fromEquirectangularTexture method
Implementation
WebGLCubeRenderTarget fromEquirectangularTexture(
WebGLRenderer renderer, Texture texture) {
this.texture.type = texture.type;
this.texture.encoding = texture.encoding;
this.texture.generateMipmaps = texture.generateMipmaps;
this.texture.minFilter = texture.minFilter;
this.texture.magFilter = texture.magFilter;
var shader = {
"uniforms": {
"tEquirect": {},
},
"vertexShader":
"""
varying vec3 vWorldDirection;
vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
}
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
}
""",
"fragmentShader":
"""
uniform sampler2D tEquirect;
varying vec3 vWorldDirection;
#include <common>
void main() {
vec3 direction = normalize( vWorldDirection );
vec2 sampleUV = equirectUv( direction );
gl_FragColor = texture2D( tEquirect, sampleUV );
}
"""
};
var geometry = BoxGeometry(5, 5, 5);
var material = ShaderMaterial({
"name": 'CubemapFromEquirect',
"uniforms": cloneUniforms(shader["uniforms"] as Map<String, dynamic>),
"vertexShader": shader["vertexShader"],
"fragmentShader": shader["fragmentShader"],
"side": BackSide,
"blending": NoBlending
});
material.uniforms["tEquirect"]["value"] = texture;
var mesh = Mesh(geometry, material);
var currentMinFilter = texture.minFilter;
// Avoid blurred poles
if (texture.minFilter == LinearMipmapLinearFilter) {
texture.minFilter = LinearFilter;
}
var camera = CubeCamera(1, 10, this);
camera.update(renderer, mesh);
texture.minFilter = currentMinFilter;
mesh.geometry!.dispose();
mesh.material.dispose();
return this;
}