three 基础库
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2 years ago
( function () {
class CubeTexturePass extends THREE.Pass {
constructor( camera, envMap, opacity = 1 ) {
super();
this.camera = camera;
this.needsSwap = false;
this.cubeShader = THREE.ShaderLib[ 'cube' ];
this.cubeMesh = new THREE.Mesh( new THREE.BoxGeometry( 10, 10, 10 ), new THREE.ShaderMaterial( {
uniforms: THREE.UniformsUtils.clone( this.cubeShader.uniforms ),
vertexShader: this.cubeShader.vertexShader,
fragmentShader: this.cubeShader.fragmentShader,
depthTest: false,
depthWrite: false,
side: THREE.BackSide
} ) );
Object.defineProperty( this.cubeMesh.material, 'envMap', {
get: function () {
return this.uniforms.envMap.value;
}
} );
this.envMap = envMap;
this.opacity = opacity;
this.cubeScene = new THREE.Scene();
this.cubeCamera = new THREE.PerspectiveCamera();
this.cubeScene.add( this.cubeMesh );
}
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.envMap.value = this.envMap;
this.cubeMesh.material.uniforms.flipEnvMap.value = this.envMap.isCubeTexture && this.envMap._needsFlipEnvMap ? - 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;
}
}
THREE.CubeTexturePass = CubeTexturePass;
} )();