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 };