import { equirectUV } from '../../nodes/utils/EquirectUVNode.js';
import { texture as TSL_Texture } from '../../nodes/accessors/TextureNode.js';
import { positionWorldDirection } from '../../nodes/accessors/Position.js';
import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
import { WebGLCubeRenderTarget } from '../../renderers/WebGLCubeRenderTarget.js';
import { Scene } from '../../scenes/Scene.js';
import { CubeCamera } from '../../cameras/CubeCamera.js';
import { BoxGeometry } from '../../geometries/BoxGeometry.js';
import { Mesh } from '../../objects/Mesh.js';
import { BackSide, NoBlending, LinearFilter, LinearMipmapLinearFilter } from '../../constants.js';
// @TODO: Consider rename WebGLCubeRenderTarget to just CubeRenderTarget
/**
* This class represents a cube render target. It is a special version
* of `WebGLCubeRenderTarget` which is compatible with `WebGPURenderer`.
*
* @augments WebGLCubeRenderTarget
*/
class CubeRenderTarget extends WebGLCubeRenderTarget {
constructor( size = 1, options = {} ) {
super( size, options );
this.isCubeRenderTarget = true;
}
/**
* Converts the given equirectangular texture to a cube map.
*
* @param {Renderer} renderer - The renderer.
* @param {Texture} texture - The equirectangular texture.
* @return {CubeRenderTarget} A reference to this cube render target.
*/
fromEquirectangularTexture( renderer, texture ) {
const currentMinFilter = texture.minFilter;
const currentGenerateMipmaps = texture.generateMipmaps;
texture.generateMipmaps = true;
this.texture.type = texture.type;
this.texture.colorSpace = texture.colorSpace;
this.texture.generateMipmaps = texture.generateMipmaps;
this.texture.minFilter = texture.minFilter;
this.texture.magFilter = texture.magFilter;
const geometry = new BoxGeometry( 5, 5, 5 );
const uvNode = equirectUV( positionWorldDirection );
const material = new NodeMaterial();
material.colorNode = TSL_Texture( texture, uvNode, 0 );
material.side = BackSide;
material.blending = NoBlending;
const mesh = new Mesh( geometry, material );
const scene = new Scene();
scene.add( mesh );
// Avoid blurred poles
if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
const camera = new CubeCamera( 1, 10, this );
const currentMRT = renderer.getMRT();
renderer.setMRT( null );
camera.update( renderer, scene );
renderer.setMRT( currentMRT );
texture.minFilter = currentMinFilter;
texture.currentGenerateMipmaps = currentGenerateMipmaps;
mesh.geometry.dispose();
mesh.material.dispose();
return this;
}
}
export default CubeRenderTarget;