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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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64 lines
1.3 KiB
64 lines
1.3 KiB
import { |
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LinearFilter, |
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RGBFormat, |
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ShaderMaterial, |
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UniformsUtils, |
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WebGLRenderTarget |
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} from 'three'; |
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import { Pass, FullScreenQuad } from './Pass.js'; |
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import { CopyShader } from '../shaders/CopyShader.js'; |
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class SavePass extends Pass { |
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constructor( renderTarget ) { |
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super(); |
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if ( CopyShader === undefined ) console.error( 'THREE.SavePass relies on CopyShader' ); |
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const shader = CopyShader; |
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this.textureID = 'tDiffuse'; |
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this.uniforms = UniformsUtils.clone( shader.uniforms ); |
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this.material = new ShaderMaterial( { |
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uniforms: this.uniforms, |
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vertexShader: shader.vertexShader, |
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fragmentShader: shader.fragmentShader |
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} ); |
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this.renderTarget = renderTarget; |
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if ( this.renderTarget === undefined ) { |
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this.renderTarget = new WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBFormat } ); |
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this.renderTarget.texture.name = 'SavePass.rt'; |
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} |
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this.needsSwap = false; |
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this.fsQuad = new FullScreenQuad( this.material ); |
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} |
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render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) { |
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if ( this.uniforms[ this.textureID ] ) { |
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this.uniforms[ this.textureID ].value = readBuffer.texture; |
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} |
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renderer.setRenderTarget( this.renderTarget ); |
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if ( this.clear ) renderer.clear(); |
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this.fsQuad.render( renderer ); |
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} |
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} |
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export { SavePass };
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