canvas_materials_depth.html 5.7 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.min.js"></script>
  18. <script src="js/libs/stats.min.js"></script>
  19. <script>
  20. var container, stats;
  21. var camera, scene, renderer;
  22. var cube, plane, objects = [];
  23. var targetRotation = 0;
  24. var targetRotationOnMouseDown = 0;
  25. var mouseX = 0;
  26. var mouseXOnMouseDown = 0;
  27. var moveForward = false;
  28. var moveBackwards = false;
  29. var moveLeft = false;
  30. var moveRight = false;
  31. var moveUp = false;
  32. var moveDown = false;
  33. var targetMoveLeft = false;
  34. var targetMoveRight = false;
  35. var debugContext;
  36. init();
  37. animate();
  38. function init() {
  39. container = document.createElement( 'div' );
  40. document.body.appendChild( container );
  41. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  42. camera.position.set( 1000, 1000, 1000 );
  43. camera.target = new THREE.Vector3( 0, 150, 0 );
  44. scene = new THREE.Scene();
  45. // Plane
  46. var material = new THREE.MeshDepthMaterial( { side: THREE.DoubleSide, overdraw: 0.5 } );
  47. plane = new THREE.Mesh( new THREE.PlaneGeometry( 1000, 1000, 10, 10 ), material );
  48. plane.position.y = - 100;
  49. plane.rotation.x = - Math.PI / 2;
  50. scene.add( plane );
  51. // Cubes
  52. geometry = new THREE.BoxGeometry( 100, 100, 100 );
  53. material = new THREE.MeshDepthMaterial( { overdraw: 0.5 } );
  54. for ( var i = 0; i < 20; i ++ ) {
  55. cube = new THREE.Mesh( geometry, material );
  56. cube.position.x = ( i % 5 ) * 200 - 400;
  57. cube.position.z = Math.floor( i / 5 ) * 200 - 350;
  58. cube.rotation.x = Math.random() * 200 - 100;
  59. cube.rotation.y = Math.random() * 200 - 100;
  60. cube.rotation.z = Math.random() * 200 - 100;
  61. scene.add( cube );
  62. objects.push( cube );
  63. }
  64. renderer = new THREE.CanvasRenderer();
  65. renderer.setSize( window.innerWidth, window.innerHeight );
  66. container.appendChild( renderer.domElement );
  67. var debugCanvas = document.createElement( 'canvas' );
  68. debugCanvas.width = 512;
  69. debugCanvas.height = 512;
  70. debugCanvas.style.position = 'absolute';
  71. debugCanvas.style.top = '0px';
  72. debugCanvas.style.left = '0px';
  73. container.appendChild( debugCanvas );
  74. debugContext = debugCanvas.getContext( '2d' );
  75. debugContext.setTransform( 1, 0, 0, 1, 256, 256 );
  76. debugContext.strokeStyle = '#808080';
  77. stats = new Stats();
  78. stats.domElement.style.position = 'absolute';
  79. stats.domElement.style.top = '0px';
  80. container.appendChild(stats.domElement);
  81. document.addEventListener( 'keydown', onDocumentKeyDown, false );
  82. document.addEventListener( 'keyup', onDocumentKeyUp, false );
  83. //
  84. window.addEventListener( 'resize', onWindowResize, false );
  85. }
  86. function onWindowResize() {
  87. camera.aspect = window.innerWidth / window.innerHeight;
  88. camera.updateProjectionMatrix();
  89. renderer.setSize( window.innerWidth, window.innerHeight );
  90. }
  91. function onDocumentKeyDown( event ) {
  92. switch ( event.keyCode ) {
  93. case 38: moveForward = true; break; // up
  94. case 40: moveBackwards = true; break; // down
  95. case 37: moveLeft = true; break; // left
  96. case 39: moveRight = true; break; // right
  97. case 87: moveUp = true; break; // w
  98. case 83: moveDown = true; break; // s
  99. case 65: targetMoveLeft = true; break; // a
  100. case 68: targetMoveRight = true; break; // d
  101. }
  102. }
  103. function onDocumentKeyUp( event ) {
  104. switch ( event.keyCode ) {
  105. case 38: moveForward = false; break; // up
  106. case 40: moveBackwards = false; break; // down
  107. case 37: moveLeft = false; break; // left
  108. case 39: moveRight = false; break; // right
  109. case 87: moveUp = false; break; // w
  110. case 83: moveDown = false; break; // s
  111. case 65: targetMoveLeft = false; break; // a
  112. case 68: targetMoveRight = false; break; // d
  113. }
  114. }
  115. //
  116. function animate() {
  117. requestAnimationFrame( animate );
  118. render();
  119. stats.update();
  120. }
  121. function render() {
  122. if ( moveForward ) camera.position.z -= 10;
  123. if ( moveBackwards ) camera.position.z += 10;
  124. if ( moveLeft ) camera.position.x -= 10;
  125. if ( moveRight ) camera.position.x += 10;
  126. if ( moveUp ) camera.position.y += 10;
  127. if ( moveDown ) camera.position.y -= 10;
  128. if ( targetMoveLeft ) camera.target.x -= 10;
  129. if ( targetMoveRight ) camera.target.x += 10;
  130. camera.lookAt( camera.target );
  131. debugContext.clearRect( - 256, - 256, 512, 512 );
  132. debugContext.beginPath();
  133. // center
  134. debugContext.moveTo( - 10, 0 );
  135. debugContext.lineTo( 10, 0 );
  136. debugContext.moveTo( 0, - 10 );
  137. debugContext.lineTo( 0, 10 );
  138. // camera
  139. debugContext.moveTo( camera.position.x * 0.1, camera.position.z * 0.1 );
  140. debugContext.lineTo( camera.target.x * 0.1, camera.target.z * 0.1 );
  141. debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
  142. debugContext.rect( camera.target.x * 0.1 - 5, camera.target.z * 0.1 - 5, 10, 10 );
  143. debugContext.rect( - 50, - 50, 100, 100 );
  144. for ( var i = 0; i < objects.length; i++ ) {
  145. var object = objects[ i ];
  146. object.rotation.x += 0.01;
  147. object.rotation.y += 0.005;
  148. object.position.y = Math.sin( object.rotation.x ) * 200 + 200;
  149. debugContext.rect( object.position.x * 0.1 - 5, object.position.z * 0.1 - 5, 10, 10 );
  150. }
  151. debugContext.closePath();
  152. debugContext.stroke();
  153. renderer.render( scene, camera );
  154. }
  155. </script>
  156. </body>
  157. </html>