Effect layers render chosen meshes into their own blurred texture and composite it over the frame. GlowLayer takes every mesh's emissive color and texture, so neon signs and screens glow with one line (tune it with intensity, blurKernelSize, addIncludedOnlyMesh and customEmissiveColorSelector); the storefront sign of Storefront Look uses it. HighlightLayer draws a colored halo around the meshes you add, using the stencil buffer to keep the mesh itself clean, so create the engine with { stencil: true }, then call new BABYLON.HighlightLayer('outline', scene).addMesh(book, BABYLON.Color3.FromHexString('#ffe082')), and removeMesh(book) on deselection. It is the post-process alternative to Spine Highlight's rim material: no material swap, at the cost of a stencil buffer and extra blurred targets. SelectionOutlineLayer, the newest layer, draws a crisp editor-style outline.
<!doctype html>
<style>
body { margin: 0; background: #f7f3ec; font: 13px system-ui, sans-serif; color: #333; }
canvas { width: 100%; max-width: 600px; height: 320px; display: block; touch-action: none; outline: none; }
</style>
<canvas id="view"></canvas>
<script src="https://cdn.jsdelivr.net/npm/babylonjs@9.28.0/babylon.js"></script>
<script>
// ---- BookNest's bookstore: the helpers the book keeps in bookstore.js ----
const ROOM = { width: 8, depth: 6, height: 3, wall: 0.15 };
const BOOKS = [
{ id: 1, title: 'The Quiet Harbor', author: 'Mara Ellison', color: '#1f5f8b', pages: 312, price: 14.99, rating: 4.6, inStock: true },
{ id: 2, title: 'Patterns of the Deep Web', author: 'Tomas Reyes', color: '#5b3f99', pages: 428, price: 32.5, rating: 4.4, inStock: true },
{ id: 3, title: 'Salt and Saffron', author: 'Priya Nair', color: '#e09a10', pages: 256, price: 24, rating: 4.8, inStock: false },
{ id: 4, title: 'Small Steps to Big Summits', author: 'Dana Whitfield', color: '#3f7d3a', pages: 198, price: 18.5, rating: 4.3, inStock: true },
{ id: 5, title: "The Clockmaker's Paradox", author: 'Julian Voss', color: '#b5452f', pages: 344, price: 16.75, rating: 4.7, inStock: true },
{ id: 6, title: 'Gardens in Glass', author: 'Lena Hart', color: '#2a9d8f', pages: 176, price: 21.3, rating: 4.5, inStock: true },
];
function createScene(engine) {
const scene = new BABYLON.Scene(engine);
scene.clearColor = BABYLON.Color4.FromHexString('#cfd8dcff');
const sky = new BABYLON.HemisphericLight('sky', new BABYLON.Vector3(0.3, 1, -0.4), scene);
sky.groundColor = new BABYLON.Color3(0.35, 0.32, 0.3);
return scene;
}
function paint(scene, name, hex) { // a matte color
const material = new BABYLON.StandardMaterial(name, scene);
material.diffuseColor = BABYLON.Color3.FromHexString(hex);
material.specularColor = BABYLON.Color3.Black();
return material;
}
function createRoom(scene) { // floor and three walls, front open
const room = new BABYLON.TransformNode('room', scene);
const floor = BABYLON.MeshBuilder.CreateGround('floor', { width: ROOM.width, height: ROOM.depth }, scene);
floor.material = paint(scene, 'oak', '#b08d6a');
floor.parent = room;
const plaster = paint(scene, 'plaster', '#fff3e0');
for (const [name, width, x, z] of [['backWall', 8, 0, 3], ['leftWall', 6, -4, 0], ['rightWall', 6, 4, 0]]) {
const wall = BABYLON.MeshBuilder.CreateBox(name, { width, height: ROOM.height, depth: ROOM.wall }, scene);
wall.position.set(x, ROOM.height / 2, z);
wall.rotation.y = x ? Math.PI / 2 : 0;
wall.material = plaster;
wall.parent = room;
}
return room;
}
function createBookcase(scene, name, x) { // 8 boxes merged into 1 mesh
const [w, h, d, t] = [3, 2.2, 0.35, 0.04];
const parts = [[t, h, d, -w / 2, h / 2, 0], [t, h, d, w / 2, h / 2, 0], [w, h, t, 0, h / 2, d / 2 - t / 2]];
for (let i = 0; i < 5; i++) parts.push([w, t, d, 0, 0.1 + i * 0.5, 0]);
const bookcase = BABYLON.Mesh.MergeMeshes(parts.map(([width, height, depth, px, py, pz]) => {
const part = BABYLON.MeshBuilder.CreateBox('part', { width, height, depth }, scene);
part.position.set(px, py, pz);
return part;
}), true);
bookcase.name = name;
bookcase.material = paint(scene, 'walnut', '#6d4c33');
bookcase.position.set(x, 0, ROOM.depth / 2 - ROOM.wall / 2 - d / 2); // against the back wall
return bookcase;
}
function drawCover(scene, book) { // cover art painted on a canvas
const tex = new BABYLON.DynamicTexture('cover' + book.id, { width: 256, height: 384 }, scene);
const c = tex.getContext();
c.fillStyle = book.color; c.fillRect(0, 0, 256, 384);
c.fillStyle = 'rgba(0,0,0,0.4)'; c.fillRect(0, 0, 18, 384); // the dark left edge
c.strokeStyle = '#fff8e1'; c.lineWidth = 3; c.strokeRect(34, 24, 202, 336);
c.fillStyle = '#fff8e1'; c.textAlign = 'center'; c.font = 'bold 30px Georgia';
const lines = [''];
for (const word of book.title.split(' ')) {
const test = (lines[lines.length - 1] + ' ' + word).trim();
if (c.measureText(test).width > 180) lines.push(word); else lines[lines.length - 1] = test;
}
lines.forEach((line, i) => c.fillText(line, 135, 110 + i * 38));
c.font = '20px Georgia'; c.fillText(book.author, 135, 330);
tex.update();
return tex;
}
function placeBooks(scene, bookcase, shelf = 2) { // six books, spines out, covers on +x
const strip = new BABYLON.Vector4(0, 0, 0.07, 1);
const faceUV = [strip, strip, new BABYLON.Vector4(0, 0, 1, 1), strip, strip, strip];
let x = -0.35; // left end of the row, local to the bookcase
return BOOKS.map((record) => {
const width = record.pages / 4000 + 0.02; // spine thickness from page count
const book = BABYLON.MeshBuilder.CreateBox(`book${record.id}`, { width, height: 0.3, depth: 0.22, faceUV, wrap: true }, scene);
book.parent = bookcase;
book.position.set(x + width / 2, 0.12 + shelf * 0.5 + 0.15, -0.02);
x += width + 0.012;
book.material = new BABYLON.StandardMaterial(record.title, scene);
book.material.diffuseTexture = drawCover(scene, record);
book.material.specularColor = new BABYLON.Color3(0.15, 0.15, 0.15);
book.metadata = record; // the record, for picking
return book;
});
}
// The book cuts the storefront with CSG2 (Manifold WebAssembly); this sandbox cannot download
// the .wasm, so the older pure-JavaScript BABYLON.CSG makes the same cuts here.
function createFrontWall(scene) {
const box = (width, height, depth, x, y) => {
const mesh = BABYLON.MeshBuilder.CreateBox('cut', { width, height, depth }, scene);
mesh.position.set(x, y, -ROOM.depth / 2);
return mesh;
};
const solid = box(ROOM.width, ROOM.height, ROOM.wall, 0, ROOM.height / 2);
const windowHole = box(3.2, 1.6, 1, -1.4, 1.6), doorHole = box(1.1, 2.2, 1, 2.3, 1.1);
const wall = BABYLON.CSG.FromMesh(solid).subtract(BABYLON.CSG.FromMesh(windowHole))
.subtract(BABYLON.CSG.FromMesh(doorHole)).toMesh('frontWall', scene.getMaterialByName('plaster'), scene);
[solid, windowHole, doorHole].forEach((mesh) => mesh.dispose());
return wall;
}
// ---- end of the bookstore helpers ----
const canvas = document.getElementById('view');
const engine = new BABYLON.Engine(canvas, true, { stencil: true }, true); // HighlightLayer needs a stencil
const scene = createScene(engine);
scene.getLightByName('sky').intensity = 0.6;
createRoom(scene);
const left = createBookcase(scene, 'bookcaseLeft', -1.8);
const books = placeBooks(scene, left);
const camera = new BABYLON.ArcRotateCamera('browse', -1.75, 1.4, 3.2, new BABYLON.Vector3(-1.7, 1.8, 2.6), scene);
camera.minZ = 0.05;
camera.attachControl(canvas, true);
// A neon sign: the glow layer blurs every emissive color and texture it finds
const sign = BABYLON.MeshBuilder.CreatePlane('openSign', { width: 1.2, height: 0.4 }, scene);
sign.position.set(-1.8, 2.5, 2.9);
const text = new BABYLON.DynamicTexture('signText', { width: 512, height: 170 }, scene);
text.drawText('OPEN', null, 130, 'bold 130px Georgia', '#ff6f61', '#2b1d18', true);
sign.material = Object.assign(new BABYLON.StandardMaterial('neon', scene), { emissiveTexture: text, disableLighting: true });
const glow = new BABYLON.GlowLayer('signGlow', scene);
glow.intensity = 1.2;
glow.addIncludedOnlyMesh(sign); // only the sign glows
// A halo around the book under the pointer
const highlight = new BABYLON.HighlightLayer('outline', scene);
let current = books[2];
highlight.addMesh(current, BABYLON.Color3.FromHexString('#ffe082'));
scene.onPointerObservable.add(({ type }) => {
if (type !== BABYLON.PointerEventTypes.POINTERMOVE) return;
const mesh = scene.pick(scene.pointerX, scene.pointerY).pickedMesh;
if (!books.includes(mesh) || mesh === current) return;
highlight.removeMesh(current); // on deselection
highlight.addMesh(current = mesh, BABYLON.Color3.FromHexString('#ffe082'));
});
engine.runRenderLoop(() => scene.render());
addEventListener('resize', () => engine.resize());
</script>