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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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75 lines
1.5 KiB
75 lines
1.5 KiB
( function () { |
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class Pass { |
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constructor() { |
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// if set to true, the pass is processed by the composer |
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this.enabled = true; // if set to true, the pass indicates to swap read and write buffer after rendering |
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this.needsSwap = true; // if set to true, the pass clears its buffer before rendering |
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this.clear = false; // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer. |
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this.renderToScreen = false; |
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} |
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setSize() {} |
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render() { |
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console.error( 'THREE.Pass: .render() must be implemented in derived pass.' ); |
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} |
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} // Helper for passes that need to fill the viewport with a single quad. |
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const _camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); // https://github.com/mrdoob/three.js/pull/21358 |
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const _geometry = new THREE.BufferGeometry(); |
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_geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) ); |
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_geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) ); |
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class FullScreenQuad { |
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constructor( material ) { |
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this._mesh = new THREE.Mesh( _geometry, material ); |
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} |
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dispose() { |
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this._mesh.geometry.dispose(); |
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} |
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render( renderer ) { |
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renderer.render( this._mesh, _camera ); |
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} |
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get material() { |
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return this._mesh.material; |
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} |
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set material( value ) { |
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this._mesh.material = value; |
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} |
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} |
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THREE.FullScreenQuad = FullScreenQuad; |
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THREE.Pass = Pass; |
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} )();
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