canvas_materials_depth.html 7.2 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js canvas - 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="js/RequestAnimationFrame.js"></script>
  18. <script type="text/javascript" src="js/Stats.js"></script>
  19. <script type="text/javascript">
  20. var container, stats;
  21. var camera, scene, renderer;
  22. var cube, plane;
  23. var targetRotation = 0;
  24. var targetRotationOnMouseDown = 0;
  25. var mouseX = 0;
  26. var mouseXOnMouseDown = 0;
  27. var windowHalfX = window.innerWidth / 2;
  28. var windowHalfY = window.innerHeight / 2;
  29. var moveForward = false,
  30. moveBackwards = false,
  31. moveUp = false,
  32. moveDown = false,
  33. moveLeft = false,
  34. moveRight = false,
  35. yawLeft = false,
  36. yawRight = false,
  37. pitchUp = false,
  38. pitchDown = false,
  39. rollLeft = false,
  40. rollRight = false;
  41. var debugContext;
  42. init();
  43. animate();
  44. function init() {
  45. container = document.createElement( 'div' );
  46. document.body.appendChild( container );
  47. camera = new THREE.Camera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  48. camera.position.x = 1000;
  49. camera.position.y = 1000;
  50. camera.position.z = 1000;
  51. // camera.target.position.y = 150;
  52. scene = new THREE.Scene();
  53. // Plane
  54. var material = new THREE.MeshDepthMaterial();
  55. plane = new THREE.Mesh( new THREE.PlaneGeometry( 1000, 1000, 10, 10 ), material );
  56. plane.overdraw = true;
  57. plane.doubleSided = true;
  58. plane.rotation.x = - 90 * ( Math.PI / 180 );
  59. plane.position.y = - 100;
  60. scene.add( plane );
  61. // Spheres
  62. geometry = new THREE.CubeGeometry( 100, 100, 100 );
  63. material = new THREE.MeshDepthMaterial( { near: 1, far: 2000 } );
  64. for (var i = 0; i < 20; i ++ ) {
  65. cube = new THREE.Mesh( geometry, material );
  66. cube.overdraw = true;
  67. cube.position.x = ( i % 5 ) * 200 - 400;
  68. cube.position.z = Math.floor( i / 5 ) * 200 - 350;
  69. /*
  70. cube.position.x = Math.random() * 1000 - 500;
  71. cube.position.y = Math.random() * 1000 - 500;
  72. cube.position.z = Math.random() * 1000 - 500;
  73. */
  74. cube.rotation.x = Math.random() * 200 - 100;
  75. cube.rotation.y = Math.random() * 200 - 100;
  76. cube.rotation.z = Math.random() * 200 - 100;
  77. /*
  78. cube.scale.x = cube.scale.y = cube.scale.z = Math.random() + 0.5;
  79. */
  80. scene.add(cube);
  81. }
  82. // Lights
  83. var ambientLight = new THREE.AmbientLight( Math.random() * 0x202020 );
  84. scene.add( ambientLight );
  85. var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
  86. directionalLight.position.x = Math.random() - 0.5;
  87. directionalLight.position.y = Math.random() - 0.5;
  88. directionalLight.position.z = Math.random() - 0.5;
  89. directionalLight.position.normalize();
  90. scene.add( directionalLight );
  91. var pointLight = new THREE.PointLight( 0xff0000, 1 );
  92. scene.add( pointLight );
  93. renderer = new THREE.CanvasRenderer();
  94. renderer.setSize( window.innerWidth, window.innerHeight );
  95. container.appendChild( renderer.domElement );
  96. var debugCanvas = document.createElement( 'canvas' );
  97. debugCanvas.width = 512;
  98. debugCanvas.height = 512;
  99. debugCanvas.style.position = 'absolute';
  100. debugCanvas.style.top = '0px';
  101. debugCanvas.style.left = '0px';
  102. container.appendChild( debugCanvas );
  103. debugContext = debugCanvas.getContext( '2d' );
  104. debugContext.setTransform( 1, 0, 0, 1, 256, 256 );
  105. debugContext.strokeStyle = '#808080';
  106. stats = new Stats();
  107. stats.domElement.style.position = 'absolute';
  108. stats.domElement.style.top = '0px';
  109. container.appendChild(stats.domElement);
  110. document.addEventListener( 'keydown', onDocumentKeyDown, false );
  111. document.addEventListener( 'keyup', onDocumentKeyUp, false );
  112. }
  113. function onDocumentKeyDown( event ) {
  114. switch( event.keyCode ) {
  115. case 38: moveForward = true; break; // up
  116. case 40: moveBackwards = true; break; // down
  117. case 37: moveLeft = true; break; // left
  118. case 39: moveRight = true; break; // right
  119. case 65: yawLeft = true; break; // a
  120. case 68: yawRight = true; break; // d
  121. case 87: moveUp/*pitchUp*/ = true; break; // w
  122. case 83: moveDown/*pitchDown*/ = true; break; // s
  123. case 90: rollLeft = true; break; // z
  124. case 67: rollRight = true; break; // c
  125. }
  126. }
  127. function onDocumentKeyUp( event ) {
  128. switch( event.keyCode ) {
  129. case 38: moveForward = false; break; // up
  130. case 40: moveBackwards = false; break; // down
  131. case 37: moveLeft = false; break; // left
  132. case 39: moveRight = false; break; // right
  133. case 65: yawLeft = false; break; // a
  134. case 68: yawRight = false; break; // d
  135. case 87: moveUp/*pitchUp*/ = false; break; // w
  136. case 83: moveDown/*pitchDown*/ = false; break; // s
  137. case 90: rollLeft = false; break; // z
  138. case 67: rollRight = false; break; // c
  139. }
  140. }
  141. //
  142. function animate() {
  143. requestAnimationFrame( animate );
  144. render();
  145. stats.update();
  146. }
  147. function render() {
  148. if ( moveForward ) camera.position.z -= 10; // camera.moveZ( 10 );
  149. if ( moveBackwards ) camera.position.z += 10; // camera.moveZ( - 10 );
  150. if ( moveUp ) camera.position.y += 10; // camera.moveZ( 10 );
  151. if ( moveDown ) camera.position.y -= 10; // camera.moveZ( - 10 );
  152. if ( moveLeft ) camera.position.x -= 10; // camera.moveX( - 10 );
  153. if ( moveRight ) camera.position.x += 10; // camera.moveX( 10 );
  154. if ( pitchUp ) camera.rotation.x += 0.01; // camera.rotateX( 1 );
  155. if ( pitchDown ) camera.rotation.x -= 0.01; // camera.rotateX( - 1 );
  156. if ( yawLeft ) camera.target.position.x -= 10; // camera.rotation.y += 0.01; // camera.rotateY( 1 );
  157. if ( yawRight ) camera.target.position.x += 10; // camera.rotation.y -= 0.01; // camera.rotateY( - 1 );
  158. if ( rollLeft ) camera.rotation.z += 0.01; // camera.rotateZ( 1 );
  159. if ( rollRight ) camera.rotation.z -= 0.01; // camera.rotateZ( - 1 );
  160. debugContext.clearRect( - 256, - 256, 512, 512 );
  161. debugContext.beginPath();
  162. // center
  163. debugContext.moveTo( - 10, 0 );
  164. debugContext.lineTo( 10, 0 );
  165. debugContext.moveTo( 0, - 10 );
  166. debugContext.lineTo( 0, 10 );
  167. // camera
  168. debugContext.moveTo( camera.position.x * 0.1, camera.position.z * 0.1 );
  169. debugContext.lineTo( camera.target.position.x * 0.1, camera.target.position.z * 0.1 );
  170. debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
  171. debugContext.rect( camera.target.position.x * 0.1 - 5, camera.target.position.z * 0.1 - 5, 10, 10 );
  172. debugContext.rect( - 50, - 50, 100, 100 );
  173. for ( var i = 1; i < scene.objects.length; i++ ) {
  174. var object = scene.objects[i];
  175. object.rotation.x += 0.01;
  176. object.rotation.y += 0.005;
  177. object.position.y = Math.sin( object.rotation.x ) * 200 + 200;
  178. debugContext.rect( object.position.x * 0.1 - 5, object.position.z * 0.1 - 5, 10, 10 );
  179. }
  180. debugContext.closePath();
  181. debugContext.stroke();
  182. renderer.render( scene, camera );
  183. }
  184. </script>
  185. </body>
  186. </html>