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three.equirectangular-to-cubemap

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Convert an equirectangular panorama into a three.js cubemap texture

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var THREE = require( 'three' ); var OrbitControls = require( 'three-orbit-controls' )( THREE ); var EquirectangularToCubemap = require( 'three.equirectangular-to-cubemap' ); var container; var camera, scene, renderer; var mesh, mesh2, sphere; var controls; window.addEventListener( 'load', function() { init(); animate(); }); function init() { container = document.createElement( 'div' ); document.body.appendChild( container ); camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 ); camera.rotation.x = Math.PI; camera.position.set( 0, 0, 50 ); scene = new THREE.Scene(); renderer = new THREE.WebGLRenderer(); renderer.setClearColor( 0xf0f0f0 ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild(renderer.domElement); controls = new OrbitControls( camera, renderer.domElement ); controls.enableZoom = false; var loader = new THREE.TextureLoader(); loader.load( 'pano-cru·ci·form-1471040116139.jpg', function( res ) { var equiToCube = new EquirectangularToCubemap( renderer ); mesh = new THREE.Mesh( new THREE.TorusKnotGeometry( 10, 3, 100, 32 ), new THREE.MeshBasicMaterial( { envMap: equiToCube.convert( res, 8 ) } ) ); scene.add( mesh ); mesh2 = new THREE.Mesh( new THREE.IcosahedronGeometry( 10, 3 ), new THREE.MeshBasicMaterial( { envMap: equiToCube.convert( res, 2048 ) } ) ); scene.add( mesh2 ); sphere = new THREE.Mesh( new THREE.IcosahedronGeometry( 100, 5 ), new THREE.MeshBasicMaterial( { map: res, side: THREE.BackSide, depthWrite: false } ) ); scene.add( sphere ); } ); window.addEventListener( 'resize', onWindowResize, false ); onWindowResize(); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function animate() { requestAnimationFrame( animate ); controls.update(); render(); } function render() { if( sphere ) sphere.position.copy( camera.position ); renderer.render( scene, camera ); }