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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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78 lines
1.8 KiB
78 lines
1.8 KiB
import { |
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BackSide, |
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BoxGeometry, |
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Mesh, |
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PerspectiveCamera, |
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Scene, |
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ShaderLib, |
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ShaderMaterial, |
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UniformsUtils |
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} from 'three'; |
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import { Pass } from './Pass.js'; |
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class CubeTexturePass extends Pass { |
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constructor( camera, envMap, opacity = 1 ) { |
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super(); |
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this.camera = camera; |
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this.needsSwap = false; |
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this.cubeShader = ShaderLib[ 'cube' ]; |
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this.cubeMesh = new Mesh( |
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new BoxGeometry( 10, 10, 10 ), |
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new ShaderMaterial( { |
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uniforms: UniformsUtils.clone( this.cubeShader.uniforms ), |
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vertexShader: this.cubeShader.vertexShader, |
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fragmentShader: this.cubeShader.fragmentShader, |
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depthTest: false, |
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depthWrite: false, |
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side: BackSide |
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} ) |
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); |
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Object.defineProperty( this.cubeMesh.material, 'envMap', { |
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get: function () { |
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return this.uniforms.envMap.value; |
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} |
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} ); |
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this.envMap = envMap; |
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this.opacity = opacity; |
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this.cubeScene = new Scene(); |
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this.cubeCamera = new PerspectiveCamera(); |
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this.cubeScene.add( this.cubeMesh ); |
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} |
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render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) { |
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const oldAutoClear = renderer.autoClear; |
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renderer.autoClear = false; |
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this.cubeCamera.projectionMatrix.copy( this.camera.projectionMatrix ); |
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this.cubeCamera.quaternion.setFromRotationMatrix( this.camera.matrixWorld ); |
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this.cubeMesh.material.uniforms.envMap.value = this.envMap; |
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this.cubeMesh.material.uniforms.flipEnvMap.value = ( this.envMap.isCubeTexture && this.envMap.isRenderTargetTexture === false ) ? - 1 : 1; |
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this.cubeMesh.material.uniforms.opacity.value = this.opacity; |
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this.cubeMesh.material.transparent = ( this.opacity < 1.0 ); |
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renderer.setRenderTarget( this.renderToScreen ? null : readBuffer ); |
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if ( this.clear ) renderer.clear(); |
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renderer.render( this.cubeScene, this.cubeCamera ); |
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renderer.autoClear = oldAutoClear; |
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} |
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} |
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export { CubeTexturePass };
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