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- import {
- BackSide,
- BoxGeometry,
- Mesh,
- PerspectiveCamera,
- Scene,
- ShaderLib,
- ShaderMaterial,
- UniformsUtils
- } from '../../../build/three.module.js';
- import { Pass } from './Pass.js';
- class CubeTexturePass extends Pass {
- constructor( camera, envMap, 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.envMap.value;
- }
- } );
- this.envMap = envMap;
- 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.envMap.value = this.envMap;
- this.cubeMesh.material.uniforms.flipEnvMap.value = ( this.envMap.isCubeTexture && this.envMap.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;
- }
- }
- export { CubeTexturePass };
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