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