Background.js 3.6 KB

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  1. import DataMap from './DataMap.js';
  2. import Color4 from './Color4.js';
  3. import { Mesh, SphereGeometry, BackSide, LinearSRGBColorSpace } from 'three';
  4. import { vec4, context, normalWorld, backgroundBlurriness, backgroundIntensity, NodeMaterial, modelViewProjection } from '../../nodes/Nodes.js';
  5. const _clearColor = new Color4();
  6. class Background extends DataMap {
  7. constructor( renderer, nodes ) {
  8. super();
  9. this.renderer = renderer;
  10. this.nodes = nodes;
  11. }
  12. update( scene, renderList, renderContext ) {
  13. const renderer = this.renderer;
  14. const background = this.nodes.getBackgroundNode( scene ) || scene.background;
  15. let forceClear = false;
  16. if ( background === null ) {
  17. // no background settings, use clear color configuration from the renderer
  18. renderer._clearColor.getRGB( _clearColor, LinearSRGBColorSpace );
  19. _clearColor.a = renderer._clearColor.a;
  20. } else if ( background.isColor === true ) {
  21. // background is an opaque color
  22. background.getRGB( _clearColor, LinearSRGBColorSpace );
  23. _clearColor.a = 1;
  24. forceClear = true;
  25. } else if ( background.isNode === true ) {
  26. const sceneData = this.get( scene );
  27. const backgroundNode = background;
  28. _clearColor.copy( renderer._clearColor );
  29. let backgroundMesh = sceneData.backgroundMesh;
  30. if ( backgroundMesh === undefined ) {
  31. const backgroundMeshNode = context( vec4( backgroundNode ).mul( backgroundIntensity ), {
  32. // @TODO: Add Texture2D support using node context
  33. getUV: () => normalWorld,
  34. getTextureLevel: () => backgroundBlurriness
  35. } );
  36. let viewProj = modelViewProjection();
  37. viewProj = viewProj.setZ( viewProj.w );
  38. const nodeMaterial = new NodeMaterial();
  39. nodeMaterial.side = BackSide;
  40. nodeMaterial.depthTest = false;
  41. nodeMaterial.depthWrite = false;
  42. nodeMaterial.fog = false;
  43. nodeMaterial.vertexNode = viewProj;
  44. nodeMaterial.fragmentNode = backgroundMeshNode;
  45. sceneData.backgroundMeshNode = backgroundMeshNode;
  46. sceneData.backgroundMesh = backgroundMesh = new Mesh( new SphereGeometry( 1, 32, 32 ), nodeMaterial );
  47. backgroundMesh.frustumCulled = false;
  48. backgroundMesh.onBeforeRender = function ( renderer, scene, camera ) {
  49. this.matrixWorld.copyPosition( camera.matrixWorld );
  50. };
  51. }
  52. const backgroundCacheKey = backgroundNode.getCacheKey();
  53. if ( sceneData.backgroundCacheKey !== backgroundCacheKey ) {
  54. sceneData.backgroundMeshNode.node = vec4( backgroundNode ).mul( backgroundIntensity );
  55. backgroundMesh.material.needsUpdate = true;
  56. sceneData.backgroundCacheKey = backgroundCacheKey;
  57. }
  58. renderList.unshift( backgroundMesh, backgroundMesh.geometry, backgroundMesh.material, 0, 0, null );
  59. } else {
  60. console.error( 'THREE.Renderer: Unsupported background configuration.', background );
  61. }
  62. //
  63. if ( renderer.autoClear === true || forceClear === true ) {
  64. _clearColor.multiplyScalar( _clearColor.a );
  65. const clearColorValue = renderContext.clearColorValue;
  66. clearColorValue.r = _clearColor.r;
  67. clearColorValue.g = _clearColor.g;
  68. clearColorValue.b = _clearColor.b;
  69. clearColorValue.a = _clearColor.a;
  70. renderContext.depthClearValue = renderer._clearDepth;
  71. renderContext.stencilClearValue = renderer._clearStencil;
  72. renderContext.clearColor = renderer.autoClearColor === true;
  73. renderContext.clearDepth = renderer.autoClearDepth === true;
  74. renderContext.clearStencil = renderer.autoClearStencil === true;
  75. } else {
  76. renderContext.clearColor = false;
  77. renderContext.clearDepth = false;
  78. renderContext.clearStencil = false;
  79. }
  80. }
  81. }
  82. export default Background;