three-stdlib
Version:
stand-alone library of threejs examples
55 lines (54 loc) • 2 kB
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