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86 lines
1.9 KiB
86 lines
1.9 KiB
2 years ago
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import {
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BackSide,
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BoxGeometry,
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Mesh,
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PerspectiveCamera,
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Scene,
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ShaderLib,
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ShaderMaterial,
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UniformsUtils
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} from 'three';
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import { Pass } from './Pass.js';
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class CubeTexturePass extends Pass {
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constructor( camera, tCube, opacity = 1 ) {
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super();
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this.camera = camera;
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this.needsSwap = false;
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this.cubeShader = ShaderLib[ 'cube' ];
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this.cubeMesh = new Mesh(
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new BoxGeometry( 10, 10, 10 ),
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new ShaderMaterial( {
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uniforms: UniformsUtils.clone( this.cubeShader.uniforms ),
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vertexShader: this.cubeShader.vertexShader,
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fragmentShader: this.cubeShader.fragmentShader,
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depthTest: false,
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depthWrite: false,
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side: BackSide
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} )
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);
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Object.defineProperty( this.cubeMesh.material, 'envMap', {
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get: function () {
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return this.uniforms.tCube.value;
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}
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} );
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this.tCube = tCube;
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this.opacity = opacity;
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this.cubeScene = new Scene();
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this.cubeCamera = new PerspectiveCamera();
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this.cubeScene.add( this.cubeMesh );
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}
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render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
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const oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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this.cubeCamera.projectionMatrix.copy( this.camera.projectionMatrix );
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this.cubeCamera.quaternion.setFromRotationMatrix( this.camera.matrixWorld );
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this.cubeMesh.material.uniforms.tCube.value = this.tCube;
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this.cubeMesh.material.uniforms.tFlip.value = ( this.tCube.isCubeTexture && this.tCube.isRenderTargetTexture === false ) ? - 1 : 1;
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this.cubeMesh.material.uniforms.opacity.value = this.opacity;
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this.cubeMesh.material.transparent = ( this.opacity < 1.0 );
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renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
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if ( this.clear ) renderer.clear();
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renderer.render( this.cubeScene, this.cubeCamera );
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renderer.autoClear = oldAutoClear;
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}
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dispose() {
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this.cubeMesh.geometry.dispose();
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this.cubeMesh.material.dispose();
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}
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}
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export { CubeTexturePass };
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