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. <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="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl layers
  21. </div>
  22. <script type="importmap">
  23. {
  24. "imports": {
  25. "three": "../build/three.module.js",
  26. "three/addons/": "./jsm/"
  27. }
  28. }
  29. </script>
  30. <script type="module">
  31. import * as THREE from 'three';
  32. import Stats from 'three/addons/libs/stats.module.js';
  33. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  34. let container, stats;
  35. let camera, scene, renderer;
  36. let theta = 0;
  37. const radius = 5;
  38. init();
  39. function init() {
  40. container = document.createElement( 'div' );
  41. document.body.appendChild( container );
  42. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 100 );
  43. camera.layers.enable( 0 ); // enabled by default
  44. camera.layers.enable( 1 );
  45. camera.layers.enable( 2 );
  46. scene = new THREE.Scene();
  47. scene.background = new THREE.Color( 0xf0f0f0 );
  48. const light = new THREE.PointLight( 0xffffff, 3, 0, 0 );
  49. light.layers.enable( 0 );
  50. light.layers.enable( 1 );
  51. light.layers.enable( 2 );
  52. scene.add( camera );
  53. camera.add( light );
  54. const colors = [ 0xff0000, 0x00ff00, 0x0000ff ];
  55. const geometry = new THREE.BoxGeometry();
  56. for ( let i = 0; i < 300; i ++ ) {
  57. const layer = ( i % 3 );
  58. const object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: colors[ layer ] } ) );
  59. object.position.x = Math.random() * 40 - 20;
  60. object.position.y = Math.random() * 40 - 20;
  61. object.position.z = Math.random() * 40 - 20;
  62. object.rotation.x = Math.random() * 2 * Math.PI;
  63. object.rotation.y = Math.random() * 2 * Math.PI;
  64. object.rotation.z = Math.random() * 2 * Math.PI;
  65. object.scale.x = Math.random() + 0.5;
  66. object.scale.y = Math.random() + 0.5;
  67. object.scale.z = Math.random() + 0.5;
  68. object.layers.set( layer );
  69. scene.add( object );
  70. }
  71. renderer = new THREE.WebGLRenderer( { antialias: true } );
  72. renderer.setPixelRatio( window.devicePixelRatio );
  73. renderer.setSize( window.innerWidth, window.innerHeight );
  74. renderer.setAnimationLoop( animate );
  75. container.appendChild( renderer.domElement );
  76. stats = new Stats();
  77. container.appendChild( stats.dom );
  78. const layers = {
  79. 'toggle red': function () {
  80. camera.layers.toggle( 0 );
  81. },
  82. 'toggle green': function () {
  83. camera.layers.toggle( 1 );
  84. },
  85. 'toggle blue': function () {
  86. camera.layers.toggle( 2 );
  87. },
  88. 'enable all': function () {
  89. camera.layers.enableAll();
  90. },
  91. 'disable all': function () {
  92. camera.layers.disableAll();
  93. }
  94. };
  95. //
  96. // Init gui
  97. const gui = new GUI();
  98. gui.add( layers, 'toggle red' );
  99. gui.add( layers, 'toggle green' );
  100. gui.add( layers, 'toggle blue' );
  101. gui.add( layers, 'enable all' );
  102. gui.add( layers, 'disable all' );
  103. window.addEventListener( 'resize', onWindowResize );
  104. }
  105. function onWindowResize() {
  106. camera.aspect = window.innerWidth / window.innerHeight;
  107. camera.updateProjectionMatrix();
  108. renderer.setSize( window.innerWidth, window.innerHeight );
  109. }
  110. //
  111. function animate() {
  112. render();
  113. stats.update();
  114. }
  115. function render() {
  116. theta += 0.1;
  117. camera.position.x = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
  118. camera.position.y = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
  119. camera.position.z = radius * Math.cos( THREE.MathUtils.degToRad( theta ) );
  120. camera.lookAt( scene.position );
  121. renderer.render( scene, camera );
  122. }
  123. </script>
  124. </body>
  125. </html>