three
Version:
JavaScript 3D library
99 lines (52 loc) • 2.09 kB
JavaScript
import TextureNode from './TextureNode.js';
import UniformNode from '../core/UniformNode.js';
import ReflectVectorNode from './ReflectVectorNode.js';
import { vec3, nodeObject } from '../shadernode/ShaderNodeBaseElements.js';
let defaultUV;
class CubeTextureNode extends TextureNode {
constructor( value, uvNode = null, levelNode = null ) {
super( value, uvNode, levelNode );
this.isCubeTextureNode = true;
}
getInputType( /*builder*/ ) {
return 'cubeTexture';
}
getDefaultUV() {
return defaultUV || ( defaultUV = new ReflectVectorNode() );
}
generate( builder, output ) {
const { uvNode, levelNode } = builder.getNodeProperties( this );
const texture = this.value;
if ( ! texture || texture.isCubeTexture !== true ) {
throw new Error( 'CubeTextureNode: Need a three.js cube texture.' );
}
const textureProperty = UniformNode.prototype.generate.call( this, builder, 'cubeTexture' );
if ( output === 'sampler' ) {
return textureProperty + '_sampler';
} else if ( builder.isReference( output ) ) {
return textureProperty;
} else {
const nodeData = builder.getDataFromNode( this );
let propertyName = nodeData.propertyName;
if ( propertyName === undefined ) {
const uvNodeObject = nodeObject( uvNode );
const cubeUV = vec3( uvNodeObject.x.negate(), uvNodeObject.yz );
const uvSnippet = cubeUV.build( builder, 'vec3' );
const nodeVar = builder.getVarFromNode( this, 'vec4' );
propertyName = builder.getPropertyName( nodeVar );
let snippet = null;
if ( levelNode && levelNode.isNode === true ) {
const levelSnippet = levelNode.build( builder, 'float' );
snippet = builder.getCubeTextureLevel( textureProperty, uvSnippet, levelSnippet );
} else {
snippet = builder.getCubeTexture( textureProperty, uvSnippet );
}
builder.addFlowCode( `${propertyName} = ${snippet}` );
nodeData.snippet = snippet;
nodeData.propertyName = propertyName;
}
return builder.format( propertyName, 'vec4', output );
}
}
}
export default CubeTextureNode;