webgl_layers.html 4.0 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. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #f0f0f0;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. </style>
  15. </head>
  16. <body>
  17. <script src="../build/three.js"></script>
  18. <script src="js/libs/stats.min.js"></script>
  19. <script src='js/libs/dat.gui.min.js'></script>
  20. <script>
  21. var container, stats;
  22. var camera, scene, renderer;
  23. var radius = 100, theta = 0;
  24. init();
  25. animate();
  26. function init() {
  27. container = document.createElement( 'div' );
  28. document.body.appendChild( container );
  29. var info = document.createElement( 'div' );
  30. info.style.position = 'absolute';
  31. info.style.top = '10px';
  32. info.style.width = '100%';
  33. info.style.textAlign = 'center';
  34. info.innerHTML = '<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - layers';
  35. container.appendChild( info );
  36. var bgTexture = new THREE.TextureLoader().load( 'textures/brick_diffuse.jpg' );
  37. var bgColor = new THREE.Color( 0xf0f0f0 );
  38. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
  39. camera.layers.enable( 0 );
  40. camera.layers.enable( 1 );
  41. camera.layers.enable( 2 );
  42. scene = new THREE.Scene();
  43. scene.background = bgColor;
  44. var light = new THREE.DirectionalLight( 0xffffff, 1 );
  45. light.position.set( 1, 1, 1 ).normalize();
  46. light.layers.enable( 0 );
  47. light.layers.enable( 1 );
  48. light.layers.enable( 2 );
  49. scene.add( light );
  50. var colors = [ 0xff0000, 0x00ff00, 0x0000ff ];
  51. var geometry = new THREE.BoxBufferGeometry( 20, 20, 20 );
  52. var layer;
  53. for ( var i = 0; i < 300; i ++ ) {
  54. layer = ( i % 3 );
  55. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: colors[ layer ] } ) );
  56. object.position.x = Math.random() * 800 - 400;
  57. object.position.y = Math.random() * 800 - 400;
  58. object.position.z = Math.random() * 800 - 400;
  59. object.rotation.x = Math.random() * 2 * Math.PI;
  60. object.rotation.y = Math.random() * 2 * Math.PI;
  61. object.rotation.z = Math.random() * 2 * Math.PI;
  62. object.scale.x = Math.random() + 0.5;
  63. object.scale.y = Math.random() + 0.5;
  64. object.scale.z = Math.random() + 0.5;
  65. object.layers.set( layer );
  66. scene.add( object );
  67. }
  68. raycaster = new THREE.Raycaster();
  69. renderer = new THREE.WebGLRenderer();
  70. renderer.setPixelRatio( window.devicePixelRatio );
  71. renderer.setSize( window.innerWidth, window.innerHeight );
  72. container.appendChild(renderer.domElement);
  73. stats = new Stats();
  74. container.appendChild( stats.dom );
  75. var layers = { red: true, green: true, blue: true, background: false };
  76. //
  77. // Init gui
  78. var gui = new dat.GUI();
  79. gui.add( layers, 'red' ).onChange( function () { camera.layers.toggle( 0 ); } );
  80. gui.add( layers, 'green' ).onChange( function () { camera.layers.toggle( 1 ); } );
  81. gui.add( layers, 'blue' ).onChange( function () { camera.layers.toggle( 2 ); } );
  82. gui.add( layers, 'background' ).onChange( function ( value ) { scene.background = value ? bgTexture : bgColor; } );
  83. window.addEventListener( 'resize', onWindowResize, false );
  84. }
  85. function onWindowResize() {
  86. camera.aspect = window.innerWidth / window.innerHeight;
  87. camera.updateProjectionMatrix();
  88. renderer.setSize( window.innerWidth, window.innerHeight );
  89. }
  90. //
  91. function animate() {
  92. requestAnimationFrame( animate );
  93. render();
  94. stats.update();
  95. }
  96. function render() {
  97. theta += 0.1;
  98. camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
  99. camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
  100. camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
  101. camera.lookAt( scene.position );
  102. camera.updateMatrixWorld();
  103. renderer.render( scene, camera );
  104. }
  105. </script>
  106. </body>
  107. </html>