# all files / src/prePass/ EnvironmentMap.js

86.11% Statements 31/36
50% Branches 2/4
100% Functions 4/4
86.11% Lines 31/36

    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    21
    22
    23
    24
    25
    26
    27
    28
    29
    30
    31
    32
    33
    34
    35
    36
    37
    38
    39
    40
    41
    42
    43
    44
    45
    46
    47
    48
    49
    50
    51
    52
    53
    54
    55
    56
    57
    58
    59
    60
    61
    62
    63
    64
    65
    66
    67
    68
    69
    70
    71
    72
    73
    74
    75
    76
    77
    78
    79
    80
    81
    82
    83
    84
    85
    86
    87
    88
    89
    90
    91
    92
    93
    94
    95
    96
    97
    98
    99
    100
    101
    102
    103
    104
    105
    106
    107
    108
    109
    110
    111
    112
    113
    114
    115
    116
    117
    118
    119
    120
    121
    122
    123
    124
    125
    126
    127
    128
    129
    130
    131
    132
    133
    134
    135
    136
    137
    138
    139
    140
    141
    142
    143
    144

    1×

    1×
    2×

    2×

    2×
    2×
    2×
    2×
    2×
    2×

    2×

    2×

    42×

    1×
    1×
    1×

    1×
    1×

    1×
    6×
    6×
    6×

    6×
    6×
    6×

    6×

    6×

    6×
    6×
    6×

    1×

     import Base from '../core/Base';
    import Vector3 from '../math/Vector3';
    import PerspectiveCamera from '../camera/Perspective';
    import FrameBuffer from '../FrameBuffer';

    var targets = ['px', 'nx', 'py', 'ny', 'pz', 'nz'];

    /**
     * Pass rendering scene to a environment cube map
     *
     * @constructor clay.prePass.EnvironmentMap
     * @extends clay.core.Base
     * @example
     *     // Example of car reflection
     *     var envMap = new clay.TextureCube({
     *         width: 256,
     *         height: 256
     *     });
     *     var envPass = new clay.prePass.EnvironmentMap({
     *         position: car.position,
     *         texture: envMap
     *     });
     *     var carBody = car.getChildByName('body');
     *     carBody.material.enableTexture('environmentMap');
     *     carBody.material.set('environmentMap', envMap);
     *     ...
     *     animation.on('frame', function(frameTime) {
     *         envPass.render(renderer, scene);
     *         renderer.render(scene, camera);
     *     });
     */
    var EnvironmentMapPass = Base.extend(function() {
        var ret = /** @lends clay.prePass.EnvironmentMap# */ {
            /**
             * Camera position
             * @type {clay.Vector3}
             * @memberOf clay.prePass.EnvironmentMap#
             */
            position: new Vector3(),
            /**
             * Camera far plane
             * @type {number}
             * @memberOf clay.prePass.EnvironmentMap#
             */
            far: 1000,
            /**
             * Camera near plane
             * @type {number}
             * @memberOf clay.prePass.EnvironmentMap#
             */
            near: 0.1,
            /**
             * Environment cube map
             * @type {clay.TextureCube}
             * @memberOf clay.prePass.EnvironmentMap#
             */
            texture: null,

            /**
             * Used if you wan't have shadow in environment map
             * @type {clay.prePass.ShadowMap}
             */
            shadowMapPass: null,
        };
        var cameras = ret._cameras = {
            px: new PerspectiveCamera({ fov: 90 }),
            nx: new PerspectiveCamera({ fov: 90 }),
            py: new PerspectiveCamera({ fov: 90 }),
            ny: new PerspectiveCamera({ fov: 90 }),
            pz: new PerspectiveCamera({ fov: 90 }),
            nz: new PerspectiveCamera({ fov: 90 })
        };
        cameras.px.lookAt(Vector3.POSITIVE_X, Vector3.NEGATIVE_Y);
        cameras.nx.lookAt(Vector3.NEGATIVE_X, Vector3.NEGATIVE_Y);
        cameras.py.lookAt(Vector3.POSITIVE_Y, Vector3.POSITIVE_Z);
        cameras.ny.lookAt(Vector3.NEGATIVE_Y, Vector3.NEGATIVE_Z);
        cameras.pz.lookAt(Vector3.POSITIVE_Z, Vector3.NEGATIVE_Y);
        cameras.nz.lookAt(Vector3.NEGATIVE_Z, Vector3.NEGATIVE_Y);

        // FIXME In windows, use one framebuffer only renders one side of cubemap
        ret._frameBuffer = new FrameBuffer();

        return ret;
    },  /** @lends clay.prePass.EnvironmentMap# */ {
        /**
         * @param  {string} target
         * @return  {clay.Camera}
         */
        getCamera: function (target) {
            return this._cameras[target];
        },
        /**
         * @param  {clay.Renderer} renderer
         * @param  {clay.Scene} scene
         * @param  {boolean} [notUpdateScene=false]
         */
        render: function(renderer, scene, notUpdateScene) {
            var _gl = renderer.gl;
            Eif (!notUpdateScene) {
                scene.update();
            }
            // Tweak fov
            // http://the-witness.net/news/2012/02/seamless-cube-map-filtering/
            var n = this.texture.width;
            var fov = 2 * Math.atan(n / (n - 0.5)) / Math.PI * 180;

            for (var i = 0; i < 6; i++) {
                var target = targets[i];
                var camera = this._cameras[target];
                Vector3.copy(camera.position, this.position);

                camera.far = this.far;
                camera.near = this.near;
                camera.fov = fov;

                Iif (this.shadowMapPass) {
                    camera.update();

                    // update boundingBoxLastFrame
                    var bbox = scene.getBoundingBox();
                    bbox.applyTransform(camera.viewMatrix);
                    scene.viewBoundingBoxLastFrame.copy(bbox);

                    this.shadowMapPass.render(renderer, scene, camera, true);
                }
                this._frameBuffer.attach(
                    this.texture, _gl.COLOR_ATTACHMENT0,
                    _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i
                );
                this._frameBuffer.bind(renderer);
                renderer.render(scene, camera, true);
                this._frameBuffer.unbind(renderer);
            }
        },
        /**
         * @param {clay.Renderer} renderer
         */
        dispose: function (renderer) {
            this._frameBuffer.dispose(renderer);
        }
    });

    export default EnvironmentMapPass;