forked from stemkoski/AR-Examples
-
Notifications
You must be signed in to change notification settings - Fork 0
/
stencil-test.html
239 lines (190 loc) · 6.9 KB
/
stencil-test.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
<!DOCTYPE html>
<head>
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<title>Hello, world!</title>
<script src='js/keyboard.js'></script>
<!-- include three.js library -->
<script src='js/three.js'></script>
<script src='js/stats.min.js'></script>
</head>
<body style='margin : 0px; overflow: hidden; font-family: Monospace;'>
<!--
Example created by Lee Stemkoski: https://github.com/stemkoski
-->
<script>
var scene, camera, renderer, clock, deltaTime, totalTime, keyboard, stats;
var mover, plane;
initialize();
animate();
function initialize()
{
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
mover = new THREE.Group();
mover.add( camera );
mover.position.set(0, 2, 8);
scene.add( mover );
let ambientLight = new THREE.AmbientLight( 0xcccccc, 1.00 );
scene.add( ambientLight );
// let pointLight = new THREE.PointLight();
// camera.add( pointLight );
renderer = new THREE.WebGLRenderer({
antialias : true,
alpha: false
});
renderer.setClearColor(new THREE.Color('lightgrey'), 0)
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.domElement.style.position = 'absolute'
renderer.domElement.style.top = '0px'
renderer.domElement.style.left = '0px'
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
clock = new THREE.Clock();
deltaTime = 0;
totalTime = 0;
stats = new Stats();
document.body.appendChild( stats.dom );
keyboard = new Keyboard();
let loader = new THREE.TextureLoader();
// textures from http://www.humus.name/
let skyMaterialArray1 = [
new THREE.MeshBasicMaterial( { map: loader.load("images/beach/posx.jpg"), side: THREE.BackSide } ),
new THREE.MeshBasicMaterial( { map: loader.load("images/beach/negx.jpg"), side: THREE.BackSide } ),
new THREE.MeshBasicMaterial( { map: loader.load("images/beach/posy.jpg"), side: THREE.BackSide } ),
new THREE.MeshBasicMaterial( { map: loader.load("images/beach/negy.jpg"), side: THREE.BackSide } ),
new THREE.MeshBasicMaterial( { map: loader.load("images/beach/posz.jpg"), side: THREE.BackSide } ),
new THREE.MeshBasicMaterial( { map: loader.load("images/beach/negz.jpg"), side: THREE.BackSide } ),
];
let skyMesh1 = new THREE.Mesh(
new THREE.CubeGeometry(500,500,500),
skyMaterialArray1 );
scene.add(skyMesh1);
// floor
let floorGeometry = new THREE.PlaneGeometry(10,10);
let floorMaterial = new THREE.MeshBasicMaterial({
map: loader.load( 'images/color-grid.png' )
});
let floorMesh = new THREE.Mesh( floorGeometry, floorMaterial );
floorMesh.rotation.x = -Math.PI/2;
scene.add( floorMesh );
let cubeGeometry = new THREE.BoxGeometry(1,1,1);
let materialArray = [
new THREE.MeshBasicMaterial( { map: loader.load("images/xpos.png") } ),
new THREE.MeshBasicMaterial( { map: loader.load("images/xneg.png") } ),
new THREE.MeshBasicMaterial( { map: loader.load("images/ypos.png") } ),
new THREE.MeshBasicMaterial( { map: loader.load("images/yneg.png") } ),
new THREE.MeshBasicMaterial( { map: loader.load("images/zpos.png") } ),
new THREE.MeshBasicMaterial( { map: loader.load("images/zneg.png") } ),
];
let cubeMesh = new THREE.Mesh( cubeGeometry, materialArray );
cubeMesh.position.y = 0.5;
scene.add( cubeMesh );
plane = new THREE.Mesh(
new THREE.PlaneGeometry(2,2),
new THREE.MeshBasicMaterial({
map: loader.load("images/sphere-colored.png"),
side: THREE.DoubleSide
})
);
plane.position.set(1, 1, 2);
scene.add(plane);
plane.layers.set(1);
camera.layers.enable(1);
}
function update()
{
stats.update();
keyboard.update();
let translateSpeed = 1.0; // units per second
let distance = translateSpeed * deltaTime;
let rotateSpeed = Math.PI/6; // radians per second
let angle = rotateSpeed * deltaTime;
if (keyboard.isKeyPressed("W"))
mover.translateZ( -distance );
if (keyboard.isKeyPressed("S"))
mover.translateZ( distance );
if (keyboard.isKeyPressed("A"))
mover.translateX( -distance );
if (keyboard.isKeyPressed("D"))
mover.translateX( distance );
if (keyboard.isKeyPressed("R"))
mover.translateY( distance );
if (keyboard.isKeyPressed("F"))
mover.translateY( -distance );
if (keyboard.isKeyPressed("Q"))
mover.rotateY( angle );
if (keyboard.isKeyPressed("E"))
mover.rotateY( -angle );
if (keyboard.isKeyPressed("T"))
mover.children[0].rotateX( angle );
if (keyboard.isKeyPressed("G"))
mover.children[0].rotateX( -angle );
}
function render()
{
let gl = renderer.context;
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.STENCIL_TEST);
// do not clear buffers before each render
renderer.autoClear = false;
// clear buffers now: color, depth, stencil
renderer.clear(true,true,true);
// goal: write 1s to stencil buffer in position of plane
// activate only layer 1, which only contains the plane
camera.layers.set(1);
/*
glStencilFunc specifies a test to apply to each pixel of the stencil buffer
glStencilFunc(OP, ref, mask)
creates the test: (ref & mask) OP (stencil & mask)
parameters:
OP: GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL,
GL_LESS, GL_LEQUAL, GL_GEQUAL, GL_GREATER
ref: a fixed integer used in the comparison
mask: a mask applied to both ref and the stencil pixel; use 0xFF to disable
*/
// always true (always passes); ref = 1.
gl.stencilFunc(gl.ALWAYS, 1, 0xff);
/*
glStencilOp specifies the action to apply depending on the test results from glStencilFunc
glStencilOp(sFail, sPass_dFail, sPass_dPassOrDisabled)
sFail: the test from glStencilFunc failed
sPass_dFail: the test from glStencilFunc passed, but the depth buffer test failed
sPass_dPassOrDisabled: the test from glStencilFunc passed, and the depth buffer passed or is disabled
*/
gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
gl.stencilMask(0xff);
// during render, do not modify the color or depth buffers (thus only the stencil buffer will be affected)
gl.colorMask(false,false,false,false);
gl.depthMask(false);
renderer.render( scene, camera );
// SECOND PASS
// need to clear the depth buffer, in case of occlusion by other objects
renderer.clear(false, true, false);
// now modify all the buffers again
gl.colorMask(true,true,true,true);
gl.depthMask(true);
// just draw where stencil buffer = 1
// fragments are only rendered if they pass both the depth test
// *and* the stencil test (as specified by glStencilFunc)
gl.stencilFunc(gl.EQUAL, 1, 0xff);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
camera.layers.set(0); // layer 0 contains everything but plane
renderer.render(scene,camera);
}
function animate()
{
requestAnimationFrame(animate);
deltaTime = clock.getDelta();
totalTime += deltaTime;
update();
render();
}
function onWindowResize()
{
// camera.aspect = window.innerWidth / window.innerHeight;
// camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
</script>
</body>
</html>