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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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60 lines
1.3 KiB
60 lines
1.3 KiB
import { |
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ShaderMaterial, |
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UniformsUtils |
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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 TexturePass extends Pass { |
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constructor( map, opacity ) { |
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super(); |
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if ( CopyShader === undefined ) console.error( 'THREE.TexturePass relies on CopyShader' ); |
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const shader = CopyShader; |
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this.map = map; |
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this.opacity = ( opacity !== undefined ) ? opacity : 1.0; |
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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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depthTest: false, |
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depthWrite: false |
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} ); |
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this.needsSwap = false; |
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this.fsQuad = new FullScreenQuad( null ); |
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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.fsQuad.material = this.material; |
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this.uniforms[ 'opacity' ].value = this.opacity; |
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this.uniforms[ 'tDiffuse' ].value = this.map; |
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this.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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this.fsQuad.render( renderer ); |
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renderer.autoClear = oldAutoClear; |
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} |
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} |
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export { TexturePass };
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