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. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #f0f0f0;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. #info {
  15. position: absolute;
  16. top: 10px;
  17. width: 100%;
  18. text-align: center;
  19. z-index: 0; /* to not conflict with dat.gui */
  20. display:block;
  21. }
  22. </style>
  23. </head>
  24. <body>
  25. <div id="info">
  26. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl layers
  27. </div>
  28. <script src="../build/three.js"></script>
  29. <script src="js/libs/stats.min.js"></script>
  30. <script src='js/libs/dat.gui.min.js'></script>
  31. <script>
  32. var container, stats;
  33. var camera, scene, renderer;
  34. var radius = 100, theta = 0;
  35. init();
  36. animate();
  37. function init() {
  38. container = document.createElement( 'div' );
  39. document.body.appendChild( container );
  40. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
  41. camera.layers.enable( 0 ); // enabled by default
  42. camera.layers.enable( 1 );
  43. camera.layers.enable( 2 );
  44. scene = new THREE.Scene();
  45. scene.background = new THREE.Color( 0xf0f0f0 );
  46. var light = new THREE.PointLight( 0xffffff, 1 );
  47. light.layers.enable( 0 );
  48. light.layers.enable( 1 );
  49. light.layers.enable( 2 );
  50. scene.add( camera );
  51. camera.add( light );
  52. var colors = [ 0xff0000, 0x00ff00, 0x0000ff ];
  53. var geometry = new THREE.BoxBufferGeometry( 20, 20, 20 );
  54. var layer;
  55. for ( var i = 0; i < 300; i ++ ) {
  56. layer = ( i % 3 );
  57. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: colors[ layer ] } ) );
  58. object.position.x = Math.random() * 800 - 400;
  59. object.position.y = Math.random() * 800 - 400;
  60. object.position.z = Math.random() * 800 - 400;
  61. object.rotation.x = Math.random() * 2 * Math.PI;
  62. object.rotation.y = Math.random() * 2 * Math.PI;
  63. object.rotation.z = Math.random() * 2 * Math.PI;
  64. object.scale.x = Math.random() + 0.5;
  65. object.scale.y = Math.random() + 0.5;
  66. object.scale.z = Math.random() + 0.5;
  67. object.layers.set( layer );
  68. scene.add( object );
  69. }
  70. renderer = new THREE.WebGLRenderer();
  71. renderer.setPixelRatio( window.devicePixelRatio );
  72. renderer.setSize( window.innerWidth, window.innerHeight );
  73. container.appendChild( renderer.domElement );
  74. stats = new Stats();
  75. container.appendChild( stats.dom );
  76. var layers = { red: true, green: true, blue: true };
  77. //
  78. // Init gui
  79. var gui = new dat.GUI();
  80. gui.add( layers, 'red' ).onChange( function () {
  81. camera.layers.toggle( 0 );
  82. } );
  83. gui.add( layers, 'green' ).onChange( function () {
  84. camera.layers.toggle( 1 );
  85. } );
  86. gui.add( layers, 'blue' ).onChange( function () {
  87. camera.layers.toggle( 2 );
  88. } );
  89. window.addEventListener( 'resize', onWindowResize, false );
  90. }
  91. function onWindowResize() {
  92. camera.aspect = window.innerWidth / window.innerHeight;
  93. camera.updateProjectionMatrix();
  94. renderer.setSize( window.innerWidth, window.innerHeight );
  95. }
  96. //
  97. function animate() {
  98. requestAnimationFrame( animate );
  99. render();
  100. stats.update();
  101. }
  102. function render() {
  103. theta += 0.1;
  104. camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
  105. camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
  106. camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
  107. camera.lookAt( scene.position );
  108. renderer.render( scene, camera );
  109. }
  110. </script>
  111. </body>
  112. </html>