import { GPULoadOp, GPUStoreOp } from './constants.js'; import { Color, Mesh, BoxGeometry, BackSide } from 'three'; import { context, positionWorldDirection, MeshBasicNodeMaterial } from '../../nodes/Nodes.js'; let _clearAlpha; const _clearColor = new Color(); class WebGPUBackground { constructor( renderer, properties ) { this.renderer = renderer; this.properties = properties; this.boxMesh = null; this.boxMeshNode = null; this.forceClear = false; } clear() { this.forceClear = true; } update( scene, renderList, renderState ) { const renderer = this.renderer; const background = ( scene.isScene === true ) ? scene.backgroundNode || this.properties.get( scene ).backgroundNode || scene.background : null; let forceClear = this.forceClear; if ( background === null ) { // no background settings, use clear color configuration from the renderer _clearColor.copy( renderer._clearColor ); _clearAlpha = renderer._clearAlpha; } else if ( background.isColor === true ) { // background is an opaque color _clearColor.copy( background ); _clearAlpha = 1; forceClear = true; } else if ( background.isNode === true ) { const sceneProperties = this.properties.get( scene ); const backgroundNode = background; _clearColor.copy( renderer._clearColor ); _clearAlpha = renderer._clearAlpha; let boxMesh = this.boxMesh; if ( boxMesh === null ) { this.boxMeshNode = context( backgroundNode, { // @TODO: Add Texture2D support using node context getUVNode: () => positionWorldDirection } ); const nodeMaterial = new MeshBasicNodeMaterial(); nodeMaterial.colorNode = this.boxMeshNode; nodeMaterial.side = BackSide; nodeMaterial.depthTest = false; nodeMaterial.depthWrite = false; nodeMaterial.fog = false; this.boxMesh = boxMesh = new Mesh( new BoxGeometry( 1, 1, 1 ), nodeMaterial ); boxMesh.frustumCulled = false; boxMesh.onBeforeRender = function ( renderer, scene, camera ) { const scale = camera.far; this.matrixWorld.makeScale( scale, scale, scale ).copyPosition( camera.matrixWorld ); }; } const backgroundCacheKey = backgroundNode.getCacheKey(); if ( sceneProperties.backgroundCacheKey !== backgroundCacheKey ) { this.boxMeshNode.node = backgroundNode; boxMesh.material.needsUpdate = true; sceneProperties.backgroundCacheKey = backgroundCacheKey; } renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null ); } else { console.error( 'THREE.WebGPURenderer: Unsupported background configuration.', background ); } // configure render pass descriptor const colorAttachment = renderState.descriptorGPU.colorAttachments[ 0 ]; const depthStencilAttachment = renderState.descriptorGPU.depthStencilAttachment; if ( renderer.autoClear === true || forceClear === true ) { if ( renderer.autoClearColor === true ) { _clearColor.multiplyScalar( _clearAlpha ); colorAttachment.clearValue = { r: _clearColor.r, g: _clearColor.g, b: _clearColor.b, a: _clearAlpha }; colorAttachment.loadOp = GPULoadOp.Clear; colorAttachment.storeOp = GPUStoreOp.Store; } else { colorAttachment.loadOp = GPULoadOp.Load; colorAttachment.storeOp = GPUStoreOp.Store; } if ( renderState.depth ) { if ( renderer.autoClearDepth === true ) { depthStencilAttachment.depthClearValue = renderer._clearDepth; depthStencilAttachment.depthLoadOp = GPULoadOp.Clear; depthStencilAttachment.depthStoreOp = GPUStoreOp.Store; } else { depthStencilAttachment.depthLoadOp = GPULoadOp.Load; depthStencilAttachment.depthStoreOp = GPUStoreOp.Store; } } if ( renderState.stencil ) { if ( renderer.autoClearStencil === true ) { depthStencilAttachment.stencilClearValue = renderer._clearStencil; depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear; depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store; } else { depthStencilAttachment.stencilLoadOp = GPULoadOp.Load; depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store; } } } else { colorAttachment.loadOp = GPULoadOp.Load; colorAttachment.storeOp = GPUStoreOp.Store; if ( renderState.depth ) { depthStencilAttachment.depthLoadOp = GPULoadOp.Load; depthStencilAttachment.depthStoreOp = GPUStoreOp.Store; } if ( renderState.stencil ) { depthStencilAttachment.stencilLoadOp = GPULoadOp.Load; depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store; } } this.forceClear = false; } } export default WebGPUBackground;