Files
three.js/examples/canvas_materials_depth.html
T
2011-10-06 06:15:03 +02:00

259 lines
6.9 KiB
HTML

<!doctype html>
<html lang="en">
<head>
<title>three.js canvas - depth material</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="../build/Three.js"></script>
<script src="js/RequestAnimationFrame.js"></script>
<script src="js/Stats.js"></script>
<script>
var container, stats;
var camera, scene, renderer;
var cube, plane, target = new THREE.Vector3();
var targetRotation = 0;
var targetRotationOnMouseDown = 0;
var mouseX = 0;
var mouseXOnMouseDown = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var moveForward = false,
moveBackwards = false,
moveUp = false,
moveDown = false,
moveLeft = false,
moveRight = false,
yawLeft = false,
yawRight = false,
pitchUp = false,
pitchDown = false,
rollLeft = false,
rollRight = false;
var debugContext;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.x = 1000;
camera.position.y = 1000;
camera.position.z = 1000;
scene = new THREE.Scene();
// Plane
var material = new THREE.MeshDepthMaterial();
plane = new THREE.Mesh( new THREE.PlaneGeometry( 1000, 1000, 10, 10 ), material );
plane.overdraw = true;
plane.doubleSided = true;
plane.rotation.x = - 90 * ( Math.PI / 180 );
plane.position.y = - 100;
scene.add( plane );
// Spheres
geometry = new THREE.CubeGeometry( 100, 100, 100 );
material = new THREE.MeshDepthMaterial( { near: 1, far: 2000 } );
for (var i = 0; i < 20; i ++ ) {
cube = new THREE.Mesh( geometry, material );
cube.overdraw = true;
cube.position.x = ( i % 5 ) * 200 - 400;
cube.position.z = Math.floor( i / 5 ) * 200 - 350;
cube.rotation.x = Math.random() * 200 - 100;
cube.rotation.y = Math.random() * 200 - 100;
cube.rotation.z = Math.random() * 200 - 100;
scene.add(cube);
}
// Lights
var ambientLight = new THREE.AmbientLight( Math.random() * 0x202020 );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
var pointLight = new THREE.PointLight( 0xff0000, 1 );
scene.add( pointLight );
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
var debugCanvas = document.createElement( 'canvas' );
debugCanvas.width = 512;
debugCanvas.height = 512;
debugCanvas.style.position = 'absolute';
debugCanvas.style.top = '0px';
debugCanvas.style.left = '0px';
container.appendChild( debugCanvas );
debugContext = debugCanvas.getContext( '2d' );
debugContext.setTransform( 1, 0, 0, 1, 256, 256 );
debugContext.strokeStyle = '#808080';
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild(stats.domElement);
document.addEventListener( 'keydown', onDocumentKeyDown, false );
document.addEventListener( 'keyup', onDocumentKeyUp, false );
}
function onDocumentKeyDown( event ) {
switch( event.keyCode ) {
case 38: moveForward = true; break; // up
case 40: moveBackwards = true; break; // down
case 37: moveLeft = true; break; // left
case 39: moveRight = true; break; // right
case 65: yawLeft = true; break; // a
case 68: yawRight = true; break; // d
case 87: moveUp/*pitchUp*/ = true; break; // w
case 83: moveDown/*pitchDown*/ = true; break; // s
case 90: rollLeft = true; break; // z
case 67: rollRight = true; break; // c
}
}
function onDocumentKeyUp( event ) {
switch( event.keyCode ) {
case 38: moveForward = false; break; // up
case 40: moveBackwards = false; break; // down
case 37: moveLeft = false; break; // left
case 39: moveRight = false; break; // right
case 65: yawLeft = false; break; // a
case 68: yawRight = false; break; // d
case 87: moveUp/*pitchUp*/ = false; break; // w
case 83: moveDown/*pitchDown*/ = false; break; // s
case 90: rollLeft = false; break; // z
case 67: rollRight = false; break; // c
}
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
if ( moveForward ) camera.position.z -= 10; // camera.moveZ( 10 );
if ( moveBackwards ) camera.position.z += 10; // camera.moveZ( - 10 );
if ( moveUp ) camera.position.y += 10; // camera.moveZ( 10 );
if ( moveDown ) camera.position.y -= 10; // camera.moveZ( - 10 );
if ( moveLeft ) camera.position.x -= 10; // camera.moveX( - 10 );
if ( moveRight ) camera.position.x += 10; // camera.moveX( 10 );
if ( pitchUp ) camera.rotation.x += 0.01; // camera.rotateX( 1 );
if ( pitchDown ) camera.rotation.x -= 0.01; // camera.rotateX( - 1 );
if ( yawLeft ) target.x -= 10; // camera.rotation.y += 0.01; // camera.rotateY( 1 );
if ( yawRight ) target.x += 10; // camera.rotation.y -= 0.01; // camera.rotateY( - 1 );
if ( rollLeft ) camera.rotation.z += 0.01; // camera.rotateZ( 1 );
if ( rollRight ) camera.rotation.z -= 0.01; // camera.rotateZ( - 1 );
camera.lookAt( target );
debugContext.clearRect( - 256, - 256, 512, 512 );
debugContext.beginPath();
// center
debugContext.moveTo( - 10, 0 );
debugContext.lineTo( 10, 0 );
debugContext.moveTo( 0, - 10 );
debugContext.lineTo( 0, 10 );
// camera
debugContext.moveTo( camera.position.x * 0.1, camera.position.z * 0.1 );
debugContext.lineTo( target.x * 0.1, target.z * 0.1 );
debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
debugContext.rect( target.x * 0.1 - 5, target.z * 0.1 - 5, 10, 10 );
debugContext.rect( - 50, - 50, 100, 100 );
for ( var i = 1; i < scene.objects.length; i++ ) {
var object = scene.objects[i];
object.rotation.x += 0.01;
object.rotation.y += 0.005;
object.position.y = Math.sin( object.rotation.x ) * 200 + 200;
debugContext.rect( object.position.x * 0.1 - 5, object.position.z * 0.1 - 5, 10, 10 );
}
debugContext.closePath();
debugContext.stroke();
renderer.render( scene, camera );
}
</script>
</body>
</html>