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| 1 | +import * as THREE from 'three' |
| 2 | +import * as React from 'react' |
| 3 | +import { ReactThreeFiber, createPortal, useFrame, useThree } from '@react-three/fiber' |
| 4 | +import { ForwardRefComponent } from '../helpers/ts-utils' |
| 5 | + |
| 6 | +export type RenderCubeTextureProps = Omit<JSX.IntrinsicElements['texture'], 'rotation'> & { |
| 7 | + /** Optional stencil buffer, defaults to false */ |
| 8 | + stencilBuffer?: boolean |
| 9 | + /** Optional depth buffer, defaults to true */ |
| 10 | + depthBuffer?: boolean |
| 11 | + /** Optional generate mipmaps, defaults to false */ |
| 12 | + generateMipmaps?: boolean |
| 13 | + /** Optional render priority, defaults to 0 */ |
| 14 | + renderPriority?: number |
| 15 | + /** Optional event priority, defaults to 0 */ |
| 16 | + eventPriority?: number |
| 17 | + /** Optional frame count, defaults to Infinity. If you set it to 1, it would only render a single frame, etc */ |
| 18 | + frames?: number |
| 19 | + /** Optional event compute, defaults to undefined */ |
| 20 | + compute?: (event: any, state: any, previous: any) => false | undefined |
| 21 | + /** Flip cubemap, see https://github.com/mrdoob/three.js/blob/master/src/renderers/WebGLCubeRenderTarget.js */ |
| 22 | + flip?: boolean |
| 23 | + /** Cubemap resolution (for each of the 6 takes), null === full screen resolution, default: 896 */ |
| 24 | + resolution?: number |
| 25 | + /** Children will be rendered into a portal */ |
| 26 | + children: React.ReactNode |
| 27 | + near?: number |
| 28 | + far?: number |
| 29 | + position?: ReactThreeFiber.Vector3 |
| 30 | + rotation?: ReactThreeFiber.Euler |
| 31 | + scale?: ReactThreeFiber.Vector3 |
| 32 | + quaternion?: ReactThreeFiber.Quaternion |
| 33 | + matrix?: ReactThreeFiber.Matrix4 |
| 34 | + matrixAutoUpdate?: boolean |
| 35 | +} |
| 36 | + |
| 37 | +export type RenderCubeTextureApi = { |
| 38 | + scene: THREE.Scene |
| 39 | + fbo: THREE.WebGLCubeRenderTarget |
| 40 | + camera: THREE.CubeCamera |
| 41 | +} |
| 42 | + |
| 43 | +export const RenderCubeTexture: ForwardRefComponent<RenderCubeTextureProps, RenderCubeTextureApi> = React.forwardRef( |
| 44 | + ( |
| 45 | + { |
| 46 | + children, |
| 47 | + compute, |
| 48 | + renderPriority = -1, |
| 49 | + eventPriority = 0, |
| 50 | + frames = Infinity, |
| 51 | + stencilBuffer = false, |
| 52 | + depthBuffer = true, |
| 53 | + generateMipmaps = false, |
| 54 | + resolution = 896, |
| 55 | + near = 0.1, |
| 56 | + far = 1000, |
| 57 | + flip = false, |
| 58 | + position, |
| 59 | + rotation, |
| 60 | + scale, |
| 61 | + quaternion, |
| 62 | + matrix, |
| 63 | + matrixAutoUpdate, |
| 64 | + ...props |
| 65 | + }, |
| 66 | + forwardRef |
| 67 | + ) => { |
| 68 | + const { size, viewport } = useThree() |
| 69 | + |
| 70 | + const camera = React.useRef<THREE.CubeCamera>(null!) |
| 71 | + const fbo = React.useMemo(() => { |
| 72 | + const fbo = new THREE.WebGLCubeRenderTarget( |
| 73 | + Math.max((resolution || size.width) * viewport.dpr, (resolution || size.height) * viewport.dpr), |
| 74 | + { |
| 75 | + stencilBuffer, |
| 76 | + depthBuffer, |
| 77 | + generateMipmaps, |
| 78 | + } |
| 79 | + ) |
| 80 | + fbo.texture.isRenderTargetTexture = !flip |
| 81 | + fbo.texture.flipY = true |
| 82 | + fbo.texture.type = THREE.HalfFloatType |
| 83 | + return fbo |
| 84 | + }, [resolution, flip]) |
| 85 | + |
| 86 | + React.useEffect(() => { |
| 87 | + return () => fbo.dispose() |
| 88 | + }, [fbo]) |
| 89 | + |
| 90 | + const [vScene] = React.useState(() => new THREE.Scene()) |
| 91 | + const uvCompute = React.useCallback((event, state, previous) => { |
| 92 | + // https://github.com/pmndrs/react-three-fiber/pull/782 |
| 93 | + // Events trigger outside of canvas when moved, use offsetX/Y by default and allow overrides |
| 94 | + state.pointer.set((event.offsetX / state.size.width) * 2 - 1, -(event.offsetY / state.size.height) * 2 + 1) |
| 95 | + state.raycaster.setFromCamera(state.pointer, state.camera) |
| 96 | + }, []) |
| 97 | + |
| 98 | + React.useImperativeHandle(forwardRef, () => ({ scene: vScene, fbo, camera: camera.current }), [fbo]) |
| 99 | + |
| 100 | + return ( |
| 101 | + <> |
| 102 | + {createPortal( |
| 103 | + <Container renderPriority={renderPriority} frames={frames} camera={camera}> |
| 104 | + {children} |
| 105 | + {/* Without an element that receives pointer events state.pointer will always be 0/0 */} |
| 106 | + <group onPointerOver={() => null} /> |
| 107 | + </Container>, |
| 108 | + vScene, |
| 109 | + { events: { compute: compute || uvCompute, priority: eventPriority } } |
| 110 | + )} |
| 111 | + <primitive object={fbo.texture} {...props} /> |
| 112 | + <cubeCamera |
| 113 | + ref={camera} |
| 114 | + args={[near, far, fbo]} |
| 115 | + position={position} |
| 116 | + rotation={rotation} |
| 117 | + scale={scale} |
| 118 | + quaternion={quaternion} |
| 119 | + matrix={matrix} |
| 120 | + matrixAutoUpdate={matrixAutoUpdate} |
| 121 | + /> |
| 122 | + </> |
| 123 | + ) |
| 124 | + } |
| 125 | +) |
| 126 | + |
| 127 | +// The container component has to be separate, it can not be inlined because "useFrame(state" when run inside createPortal will return |
| 128 | +// the portals own state which includes user-land overrides (custom cameras etc), but if it is executed in <RenderTexture>'s render function |
| 129 | +// it would return the default state. |
| 130 | +function Container({ |
| 131 | + frames, |
| 132 | + renderPriority, |
| 133 | + children, |
| 134 | + camera, |
| 135 | +}: { |
| 136 | + frames: number |
| 137 | + renderPriority: number |
| 138 | + children: React.ReactNode |
| 139 | + camera: React.MutableRefObject<THREE.CubeCamera> |
| 140 | +}) { |
| 141 | + let count = 0 |
| 142 | + useFrame((state) => { |
| 143 | + if (frames === Infinity || count < frames) { |
| 144 | + camera.current.update(state.gl, state.scene) |
| 145 | + count++ |
| 146 | + } |
| 147 | + }, renderPriority) |
| 148 | + return <>{children}</> |
| 149 | +} |
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