  114. document.addEventListener( 'keydown', onDocumentKeyDown, false );
  115. document.addEventListener( 'keyup', onDocumentKeyUp, false );
  116. }
  117. function onDocumentKeyDown( event ) {
  118. switch( event.keyCode ) {
  119. case 38: moveForward = true; break; // up
  120. case 40: moveBackwards = true; break; // down
  121. case 37: moveLeft = true; break; // left
  122. case 39: moveRight = true; break; // right
  123. case 65: yawLeft = true; break; // a
  124. case 68: yawRight = true; break; // d
  125. case 87: moveUp/*pitchUp*/ = true; break; // w
  126. case 83: moveDown/*pitchDown*/ = true; break; // s
  127. case 90: rollLeft = true; break; // z
  128. case 67: rollRight = true; break; // c
  129. }
  130. }
  131. function onDocumentKeyUp( event ) {
  132. switch( event.keyCode ) {
  133. case 38: moveForward = false; break; // up
  134. case 40: moveBackwards = false; break; // down
  135. case 37: moveLeft = false; break; // left
  136. case 39: moveRight = false; break; // right
  137. case 65: yawLeft = false; break; // a
  138. case 68: yawRight = false; break; // d
  139. case 87: moveUp/*pitchUp*/ = false; break; // w
  140. case 83: moveDown/*pitchDown*/ = false; break; // s
  141. case 90: rollLeft = false; break; // z
  142. case 67: rollRight = false; break; // c
  143. }
  144. }
  145. //
  146. function loop() {
  147. if ( moveForward ) camera.position.z -= 5; // camera.moveZ( 5 );
  148. if ( moveBackwards ) camera.position.z += 5; // camera.moveZ( - 5 );
  149. if ( moveUp ) camera.position.y += 5; // camera.moveZ( 5 );
  150. if ( moveDown ) camera.position.y -= 5; // camera.moveZ( - 5 );
  151. if ( moveLeft ) camera.position.x -= 5; // camera.moveX( - 5 );
  152. if ( moveRight ) camera.position.x += 5; // camera.moveX( 5 );
  153. if ( pitchUp ) camera.rotation.x += 0.01; // camera.rotateX( 1 );
  154. if ( pitchDown ) camera.rotation.x -= 0.01; // camera.rotateX( - 1 );
  155. if ( yawLeft ) camera.target.position.x -= 5; // camera.rotation.y += 0.01; // camera.rotateY( 1 );
  156. if ( yawRight ) camera.target.position.x += 5; // camera.rotation.y -= 0.01; // camera.rotateY( - 1 );
  157. if ( rollLeft ) camera.rotation.z += 0.01; // camera.rotateZ( 1 );
  158. if ( rollRight ) camera.rotation.z -= 0.01; // camera.rotateZ( - 1 );
  159. debugContext.clearRect( -256, -256, 512, 512 );
  160. debugContext.beginPath();
  161. // center
  162. debugContext.moveTo( -10, 0 );
  163. debugContext.lineTo( 10, 0 );
  164. debugContext.moveTo( 0, -10 );
  165. debugContext.lineTo( 0, 10 );
  166. // camera
  167. debugContext.moveTo( camera.position.x * 0.1, camera.position.z * 0.1 );
  168. debugContext.lineTo( camera.target.position.x * 0.1, camera.target.position.z * 0.1 );
  169. debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
  170. debugContext.rect( camera.target.position.x * 0.1 - 5, camera.target.position.z * 0.1 - 5, 10, 10 );
  171. debugContext.rect( - 50, - 50, 100, 100 );
  172. for ( var i = 1; i < scene.objects.length; i++ ) {
  173. var object = scene.objects[i];
  174. /*
  175. object.rotation.x += 0.01;
  176. object.rotation.y += 0.005;
  177. object.position.y = Math.sin( object.rotation.x ) * 200;
  178. */
  179. debugContext.rect( object.position.x * 0.1 - 5, object.position.z * 0.1 - 5, 10, 10 );
  180. }
  181. debugContext.closePath();
  182. debugContext.stroke();
  183. renderer.render(scene, camera);
  184. stats.update();
  185. }
  186. </script>
  187. </body>
  188. </html>