| 14 | } |
| 15 | |
| 16 | function draw() { |
| 17 | // Swap prev and next so that we can use the previous frame as a texture |
| 18 | // when drawing the current frame |
| 19 | [fboPrev, fboNext] = [fboNext, fboPrev]; |
| 20 | |
| 21 | // Draw to the Framebuffer |
| 22 | fboNext.draw(() => { |
| 23 | clear(); |
| 24 | |
| 25 | background(255); |
| 26 | |
| 27 | push(); |
| 28 | scale(1.003); |
| 29 | image(fboPrev, 0, 0); |
| 30 | pop(); |
| 31 | |
| 32 | push(); |
| 33 | // Fade to white slowly. This will leave a permanent trail if you don't |
| 34 | // use floating point textures. |
| 35 | fill(255, 2); |
| 36 | rect(0, 0, width, height); |
| 37 | pop(); |
| 38 | |
| 39 | push(); |
| 40 | // Clear the depth buffer so the cube doesn't intersect with the background |
| 41 | // plane behind it |
| 42 | drawingContext.clear(drawingContext.DEPTH_BUFFER_BIT); |
| 43 | normalMaterial(); |
| 44 | translate(100*sin(frameCount * 0.014), 100*sin(frameCount * 0.02), 0); |
| 45 | rotateX(frameCount * 0.01); |
| 46 | rotateY(frameCount * 0.01); |
| 47 | box(50); |
| 48 | pop(); |
| 49 | }); |
| 50 | |
| 51 | clear(); |
| 52 | image(fboNext, 0, 0); |
| 53 | } |