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ktongue/docker_container / simsite /frontend /node_modules /three /src /renderers /WebGLCubeRenderTarget.js
| import { BackSide, LinearFilter, LinearMipmapLinearFilter, NoBlending, NoColorSpace, SRGBColorSpace, sRGBEncoding } from '../constants.js'; | |
| import { Mesh } from '../objects/Mesh.js'; | |
| import { BoxGeometry } from '../geometries/BoxGeometry.js'; | |
| import { ShaderMaterial } from '../materials/ShaderMaterial.js'; | |
| import { cloneUniforms } from './shaders/UniformsUtils.js'; | |
| import { WebGLRenderTarget } from './WebGLRenderTarget.js'; | |
| import { CubeCamera } from '../cameras/CubeCamera.js'; | |
| import { CubeTexture } from '../textures/CubeTexture.js'; | |
| import { warnOnce } from '../utils.js'; | |
| class WebGLCubeRenderTarget extends WebGLRenderTarget { | |
| constructor( size = 1, options = {} ) { | |
| super( size, size, options ); | |
| this.isWebGLCubeRenderTarget = true; | |
| const image = { width: size, height: size, depth: 1 }; | |
| const images = [ image, image, image, image, image, image ]; | |
| if ( options.encoding !== undefined ) { | |
| // @deprecated, r152 | |
| warnOnce( 'THREE.WebGLCubeRenderTarget: option.encoding has been replaced by option.colorSpace.' ); | |
| options.colorSpace = options.encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace; | |
| } | |
| this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace ); | |
| // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js) | |
| // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words, | |
| // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly. | |
| // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped | |
| // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture | |
| // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures). | |
| this.texture.isRenderTargetTexture = true; | |
| this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; | |
| this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; | |
| } | |
| fromEquirectangularTexture( renderer, texture ) { | |
| this.texture.type = texture.type; | |
| this.texture.colorSpace = texture.colorSpace; | |
| this.texture.generateMipmaps = texture.generateMipmaps; | |
| this.texture.minFilter = texture.minFilter; | |
| this.texture.magFilter = texture.magFilter; | |
| const shader = { | |
| uniforms: { | |
| tEquirect: { value: null }, | |
| }, | |
| vertexShader: /* glsl */` | |
| varying vec3 vWorldDirection; | |
| vec3 transformDirection( in vec3 dir, in mat4 matrix ) { | |
| return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); | |
| } | |
| void main() { | |
| vWorldDirection = transformDirection( position, modelMatrix ); | |
| #include <begin_vertex> | |
| #include <project_vertex> | |
| } | |
| `, | |
| fragmentShader: /* glsl */` | |
| uniform sampler2D tEquirect; | |
| varying vec3 vWorldDirection; | |
| #include <common> | |
| void main() { | |
| vec3 direction = normalize( vWorldDirection ); | |
| vec2 sampleUV = equirectUv( direction ); | |
| gl_FragColor = texture2D( tEquirect, sampleUV ); | |
| } | |
| ` | |
| }; | |
| const geometry = new BoxGeometry( 5, 5, 5 ); | |
| const material = new ShaderMaterial( { | |
| name: 'CubemapFromEquirect', | |
| uniforms: cloneUniforms( shader.uniforms ), | |
| vertexShader: shader.vertexShader, | |
| fragmentShader: shader.fragmentShader, | |
| side: BackSide, | |
| blending: NoBlending | |
| } ); | |
| material.uniforms.tEquirect.value = texture; | |
| const mesh = new Mesh( geometry, material ); | |
| const currentMinFilter = texture.minFilter; | |
| // Avoid blurred poles | |
| if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter; | |
| const camera = new CubeCamera( 1, 10, this ); | |
| camera.update( renderer, mesh ); | |
| texture.minFilter = currentMinFilter; | |
| mesh.geometry.dispose(); | |
| mesh.material.dispose(); | |
| return this; | |
| } | |
| clear( renderer, color, depth, stencil ) { | |
| const currentRenderTarget = renderer.getRenderTarget(); | |
| for ( let i = 0; i < 6; i ++ ) { | |
| renderer.setRenderTarget( this, i ); | |
| renderer.clear( color, depth, stencil ); | |
| } | |
| renderer.setRenderTarget( currentRenderTarget ); | |
| } | |
| } | |
| export { WebGLCubeRenderTarget }; | |
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