📄 CubeTexturePass.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 4 |
🧱 Classes | 1 |
📦 Imports | 9 |
📊 Variables & Constants | 2 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/postprocessing/CubeTexturePass.js
📦 Imports¶
Name | Source |
---|---|
BackSide |
three |
BoxGeometry |
three |
Mesh |
three |
PerspectiveCamera |
three |
Scene |
three |
ShaderLib |
three |
ShaderMaterial |
three |
UniformsUtils |
three |
Pass |
./Pass.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
cubeShader |
any |
let/var | ShaderLib[ 'cube' ] |
✗ |
oldAutoClear |
any |
let/var | renderer.autoClear |
✗ |
Functions¶
CubeTexturePass.render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
JSDoc:
/**
* Performs the cube texture pass.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
Parameters:
renderer
WebGLRenderer
writeBuffer
WebGLRenderTarget
readBuffer
WebGLRenderTarget
Returns: void
Calls:
this._cubeCamera.projectionMatrix.copy
this._cubeCamera.quaternion.setFromRotationMatrix
renderer.setRenderTarget
renderer.clear
renderer.render
Code
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;
}
CubeTexturePass.dispose(): void
¶
JSDoc:
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
Returns: void
Calls:
this._cubeMesh.geometry.dispose
this._cubeMesh.material.dispose
get(): any
¶
Returns: any
get(): any
¶
Returns: any
Classes¶
CubeTexturePass
¶
Class Code
class CubeTexturePass extends Pass {
/**
* Constructs a new cube texture pass.
*
* @param {PerspectiveCamera} camera - The camera.
* @param {CubeTexture} tCube - The cube texture to render.
* @param {number} [opacity=1] - The opacity.
*/
constructor( camera, tCube, opacity = 1 ) {
super();
/**
* The camera.
*
* @type {PerspectiveCamera}
*/
this.camera = camera;
/**
* The cube texture to render.
*
* @type {CubeTexture}
*/
this.tCube = tCube;
/**
* The opacity.
*
* @type {number}
* @default 1
*/
this.opacity = opacity;
/**
* Overwritten to disable the swap.
*
* @type {boolean}
* @default false
*/
this.needsSwap = false;
// internals
const cubeShader = ShaderLib[ 'cube' ];
this._cubeMesh = new Mesh(
new BoxGeometry( 10, 10, 10 ),
new ShaderMaterial( {
uniforms: UniformsUtils.clone( cubeShader.uniforms ),
vertexShader: cubeShader.vertexShader,
fragmentShader: cubeShader.fragmentShader,
depthTest: false,
depthWrite: false,
side: BackSide
} )
);
Object.defineProperty( this._cubeMesh.material, 'envMap', {
get: function () {
return this.uniforms.tCube.value;
}
} );
this._cubeScene = new Scene();
this._cubeCamera = new PerspectiveCamera();
this._cubeScene.add( this._cubeMesh );
}
/**
* Performs the cube texture pass.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
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;
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
dispose() {
this._cubeMesh.geometry.dispose();
this._cubeMesh.material.dispose();
}
}
Methods¶
render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
Code
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;
}