webgl_layers.html 3.6 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 * as THREE from '../build/three.module.js';
  24. import Stats from './jsm/libs/stats.module.js';
  25. import { GUI } from './jsm/libs/dat.gui.module.js';
  26. var container, stats;
  27. var camera, scene, renderer;
  28. var radius = 100, theta = 0;
  29. init();
  30. animate();
  31. function init() {
  32. container = document.createElement( 'div' );
  33. document.body.appendChild( container );
  34. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
  35. camera.layers.enable( 0 ); // enabled by default
  36. camera.layers.enable( 1 );
  37. camera.layers.enable( 2 );
  38. scene = new THREE.Scene();
  39. scene.background = new THREE.Color( 0xf0f0f0 );
  40. var light = new THREE.PointLight( 0xffffff, 1 );
  41. light.layers.enable( 0 );
  42. light.layers.enable( 1 );
  43. light.layers.enable( 2 );
  44. scene.add( camera );
  45. camera.add( light );
  46. var colors = [ 0xff0000, 0x00ff00, 0x0000ff ];
  47. var geometry = new THREE.BoxBufferGeometry( 20, 20, 20 );
  48. var layer;
  49. for ( var i = 0; i < 300; i ++ ) {
  50. layer = ( i % 3 );
  51. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: colors[ layer ] } ) );
  52. object.position.x = Math.random() * 800 - 400;
  53. object.position.y = Math.random() * 800 - 400;
  54. object.position.z = Math.random() * 800 - 400;
  55. object.rotation.x = Math.random() * 2 * Math.PI;
  56. object.rotation.y = Math.random() * 2 * Math.PI;
  57. object.rotation.z = Math.random() * 2 * Math.PI;
  58. object.scale.x = Math.random() + 0.5;
  59. object.scale.y = Math.random() + 0.5;
  60. object.scale.z = Math.random() + 0.5;
  61. object.layers.set( layer );
  62. scene.add( object );
  63. }
  64. renderer = new THREE.WebGLRenderer();
  65. renderer.setPixelRatio( window.devicePixelRatio );
  66. renderer.setSize( window.innerWidth, window.innerHeight );
  67. container.appendChild( renderer.domElement );
  68. stats = new Stats();
  69. container.appendChild( stats.dom );
  70. var layers = { red: true, green: true, blue: true };
  71. //
  72. // Init gui
  73. var gui = new GUI();
  74. gui.add( layers, 'red' ).onChange( function () {
  75. camera.layers.toggle( 0 );
  76. } );
  77. gui.add( layers, 'green' ).onChange( function () {
  78. camera.layers.toggle( 1 );
  79. } );
  80. gui.add( layers, 'blue' ).onChange( function () {
  81. camera.layers.toggle( 2 );
  82. } );
  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. renderer.render( scene, camera );
  103. }
  104. </script>
  105. </body>
  106. </html>