Initial project import
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54
node_modules/three-stdlib/postprocessing/CubeTexturePass.js
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54
node_modules/three-stdlib/postprocessing/CubeTexturePass.js
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import { ShaderLib, Mesh, BoxGeometry, ShaderMaterial, UniformsUtils, BackSide, Scene, PerspectiveCamera } 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) {
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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;
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renderer.setRenderTarget(this.renderToScreen ? null : readBuffer);
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if (this.clear)
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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 {
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CubeTexturePass
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};
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//# sourceMappingURL=CubeTexturePass.js.map
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