<!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.min.js"></script>

		<script src="js/renderers/Projector.js"></script>
		<script src="js/renderers/CanvasRenderer.js"></script>

		<script src="js/libs/stats.min.js"></script>

		<script>

			var container, stats;

			var camera, scene, renderer;

			var cube, plane, objects = [];

			var targetRotation = 0;
			var targetRotationOnMouseDown = 0;

			var mouseX = 0;
			var mouseXOnMouseDown = 0;

			var moveForward = false;
			var moveBackwards = false;
			var moveLeft = false;
			var moveRight = false;
			var moveUp = false;
			var moveDown = false;

			var targetMoveLeft = false;
			var targetMoveRight = 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.set( 1000, 1000, 1000 );
				camera.target = new THREE.Vector3( 0, 150, 0 );

				scene = new THREE.Scene();

				// Plane

				var material = new THREE.MeshDepthMaterial( { side: THREE.DoubleSide, overdraw: 0.5 } );

				plane = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1000, 1000, 10, 10 ), material );
				plane.position.y = - 100;
				plane.rotation.x = - Math.PI / 2;
				scene.add( plane );

				// Cubes

				geometry = new THREE.BoxGeometry( 100, 100, 100 );
				material = new THREE.MeshDepthMaterial( { overdraw: 0.5 } );

				for ( var i = 0; i < 20; i ++ ) {

					cube = new THREE.Mesh( geometry, material );

					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 );

					objects.push( cube );

				}

				renderer = new THREE.CanvasRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				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 );

				//

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			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 87: moveUp = true; break; // w
					case 83: moveDown = true; break; // s
					case 65: targetMoveLeft = true; break; // a
					case 68: targetMoveRight = true; break; // d

				}

			}

			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 87: moveUp = false; break; // w
					case 83: moveDown = false; break; // s
					case 65: targetMoveLeft = false; break; // a
					case 68: targetMoveRight = false; break; // d

				}

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

				if ( moveForward ) camera.position.z -= 10;
				if ( moveBackwards ) camera.position.z += 10;

				if ( moveLeft ) camera.position.x -= 10;
				if ( moveRight ) camera.position.x += 10;

				if ( moveUp ) camera.position.y += 10;
				if ( moveDown ) camera.position.y -= 10;

				if ( targetMoveLeft ) camera.target.x -= 10;
				if ( targetMoveRight ) camera.target.x += 10;

				camera.lookAt( camera.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( camera.target.x * 0.1, camera.target.z * 0.1 );
				debugContext.rect( camera.position.x * 0.1 - 5, camera.position.z * 0.1 - 5, 10, 10 );
				debugContext.rect( camera.target.x * 0.1 - 5, camera.target.z * 0.1 - 5, 10, 10 );
				debugContext.rect( - 50, - 50, 100, 100 );

				for ( var i = 0; i < objects.length; i++ ) {

					var object = 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>