Background.js 5.0 KB

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  1. import DataMap from './DataMap.js';
  2. import Color4 from './Color4.js';
  3. import { vec4, context, normalWorld, backgroundBlurriness, backgroundIntensity, backgroundRotation, modelViewProjection } from '../../nodes/TSL.js';
  4. import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
  5. import { Mesh } from '../../objects/Mesh.js';
  6. import { SphereGeometry } from '../../geometries/SphereGeometry.js';
  7. import { BackSide, LinearSRGBColorSpace } from '../../constants.js';
  8. const _clearColor = /*@__PURE__*/ new Color4();
  9. /**
  10. * This renderer module manages the background.
  11. *
  12. * @private
  13. * @augments DataMap
  14. */
  15. class Background extends DataMap {
  16. /**
  17. * Constructs a new background management component.
  18. *
  19. * @param {Renderer} renderer - The renderer.
  20. * @param {Nodes} nodes - Renderer component for managing nodes relatd logic.
  21. */
  22. constructor( renderer, nodes ) {
  23. super();
  24. /**
  25. * The renderer.
  26. *
  27. * @type {Renderer}
  28. */
  29. this.renderer = renderer;
  30. /**
  31. * Renderer component for managing nodes relatd logic.
  32. *
  33. * @type {Nodes}
  34. */
  35. this.nodes = nodes;
  36. }
  37. /**
  38. * Updates the background for the given scene. Depending on how `Scene.background`
  39. * or `Scene.backgroundNode` are configured, this method might configure a simple clear
  40. * or add a mesh to the render list for rendering the background as a textured plane
  41. * or skybox.
  42. *
  43. * @param {Scene} scene - The scene.
  44. * @param {RenderList} renderList - The current render list.
  45. * @param {RenderContext} renderContext - The current render context.
  46. */
  47. update( scene, renderList, renderContext ) {
  48. const renderer = this.renderer;
  49. const background = this.nodes.getBackgroundNode( scene ) || scene.background;
  50. let forceClear = false;
  51. if ( background === null ) {
  52. // no background settings, use clear color configuration from the renderer
  53. renderer._clearColor.getRGB( _clearColor, LinearSRGBColorSpace );
  54. _clearColor.a = renderer._clearColor.a;
  55. } else if ( background.isColor === true ) {
  56. // background is an opaque color
  57. background.getRGB( _clearColor, LinearSRGBColorSpace );
  58. _clearColor.a = 1;
  59. forceClear = true;
  60. } else if ( background.isNode === true ) {
  61. const sceneData = this.get( scene );
  62. const backgroundNode = background;
  63. _clearColor.copy( renderer._clearColor );
  64. let backgroundMesh = sceneData.backgroundMesh;
  65. if ( backgroundMesh === undefined ) {
  66. const backgroundMeshNode = context( vec4( backgroundNode ).mul( backgroundIntensity ), {
  67. // @TODO: Add Texture2D support using node context
  68. getUV: () => backgroundRotation.mul( normalWorld ),
  69. getTextureLevel: () => backgroundBlurriness
  70. } );
  71. let viewProj = modelViewProjection;
  72. viewProj = viewProj.setZ( viewProj.w );
  73. const nodeMaterial = new NodeMaterial();
  74. nodeMaterial.name = 'Background.material';
  75. nodeMaterial.side = BackSide;
  76. nodeMaterial.depthTest = false;
  77. nodeMaterial.depthWrite = false;
  78. nodeMaterial.fog = false;
  79. nodeMaterial.lights = false;
  80. nodeMaterial.vertexNode = viewProj;
  81. nodeMaterial.colorNode = backgroundMeshNode;
  82. sceneData.backgroundMeshNode = backgroundMeshNode;
  83. sceneData.backgroundMesh = backgroundMesh = new Mesh( new SphereGeometry( 1, 32, 32 ), nodeMaterial );
  84. backgroundMesh.frustumCulled = false;
  85. backgroundMesh.name = 'Background.mesh';
  86. backgroundMesh.onBeforeRender = function ( renderer, scene, camera ) {
  87. this.matrixWorld.copyPosition( camera.matrixWorld );
  88. };
  89. }
  90. const backgroundCacheKey = backgroundNode.getCacheKey();
  91. if ( sceneData.backgroundCacheKey !== backgroundCacheKey ) {
  92. sceneData.backgroundMeshNode.node = vec4( backgroundNode ).mul( backgroundIntensity );
  93. sceneData.backgroundMeshNode.needsUpdate = true;
  94. backgroundMesh.material.needsUpdate = true;
  95. sceneData.backgroundCacheKey = backgroundCacheKey;
  96. }
  97. renderList.unshift( backgroundMesh, backgroundMesh.geometry, backgroundMesh.material, 0, 0, null, null );
  98. } else {
  99. console.error( 'THREE.Renderer: Unsupported background configuration.', background );
  100. }
  101. //
  102. if ( renderer.autoClear === true || forceClear === true ) {
  103. const clearColorValue = renderContext.clearColorValue;
  104. clearColorValue.r = _clearColor.r;
  105. clearColorValue.g = _clearColor.g;
  106. clearColorValue.b = _clearColor.b;
  107. clearColorValue.a = _clearColor.a;
  108. // premultiply alpha
  109. if ( renderer.backend.isWebGLBackend === true || renderer.alpha === true ) {
  110. clearColorValue.r *= clearColorValue.a;
  111. clearColorValue.g *= clearColorValue.a;
  112. clearColorValue.b *= clearColorValue.a;
  113. }
  114. //
  115. renderContext.depthClearValue = renderer._clearDepth;
  116. renderContext.stencilClearValue = renderer._clearStencil;
  117. renderContext.clearColor = renderer.autoClearColor === true;
  118. renderContext.clearDepth = renderer.autoClearDepth === true;
  119. renderContext.clearStencil = renderer.autoClearStencil === true;
  120. } else {
  121. renderContext.clearColor = false;
  122. renderContext.clearDepth = false;
  123. renderContext.clearStencil = false;
  124. }
  125. }
  126. }
  127. export default Background;
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