Create a new Layer instance.
Object for passing optional arguments. These arguments are the same as properties of the Layer.
A unique ID of the layer. Layer IDs are stored inside ModelComponent#layers, RenderComponent#layers, CameraComponent#layers, LightComponent#layers and ElementComponent#layers instead of names. Can be used in LayerComposition#getLayerById.
Name of the layer. Can be used in LayerComposition#getLayerByName.
Custom function that is called after the layer has been disabled. This happens when:
decrementCounter was called and set the counter to zero.Defines the method used for sorting opaque (that is, not semi-transparent) mesh instances before rendering. Can be:
Defaults to SORTMODE_MATERIALMESH.
Defines the method used for sorting semi-transparent mesh instances before rendering. Can be:
Defaults to SORTMODE_BACK2FRONT.
Gets whether the camera will clear the color buffer when it renders this layer.
Sets whether the camera will clear the color buffer when it renders this layer.
Gets whether the camera will clear the depth buffer when it renders this layer.
Sets whether the camera will clear the depth buffer when it renders this layer.
Gets whether the camera will clear the stencil buffer when it renders this layer.
Sets whether the camera will clear the stencil buffer when it renders this layer.
Gets the enabled state of the layer.
Sets the enabled state of the layer. Disabled layers are skipped. Defaults to true.
Adds an array of mesh instances to this layer.
Array of MeshInstance.
OptionalskipShadowCasters: boolean
Set it to true if you don't want these mesh instances to cast shadows in this layer. Defaults to false.
Adds an array of mesh instances to this layer, but only as shadow casters (they will not be rendered anywhere, but only cast shadows on other objects).
Array of MeshInstance.
Removes all cameras from this layer.
Removes all lights from this layer.
Removes all mesh instances from this layer.
OptionalskipShadowCasters: boolean = false
Set it to true if you want to continue the existing mesh instances to cast shadows. Defaults to false, which removes shadow casters as well.
Removes multiple mesh instances from this layer.
Array of MeshInstance. If they were added to this layer, they will be removed.
OptionalskipShadowCasters: boolean
Set it to true if you want to still cast shadows from removed mesh instances or if they never did cast shadows before. Defaults to false.
Removes multiple mesh instances from the shadow casters list of this layer, meaning they will stop casting shadows.
Array of MeshInstance. If they were added to this layer, they will be removed.
A Layer represents a renderable subset of the scene. It can contain a list of mesh instances, lights and cameras, their render settings and also defines custom callbacks before, after or during rendering. Layers are organized inside LayerComposition in a desired order.
A mesh instance is drawn through the layers it belongs to, and a camera draws only the layers listed in CameraComponent#layers. Components place their mesh instances by layer id, for example through RenderComponent#layers, and lights through LightComponent#layers; mesh instances you create yourself go in with addMeshInstances and out with removeMeshInstances.
The application creates five layers, reachable by id from Scene#layers: LAYERID_WORLD for the scene itself, LAYERID_DEPTH, LAYERID_SKYBOX, LAYERID_IMMEDIATE for debug drawing and LAYERID_UI. Within a layer, opaque and transparent mesh instances are drawn as two separate parts, ordered by opaqueSortMode and transparentSortMode, and the composition decides where each part falls in the frame. Set enabled to false to skip a layer entirely, and use onEnable and onDisable to react to that.
Example