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02-depth-material.html
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<!DOCTYPE html>
<html>
<head>
<title>Example 04.02 - Depth Material</title>
<script type="text/javascript" src="../libs/three.js"></script>
<script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>
<!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript">
// once everything is loaded, we run our Three.js stuff.
function init() {
var stats = initStats();
// create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene();
scene.overrideMaterial = new THREE.MeshDepthMaterial();
// create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 10, 130);
// create a render and set the size
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color(0x00000, 1.0));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
// position and point the camera to the center of the scene
camera.position.x = -50;
camera.position.y = 40;
camera.position.z = 50;
camera.lookAt(scene.position);
// add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(renderer.domElement);
// call the render function
var step = 0;
var controls = new function () {
this.cameraNear = camera.near;
this.cameraFar = camera.far;
this.rotationSpeed = 0.02;
this.numberOfObjects = scene.children.length;
this.removeCube = function () {
var allChildren = scene.children;
var lastObject = allChildren[allChildren.length - 1];
if (lastObject instanceof THREE.Mesh) {
scene.remove(lastObject);
this.numberOfObjects = scene.children.length;
}
};
this.addCube = function () {
var cubeSize = Math.ceil(3 + (Math.random() * 3));
var cubeGeometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize);
var cubeMaterial = new THREE.MeshLambertMaterial({color: Math.random() * 0xffffff});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true;
// position the cube randomly in the scene
cube.position.x = -60 + Math.round((Math.random() * 100));
cube.position.y = Math.round((Math.random() * 10));
cube.position.z = -100 + Math.round((Math.random() * 150));
// add the cube to the scene
scene.add(cube);
this.numberOfObjects = scene.children.length;
};
this.outputObjects = function () {
console.log(scene.children);
}
};
var gui = new dat.GUI();
gui.add(controls, 'rotationSpeed', 0, 0.5);
gui.add(controls, 'addCube');
gui.add(controls, 'removeCube');
gui.add(controls, 'cameraNear', 0, 50).onChange(function (e) {
camera.near = e;
});
gui.add(controls, 'cameraFar', 50, 200).onChange(function (e) {
camera.far = e;
});
var i = 0;
while (i < 10) {
controls.addCube();
i++;
}
render();
function render() {
stats.update();
// rotate the cubes around its axes
scene.traverse(function (e) {
if (e instanceof THREE.Mesh) {
e.rotation.x += controls.rotationSpeed;
e.rotation.y += controls.rotationSpeed;
e.rotation.z += controls.rotationSpeed;
}
});
// render using requestAnimationFrame
requestAnimationFrame(render);
renderer.render(scene, camera);
}
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
// Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.getElementById("Stats-output").appendChild(stats.domElement);
return stats;
}
}
window.onload = init;
</script>
</body>
</html>