| 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;
|