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import { WebGLCubeRenderTarget, Scene, CubeCamera, BoxGeometry, Mesh, BackSide, NoBlending, LinearFilter, LinearMipmapLinearFilter } from 'three';
import { equirectUV } from '../../nodes/utils/EquirectUVNode.js';
import { texture as TSL_Texture } from '../../nodes/accessors/TextureNode.js';
import { positionWorldDirection } from '../../nodes/accessors/PositionNode.js';
import { createNodeMaterialFromType } from '../../nodes/materials/NodeMaterial.js';
// @TODO: Consider rename WebGLCubeRenderTarget to just CubeRenderTarget
class CubeRenderTarget extends WebGLCubeRenderTarget {
constructor( size = 1, options = {} ) {
super( size, options );
this.isCubeRenderTarget = true;
}
fromEquirectangularTexture( renderer, texture ) {
const currentMinFilter = texture.minFilter;
const currentGenerateMipmaps = texture.generateMipmaps;
texture.generateMipmaps = true;
this.texture.type = texture.type;
this.texture.colorSpace = texture.colorSpace;
this.texture.generateMipmaps = texture.generateMipmaps;
this.texture.minFilter = texture.minFilter;
this.texture.magFilter = texture.magFilter;
const geometry = new BoxGeometry( 5, 5, 5 );
const uvNode = equirectUV( positionWorldDirection );
const material = createNodeMaterialFromType( 'MeshBasicNodeMaterial' );
material.colorNode = TSL_Texture( texture, uvNode, 0 );
material.side = BackSide;
material.blending = NoBlending;
const mesh = new Mesh( geometry, material );
const scene = new Scene();
scene.add( mesh );
// Avoid blurred poles
if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
const camera = new CubeCamera( 1, 10, this );
camera.update( renderer, scene );
texture.minFilter = currentMinFilter;
texture.currentGenerateMipmaps = currentGenerateMipmaps;
mesh.geometry.dispose();
mesh.material.dispose();
return this;
}
}
export default CubeRenderTarget;