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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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74 lines
2.1 KiB
74 lines
2.1 KiB
( function () { |
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class AfterimagePass extends THREE.Pass { |
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constructor( damp = 0.96 ) { |
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super(); |
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if ( THREE.AfterimageShader === undefined ) console.error( 'THREE.AfterimagePass relies on THREE.AfterimageShader' ); |
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this.shader = THREE.AfterimageShader; |
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this.uniforms = THREE.UniformsUtils.clone( this.shader.uniforms ); |
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this.uniforms[ 'damp' ].value = damp; |
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this.textureComp = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { |
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minFilter: THREE.LinearFilter, |
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magFilter: THREE.NearestFilter, |
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format: THREE.RGBAFormat |
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} ); |
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this.textureOld = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { |
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minFilter: THREE.LinearFilter, |
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magFilter: THREE.NearestFilter, |
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format: THREE.RGBAFormat |
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} ); |
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this.shaderMaterial = new THREE.ShaderMaterial( { |
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uniforms: this.uniforms, |
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vertexShader: this.shader.vertexShader, |
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fragmentShader: this.shader.fragmentShader |
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} ); |
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this.compFsQuad = new THREE.FullScreenQuad( this.shaderMaterial ); |
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const material = new THREE.MeshBasicMaterial(); |
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this.copyFsQuad = new THREE.FullScreenQuad( material ); |
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} |
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render( renderer, writeBuffer, readBuffer |
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/*, deltaTime, maskActive*/ |
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) { |
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this.uniforms[ 'tOld' ].value = this.textureOld.texture; |
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this.uniforms[ 'tNew' ].value = readBuffer.texture; |
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renderer.setRenderTarget( this.textureComp ); |
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this.compFsQuad.render( renderer ); |
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this.copyFsQuad.material.map = this.textureComp.texture; |
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if ( this.renderToScreen ) { |
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renderer.setRenderTarget( null ); |
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this.copyFsQuad.render( renderer ); |
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} else { |
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renderer.setRenderTarget( writeBuffer ); |
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if ( this.clear ) renderer.clear(); |
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this.copyFsQuad.render( renderer ); |
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} // Swap buffers. |
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const temp = this.textureOld; |
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this.textureOld = this.textureComp; |
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this.textureComp = temp; // Now textureOld contains the latest image, ready for the next frame. |
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} |
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setSize( width, height ) { |
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this.textureComp.setSize( width, height ); |
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this.textureOld.setSize( width, height ); |
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} |
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} |
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THREE.AfterimagePass = AfterimagePass; |
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} )();
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