55 lines
1.9 KiB
JavaScript
55 lines
1.9 KiB
JavaScript
import { ShaderLib, Mesh, BoxGeometry, ShaderMaterial, UniformsUtils, BackSide, Scene, PerspectiveCamera } 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) {
|
|
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;
|
|
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
|
|
};
|
|
//# sourceMappingURL=CubeTexturePass.js.map
|