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