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three-stdlib

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stand-alone library of threejs examples

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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