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深度材质

深度材质

作者: Codifier | 来源:发表于2019-11-12 14:43 被阅读0次
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Depth Material</title>
    <script src="../../three-part/threejs/three.js"></script>
    <script src="../../three-part/utils/stats.min.js"></script>
    <script src="../../three-part/utils/dat.gui.min.js"></script>
    <script src="../controls/TrackballControls.js"></script>
    <script src="../util/util.js"></script>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
<div id="container"></div>
<script type="text/javascript">
    init();
    function init() {
        // show FPS
        let stats = initStats();
        // resize
        window.addEventListener('resize', onResize, false);

        let scene = new THREE.Scene();
        // A material for drawing geometry by depth.
        // Depth is based off of the camera near and far plane.
        // White is nearest, black is farthest.
        scene.overrideMaterial = new THREE.MeshDepthMaterial();

        let camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 50, 1000);
        camera.position.x = -50;
        camera.position.y = 40;
        camera.position.z = 50;
        camera.lookAt(scene.position);

        let renderer = new THREE.WebGLRenderer();
        renderer.setClearColor(new THREE.Color(0x000000));
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.shadowMap.enabled = true;
        document.getElementById("container").appendChild(renderer.domElement);

        // init trackball control
        let trackballControls = initTrackballControls(camera, renderer);
        let clock = new THREE.Clock();

        // attributes which can be modified in GUI
        const controls = {
            "cameraNear" : camera.near,
            "cameraFar" : camera.far,
            "rotationSpeed" : 0.02,
            "numberOfObjects" : scene.children.length,
            "removeCube" : function(){
                let allChildren = scene.children;
                let lastObject = allChildren[allChildren.length - 1];
                if (lastObject instanceof THREE.Mesh) {
                    scene.remove(lastObject);
                    this.numberOfObjects = scene.children.length;
                }
            },
            "addCube" : function(){
                let cubeSize = Math.ceil(3 + (Math.random() * 3));
                let cubeGeometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize);
                let cubeMaterial = new THREE.MeshLambertMaterial({
                    color: Math.random() * 0xffffff
                });
                let cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
                cube.castShadow = true;
                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));
                scene.add(cube);
                this.numberOfObjects = scene.children.length;
            }
        };
        // init GUI
        initGUI();

        let i = 0;
        while (i < 10) {
            controls.addCube();
            i++;
        }

        renderScene();

        function initGUI(){
            let gui = new dat.GUI();
            gui.add(controls, 'addCube');
            gui.add(controls, 'removeCube');
            gui.add(controls, 'cameraNear', 0, 100).onChange(function (e) {
                camera.near = e;
                camera.updateProjectionMatrix();
            });
            gui.add(controls, 'cameraFar', 50, 200).onChange(function (e) {
                camera.far = e;
                camera.updateProjectionMatrix();
            });
            gui.add(controls, "numberOfObjects").listen();
        }

        function onResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        }

        function renderScene(){
            trackballControls.update(clock.getDelta());
            stats.update();
            requestAnimationFrame(renderScene);
            renderer.render(scene, camera);
        }
    }
</script>
</body>
</html>

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