添加关照、全局等高线、修改图层问题
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								static/sdk/three/jsm/postprocessing/CubeTexturePass.js
									
									
									
									
									
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								static/sdk/three/jsm/postprocessing/CubeTexturePass.js
									
									
									
									
									
										Normal file
									
								
							| @ -0,0 +1,85 @@ | ||||
| import { | ||||
| 	BackSide, | ||||
| 	BoxGeometry, | ||||
| 	Mesh, | ||||
| 	PerspectiveCamera, | ||||
| 	Scene, | ||||
| 	ShaderLib, | ||||
| 	ShaderMaterial, | ||||
| 	UniformsUtils | ||||
| } from 'three'; | ||||
| import { Pass } from './Pass.js'; | ||||
|  | ||||
| class CubeTexturePass extends Pass { | ||||
|  | ||||
| 	constructor( camera, tCube, opacity = 1 ) { | ||||
|  | ||||
| 		super(); | ||||
|  | ||||
| 		this.camera = camera; | ||||
|  | ||||
| 		this.needsSwap = false; | ||||
|  | ||||
| 		this.cubeShader = ShaderLib[ 'cube' ]; | ||||
| 		this.cubeMesh = new Mesh( | ||||
| 			new BoxGeometry( 10, 10, 10 ), | ||||
| 			new ShaderMaterial( { | ||||
| 				uniforms: UniformsUtils.clone( this.cubeShader.uniforms ), | ||||
| 				vertexShader: this.cubeShader.vertexShader, | ||||
| 				fragmentShader: this.cubeShader.fragmentShader, | ||||
| 				depthTest: false, | ||||
| 				depthWrite: false, | ||||
| 				side: BackSide | ||||
| 			} ) | ||||
| 		); | ||||
|  | ||||
| 		Object.defineProperty( this.cubeMesh.material, 'envMap', { | ||||
|  | ||||
| 			get: function () { | ||||
|  | ||||
| 				return this.uniforms.tCube.value; | ||||
|  | ||||
| 			} | ||||
|  | ||||
| 		} ); | ||||
|  | ||||
| 		this.tCube = tCube; | ||||
| 		this.opacity = opacity; | ||||
|  | ||||
| 		this.cubeScene = new Scene(); | ||||
| 		this.cubeCamera = new 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.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; | ||||
|  | ||||
| 	} | ||||
|  | ||||
| 	dispose() { | ||||
|  | ||||
| 		this.cubeMesh.geometry.dispose(); | ||||
| 		this.cubeMesh.material.dispose(); | ||||
|  | ||||
| 	} | ||||
|  | ||||
| } | ||||
|  | ||||
| export { CubeTexturePass }; | ||||
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