webgl_layers.html 3.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - layers</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. background-color: #f0f0f0;
  11. color: #444;
  12. }
  13. a {
  14. color: #08f;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="info">
  20. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl layers
  21. </div>
  22. <script type="module">
  23. import {
  24. BoxBufferGeometry,
  25. Color,
  26. Math as _Math,
  27. Mesh,
  28. MeshLambertMaterial,
  29. PerspectiveCamera,
  30. PointLight,
  31. Scene,
  32. WebGLRenderer
  33. } from "../build/three.module.js";
  34. import Stats from './jsm/libs/stats.module.js';
  35. import { GUI } from './jsm/libs/dat.gui.module.js';
  36. var container, stats;
  37. var camera, scene, renderer;
  38. var radius = 100, theta = 0;
  39. init();
  40. animate();
  41. function init() {
  42. container = document.createElement( 'div' );
  43. document.body.appendChild( container );
  44. camera = new PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
  45. camera.layers.enable( 0 ); // enabled by default
  46. camera.layers.enable( 1 );
  47. camera.layers.enable( 2 );
  48. scene = new Scene();
  49. scene.background = new Color( 0xf0f0f0 );
  50. var light = new PointLight( 0xffffff, 1 );
  51. light.layers.enable( 0 );
  52. light.layers.enable( 1 );
  53. light.layers.enable( 2 );
  54. scene.add( camera );
  55. camera.add( light );
  56. var colors = [ 0xff0000, 0x00ff00, 0x0000ff ];
  57. var geometry = new BoxBufferGeometry( 20, 20, 20 );
  58. var layer;
  59. for ( var i = 0; i < 300; i ++ ) {
  60. layer = ( i % 3 );
  61. var object = new Mesh( geometry, new MeshLambertMaterial( { color: colors[ layer ] } ) );
  62. object.position.x = Math.random() * 800 - 400;
  63. object.position.y = Math.random() * 800 - 400;
  64. object.position.z = Math.random() * 800 - 400;
  65. object.rotation.x = Math.random() * 2 * Math.PI;
  66. object.rotation.y = Math.random() * 2 * Math.PI;
  67. object.rotation.z = Math.random() * 2 * Math.PI;
  68. object.scale.x = Math.random() + 0.5;
  69. object.scale.y = Math.random() + 0.5;
  70. object.scale.z = Math.random() + 0.5;
  71. object.layers.set( layer );
  72. scene.add( object );
  73. }
  74. renderer = new WebGLRenderer();
  75. renderer.setPixelRatio( window.devicePixelRatio );
  76. renderer.setSize( window.innerWidth, window.innerHeight );
  77. container.appendChild( renderer.domElement );
  78. stats = new Stats();
  79. container.appendChild( stats.dom );
  80. var layers = { red: true, green: true, blue: true };
  81. //
  82. // Init gui
  83. var gui = new GUI();
  84. gui.add( layers, 'red' ).onChange( function () {
  85. camera.layers.toggle( 0 );
  86. } );
  87. gui.add( layers, 'green' ).onChange( function () {
  88. camera.layers.toggle( 1 );
  89. } );
  90. gui.add( layers, 'blue' ).onChange( function () {
  91. camera.layers.toggle( 2 );
  92. } );
  93. window.addEventListener( 'resize', onWindowResize, false );
  94. }
  95. function onWindowResize() {
  96. camera.aspect = window.innerWidth / window.innerHeight;
  97. camera.updateProjectionMatrix();
  98. renderer.setSize( window.innerWidth, window.innerHeight );
  99. }
  100. //
  101. function animate() {
  102. requestAnimationFrame( animate );
  103. render();
  104. stats.update();
  105. }
  106. function render() {
  107. theta += 0.1;
  108. camera.position.x = radius * Math.sin( _Math.degToRad( theta ) );
  109. camera.position.y = radius * Math.sin( _Math.degToRad( theta ) );
  110. camera.position.z = radius * Math.cos( _Math.degToRad( theta ) );
  111. camera.lookAt( scene.position );
  112. renderer.render( scene, camera );
  113. }
  114. </script>
  115. </body>
  116. </html>