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layers.html
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<!DOCTYPE html>
<html>
<head>
<title>PlayCanvas Layers</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel="icon" type="image/png" href="../playcanvas-favicon.png" />
<script src="../../build/playcanvas.js"></script>
<script src="../../build/playcanvas-extras.js"></script>
<style>
body {
margin: 0;
overflow-y: hidden;
}
</style>
</head>
<body>
<!-- The canvas element -->
<canvas id="application-canvas"></canvas>
<!-- The script -->
<script>
var canvas = document.getElementById("application-canvas");
// Create the app and start the update loop
var app = new pc.Application(canvas);
app.start();
// Set the canvas to fill the window and automatically change resolution to be the same as the canvas size
app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW);
app.setCanvasResolution(pc.RESOLUTION_AUTO);
window.addEventListener("resize", function () {
app.resizeCanvas(canvas.width, canvas.height);
});
var miniStats = new pcx.MiniStats(app);
app.scene.ambientLight = new pc.Color(0.2, 0.2, 0.2);
var entity, light, camera;
// Create a new layer to put in front of everything
var layer = new pc.Layer({
name: "Front Layer"
});
// get the world layer index
var worldLayer = app.scene.layers.getLayerByName("World");
var idx = app.scene.layers.getTransparentIndex(worldLayer);
// insert the new layer after the world layer
app.scene.layers.insert(layer, idx + 1);
// Create an Entity with a camera component
// Make sure it renders both World and Front Layer
var camera = new pc.Entity();
camera.addComponent("camera", {
clearColor: new pc.Color(0.4, 0.45, 0.5),
layers: [worldLayer.id, layer.id]
});
camera.translate(0, 0, 24);
app.root.addChild(camera);
// Create an Entity with a point light component
// Make sure it lights both World and Front Layer
var light = new pc.Entity();
light.addComponent("light", {
type: "point",
color: new pc.Color(1, 1, 1),
range: 100,
layers: [worldLayer.id, layer.id]
});
light.translate(5, 0, 15);
app.root.addChild(light);
// red material is semi-transparent
var red = new pc.StandardMaterial();
red.diffuse.set(1, 0, 0);
red.blendType = pc.BLEND_NORMAL;
red.opacity = 0.5;
red.update();
// blue material does not test the existing depth buffer
var blue = new pc.StandardMaterial();
blue.diffuse.set(0, 0, 1);
blue.depthTest = false;
blue.update();
// red box is rendered first in World layer
var redBox = new pc.Entity();
redBox.addComponent('model', {
type: 'box'
});
redBox.model.material = red;
redBox.setLocalScale(5, 5, 5);
app.root.addChild(redBox);
// blue box is rendered in the Front Layer which is after World
// because it does not test for depth
// and is in a later layer
// it is visible even though it should be inside the red box
var blueBox = new pc.Entity();
blueBox.addComponent('model', {
type: 'box',
layers: [layer.id] // try removing this line, the blue box will appear inside the red one
});
blueBox.model.material = blue;
blueBox.setLocalScale(2.5, 2.5, 2.5);
app.root.addChild(blueBox);
app.on("update", function (dt) {
if (redBox) {
redBox.rotate(0, 10 * dt, 0);
}
if (blueBox) {
blueBox.rotate(0, -10 * dt, 0);
}
blueBox.model.meshInstances[0].layer = 10;
});
</script>
</body>
</html>