86 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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