Explorar el Código

add layers example

aardgoose hace 7 años
padre
commit
b469a5a0d9
Se han modificado 1 ficheros con 156 adiciones y 0 borrados
  1. 156 0
      examples/webgl_layers.html

+ 156 - 0
examples/webgl_layers.html

@@ -0,0 +1,156 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - layers</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: #f0f0f0;
+				margin: 0px;
+				overflow: hidden;
+			}
+		</style>
+	</head>
+	<body>
+
+		<script src="../build/three.js"></script>
+
+		<script src="js/libs/stats.min.js"></script>
+		<script src='js/libs/dat.gui.min.js'></script>
+
+		<script>
+
+			var container, stats;
+			var camera, scene, renderer;
+
+			var radius = 100, theta = 0;
+
+			init();
+			animate();
+
+			function init() {
+
+				container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				var info = document.createElement( 'div' );
+				info.style.position = 'absolute';
+				info.style.top = '10px';
+				info.style.width = '100%';
+				info.style.textAlign = 'center';
+				info.innerHTML = '<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - layers';
+				container.appendChild( info );
+
+				var bgTexture = new THREE.TextureLoader().load( 'textures/brick_diffuse.jpg' );
+				var bgColor = new THREE.Color( 0xf0f0f0 );
+
+				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
+				camera.layers.enable( 0 );
+				camera.layers.enable( 1 );
+				camera.layers.enable( 2 );
+
+				scene = new THREE.Scene();
+				scene.background = bgColor;
+
+				var light = new THREE.DirectionalLight( 0xffffff, 1 );
+				light.position.set( 1, 1, 1 ).normalize();
+				light.layers.enable( 0 );
+				light.layers.enable( 1 );
+				light.layers.enable( 2 );
+
+				scene.add( light );
+
+				var colors = [ 0xff0000, 0x00ff00, 0x0000ff ];
+				var geometry = new THREE.BoxBufferGeometry( 20, 20, 20 );
+				var layer;
+
+				for ( var i = 0; i < 300; i ++ ) {
+
+					layer = ( i % 3 );
+
+					var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: colors[ layer ] } ) );
+
+					object.position.x = Math.random() * 800 - 400;
+					object.position.y = Math.random() * 800 - 400;
+					object.position.z = Math.random() * 800 - 400;
+
+					object.rotation.x = Math.random() * 2 * Math.PI;
+					object.rotation.y = Math.random() * 2 * Math.PI;
+					object.rotation.z = Math.random() * 2 * Math.PI;
+
+					object.scale.x = Math.random() + 0.5;
+					object.scale.y = Math.random() + 0.5;
+					object.scale.z = Math.random() + 0.5;
+
+					object.layers.set( layer );
+
+					scene.add( object );
+
+				}
+
+				raycaster = new THREE.Raycaster();
+
+				renderer = new THREE.WebGLRenderer();
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				container.appendChild(renderer.domElement);
+
+				stats = new Stats();
+				container.appendChild( stats.dom );
+
+				var layers = { red: true, green: true, blue: true, background: false };
+
+				//
+				// Init gui
+				var gui = new dat.GUI();
+				gui.add( layers, 'red' ).onChange( function () { camera.layers.toggle( 0 ); } );
+				gui.add( layers, 'green' ).onChange( function () { camera.layers.toggle( 1 ); } );
+				gui.add( layers, 'blue' ).onChange( function () { camera.layers.toggle( 2 ); } );
+
+				gui.add( layers, 'background' ).onChange( function ( value ) { scene.background = value ? bgTexture : bgColor; } );
+
+				window.addEventListener( 'resize', onWindowResize, false );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				render();
+				stats.update();
+
+			}
+
+			function render() {
+
+				theta += 0.1;
+
+				camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
+				camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
+				camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
+				camera.lookAt( scene.position );
+
+				camera.updateMatrixWorld();
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+
+	</body>
+</html>