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- import {
- BackSide,
- BoxGeometry,
- Mesh,
- PerspectiveCamera,
- Scene,
- ShaderLib,
- ShaderMaterial,
- UniformsUtils
- } from 'three';
- import { Pass } from './Pass.js';
- /**
- * This pass can be used to render a cube texture over the entire screen.
- *
- * ```js
- * const cubeMap = new THREE.CubeTextureLoader().load( urls );
- *
- * const cubeTexturePass = new CubeTexturePass( camera, cubemap );
- * composer.addPass( cubeTexturePass );
- * ```
- *
- * @augments Pass
- * @three_import import { CubeTexturePass } from 'three/addons/postprocessing/CubeTexturePass.js';
- */
- class CubeTexturePass extends Pass {
- /**
- * Constructs a new cube texture pass.
- *
- * @param {PerspectiveCamera} camera - The camera.
- * @param {CubeTexture} tCube - The cube texture to render.
- * @param {number} [opacity=1] - The opacity.
- */
- constructor( camera, tCube, opacity = 1 ) {
- super();
- /**
- * The camera.
- *
- * @type {PerspectiveCamera}
- */
- this.camera = camera;
- /**
- * The cube texture to render.
- *
- * @type {CubeTexture}
- */
- this.tCube = tCube;
- /**
- * The opacity.
- *
- * @type {number}
- * @default 1
- */
- this.opacity = opacity;
- /**
- * Overwritten to disable the swap.
- *
- * @type {boolean}
- * @default false
- */
- this.needsSwap = false;
- // internals
- const cubeShader = ShaderLib[ 'cube' ];
- this._cubeMesh = new Mesh(
- new BoxGeometry( 10, 10, 10 ),
- new ShaderMaterial( {
- uniforms: UniformsUtils.clone( cubeShader.uniforms ),
- vertexShader: cubeShader.vertexShader,
- fragmentShader: cubeShader.fragmentShader,
- depthTest: false,
- depthWrite: false,
- side: BackSide
- } )
- );
- Object.defineProperty( this._cubeMesh.material, 'envMap', {
- get: function () {
- return this.uniforms.tCube.value;
- }
- } );
- this._cubeScene = new Scene();
- this._cubeCamera = new PerspectiveCamera();
- this._cubeScene.add( this._cubeMesh );
- }
- /**
- * Performs the cube texture pass.
- *
- * @param {WebGLRenderer} renderer - The renderer.
- * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
- * destination for the pass.
- * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
- * previous pass from this buffer.
- * @param {number} deltaTime - The delta time in seconds.
- * @param {boolean} maskActive - Whether masking is active or not.
- */
- 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;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever the pass is no longer used in your app.
- */
- dispose() {
- this._cubeMesh.geometry.dispose();
- this._cubeMesh.material.dispose();
- }
- }
- export { CubeTexturePass };
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