UNPKG

three

Version:

JavaScript 3D library

147 lines (117 loc) 3.52 kB
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 };