canvas_materials_depth.html 6.9 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. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #000000;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. </style>
  15. </head>
  16. <body>
  17. <script src="../build/Three.js"></script>
  18. <script src="js/RequestAnimationFrame.js"></script>
  19. <script src="js/Stats.js"></script>
  20. <script>
  21. var container, stats;
  22. var camera, scene, renderer;
  23. var cube, plane, target = new THREE.Vector3();
  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. animate();
  45. function init() {
  46. container = document.createElement( 'div' );
  47. document.body.appendChild( container );
  48. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  49. camera.position.x = 1000;
  50. camera.position.y = 1000;
  51. camera.position.z = 1000;
  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. cube.rotation.x = Math.random() * 200 - 100;
  70. cube.rotation.y = Math.random() * 200 - 100;
  71. cube.rotation.z = Math.random() * 200 - 100;
  72. scene.add(cube);
  73. }
  74. // Lights
  75. var ambientLight = new THREE.AmbientLight( Math.random() * 0x202020 );
  76. scene.add( ambientLight );
  77. var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
  78. directionalLight.position.x = Math.random() - 0.5;
  79. directionalLight.position.y = Math.random() - 0.5;
  80. directionalLight.position.z = Math.random() - 0.5;
  81. directionalLight.position.normalize();
  82. scene.add( directionalLight );
  83. var pointLight = new THREE.PointLight( 0xff0000, 1 );
  84. scene.add( pointLight );
  85. renderer = new THREE.CanvasRenderer();
  86. renderer.setSize( window.innerWidth, window.innerHeight );
  87. container.appendChild( renderer.domElement );
  88. var debugCanvas = document.createElement( 'canvas' );
  89. debugCanvas.width = 512;
  90. debugCanvas.height = 512;
  91. debugCanvas.style.position = 'absolute';
  92. debugCanvas.style.top = '0px';
  93. debugCanvas.style.left = '0px';
  94. container.appendChild( debugCanvas );
  95. debugContext = debugCanvas.getContext( '2d' );
  96. debugContext.setTransform( 1, 0, 0, 1, 256, 256 );
  97. debugContext.strokeStyle = '#808080';
  98. stats = new Stats();
  99. stats.domElement.style.position = 'absolute';
  100. stats.domElement.style.top = '0px';
  101. container.appendChild(stats.domElement);
  102. document.addEventListener( 'keydown', onDocumentKeyDown, false );
  103. document.addEventListener( 'keyup', onDocumentKeyUp, false );
  104. }
  105. function onDocumentKeyDown( event ) {
  106. switch( event.keyCode ) {
  107. case 38: moveForward = true; break; // up
  108. case 40: moveBackwards = true; break; // down
  109. case 37: moveLeft = true; break; // left
  110. case 39: moveRight = true; break; // right
  111. case 65: yawLeft = true; break; // a
  112. case 68: yawRight = true; break; // d
  113. case 87: moveUp/*pitchUp*/ = true; break; // w
  114. case 83: moveDown/*pitchDown*/ = true; break; // s
  115. case 90: rollLeft = true; break; // z
  116. case 67: rollRight = true; break; // c
  117. }
  118. }
  119. function onDocumentKeyUp( event ) {
  120. switch( event.keyCode ) {
  121. case 38: moveForward = false; break; // up
  122. case 40: moveBackwards = false; break; // down
  123. case 37: moveLeft = false; break; // left
  124. case 39: moveRight = false; break; // right
  125. case 65: yawLeft = false; break; // a
  126. case 68: yawRight = false; break; // d
  127. case 87: moveUp/*pitchUp*/ = false; break; // w
  128. case 83: moveDown/*pitchDown*/ = false; break; // s
  129. case 90: rollLeft = false; break; // z
  130. case 67: rollRight = false; break; // c
  131. }
  132. }
  133. //
  134. function animate() {
  135. requestAnimationFrame( animate );
  136. render();
  137. stats.update();
  138. }
  139. function render() {
  140. if ( moveForward ) camera.position.z -= 10; // camera.moveZ( 10 );
  141. if ( moveBackwards ) camera.position.z += 10; // camera.moveZ( - 10 );
  142. if ( moveUp ) camera.position.y += 10; // camera.moveZ( 10 );
  143. if ( moveDown ) camera.position.y -= 10; // camera.moveZ( - 10 );
  144. if ( moveLeft ) camera.position.x -= 10; // camera.moveX( - 10 );
  145. if ( moveRight ) camera.position.x += 10; // camera.moveX( 10 );
  146. if ( pitchUp ) camera.rotation.x += 0.01; // camera.rotateX( 1 );
  147. if ( pitchDown ) camera.rotation.x -= 0.01; // camera.rotateX( - 1 );
  148. if ( yawLeft ) target.x -= 10; // camera.rotation.y += 0.01; // camera.rotateY( 1 );
  149. if ( yawRight ) target.x += 10; // camera.rotation.y -= 0.01; // camera.rotateY( - 1 );
  150. if ( rollLeft ) camera.rotation.z += 0.01; // camera.rotateZ( 1 );
  151. if ( rollRight ) camera.rotation.z -= 0.01; // camera.rotateZ( - 1 );
  152. camera.lookAt( target );
  153. debugContext.clearRect( - 256, - 256, 512, 512 );
  154. debugContext.beginPath();
  155. // center
  156. debugContext.moveTo( - 10, 0 );
  157. debugContext.lineTo( 10, 0 );
  158. debugContext.moveTo( 0, - 10 );
  159. debugContext.lineTo( 0, 10 );
  160. // camera
  161. debugContext.moveTo( camera.position.x * 0.1, camera.position.z * 0.1 );
  162. debugContext.lineTo( target.x * 0.1, target.z * 0.1 );
  163. debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
  164. debugContext.rect( target.x * 0.1 - 5, target.z * 0.1 - 5, 10, 10 );
  165. debugContext.rect( - 50, - 50, 100, 100 );
  166. for ( var i = 1; i < scene.objects.length; i++ ) {
  167. var object = scene.objects[i];
  168. object.rotation.x += 0.01;
  169. object.rotation.y += 0.005;
  170. object.position.y = Math.sin( object.rotation.x ) * 200 + 200;
  171. debugContext.rect( object.position.x * 0.1 - 5, object.position.z * 0.1 - 5, 10, 10 );
  172. }
  173. debugContext.closePath();
  174. debugContext.stroke();
  175. renderer.render( scene, camera );
  176. }
  177. </script>
  178. </body>
  179. </html>