/** * @author Richard M. / https://github.com/richardmonette */ THREE.EquirectangularToCubeGenerator = function ( sourceTexture, options ) { this.sourceTexture = sourceTexture; this.resolution = options.resolution || 512; this.views = [ { t: [ 1, 0, 0 ], u: [ 0, - 1, 0 ] }, { t: [ - 1, 0, 0 ], u: [ 0, - 1, 0 ] }, { t: [ 0, 1, 0 ], u: [ 0, 0, 1 ] }, { t: [ 0, - 1, 0 ], u: [ 0, 0, - 1 ] }, { t: [ 0, 0, 1 ], u: [ 0, - 1, 0 ] }, { t: [ 0, 0, - 1 ], u: [ 0, - 1, 0 ] }, ]; this.camera = new THREE.PerspectiveCamera( 90, 1, 0.1, 10 ); this.boxMesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 1, 1, 1 ), this.getShader() ); this.boxMesh.material.side = THREE.BackSide; this.scene = new THREE.Scene(); this.scene.add( this.boxMesh ); var params = { format: options.format || this.sourceTexture.format, magFilter: this.sourceTexture.magFilter, minFilter: this.sourceTexture.minFilter, type: options.type || this.sourceTexture.type, generateMipmaps: this.sourceTexture.generateMipmaps, anisotropy: this.sourceTexture.anisotropy, encoding: this.sourceTexture.encoding }; this.renderTarget = new THREE.WebGLRenderTargetCube( this.resolution, this.resolution, params ); }; THREE.EquirectangularToCubeGenerator.prototype = { constructor: THREE.EquirectangularToCubeGenerator, update: function ( renderer ) { for ( var i = 0; i < 6; i ++ ) { this.renderTarget.activeCubeFace = i; var v = this.views[ i ]; this.camera.position.set( 0, 0, 0 ); this.camera.up.set( v.u[ 0 ], v.u[ 1 ], v.u[ 2 ] ); this.camera.lookAt( v.t[ 0 ], v.t[ 1 ], v.t[ 2 ] ); renderer.render( this.scene, this.camera, this.renderTarget, true ); } return this.renderTarget.texture; }, getShader: function () { var shaderMaterial = new THREE.ShaderMaterial( { uniforms: { "equirectangularMap": { value: this.sourceTexture }, }, vertexShader: "varying vec3 localPosition;\n\ \n\ void main() {\n\ localPosition = position;\n\ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ }", fragmentShader: "#include \n\ varying vec3 localPosition;\n\ uniform sampler2D equirectangularMap;\n\ \n\ vec2 EquirectangularSampleUV(vec3 v) {\n\ vec2 uv = vec2(atan(v.z, v.x), asin(v.y));\n\ uv *= vec2(0.1591, 0.3183); // inverse atan\n\ uv += 0.5;\n\ return uv;\n\ }\n\ \n\ void main() {\n\ vec2 uv = EquirectangularSampleUV(normalize(localPosition));\n\ vec3 color = texture2D(equirectangularMap, uv).rgb;\n\ \n\ gl_FragColor = vec4( color, 1.0 );\n\ }", blending: THREE.NoBlending } ); shaderMaterial.type = 'EquirectangularToCubeGenerator'; return shaderMaterial; }, dispose: function () { this.boxMesh.geometry.dispose(); this.boxMesh.material.dispose(); this.renderTarget.dispose(); } };