Buckets:
| 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 }; | |
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