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- import DataMap from './DataMap.js';
- import Color4 from './Color4.js';
- import { Mesh, SphereGeometry, BackSide, LinearSRGBColorSpace } from 'three';
- import { vec4, context, normalWorld, backgroundBlurriness, backgroundIntensity, NodeMaterial, modelViewProjection } from '../../nodes/Nodes.js';
- const _clearColor = new Color4();
- class Background extends DataMap {
- constructor( renderer, nodes ) {
- super();
- this.renderer = renderer;
- this.nodes = nodes;
- }
- update( scene, renderList, renderContext ) {
- const renderer = this.renderer;
- const background = this.nodes.getBackgroundNode( scene ) || scene.background;
- let forceClear = false;
- if ( background === null ) {
- // no background settings, use clear color configuration from the renderer
- renderer._clearColor.getRGB( _clearColor, LinearSRGBColorSpace );
- _clearColor.a = renderer._clearColor.a;
- } else if ( background.isColor === true ) {
- // background is an opaque color
- background.getRGB( _clearColor, LinearSRGBColorSpace );
- _clearColor.a = 1;
- forceClear = true;
- } else if ( background.isNode === true ) {
- const sceneData = this.get( scene );
- const backgroundNode = background;
- _clearColor.copy( renderer._clearColor );
- let backgroundMesh = sceneData.backgroundMesh;
- if ( backgroundMesh === undefined ) {
- const backgroundMeshNode = context( vec4( backgroundNode ).mul( backgroundIntensity ), {
- // @TODO: Add Texture2D support using node context
- getUV: () => normalWorld,
- getTextureLevel: () => backgroundBlurriness
- } );
- let viewProj = modelViewProjection();
- viewProj = viewProj.setZ( viewProj.w );
- const nodeMaterial = new NodeMaterial();
- nodeMaterial.side = BackSide;
- nodeMaterial.depthTest = false;
- nodeMaterial.depthWrite = false;
- nodeMaterial.fog = false;
- nodeMaterial.vertexNode = viewProj;
- nodeMaterial.fragmentNode = backgroundMeshNode;
- sceneData.backgroundMeshNode = backgroundMeshNode;
- sceneData.backgroundMesh = backgroundMesh = new Mesh( new SphereGeometry( 1, 32, 32 ), nodeMaterial );
- backgroundMesh.frustumCulled = false;
- backgroundMesh.onBeforeRender = function ( renderer, scene, camera ) {
- this.matrixWorld.copyPosition( camera.matrixWorld );
- };
- }
- const backgroundCacheKey = backgroundNode.getCacheKey();
- if ( sceneData.backgroundCacheKey !== backgroundCacheKey ) {
- sceneData.backgroundMeshNode.node = vec4( backgroundNode ).mul( backgroundIntensity );
- backgroundMesh.material.needsUpdate = true;
- sceneData.backgroundCacheKey = backgroundCacheKey;
- }
- renderList.unshift( backgroundMesh, backgroundMesh.geometry, backgroundMesh.material, 0, 0, null );
- } else {
- console.error( 'THREE.Renderer: Unsupported background configuration.', background );
- }
- //
- if ( renderer.autoClear === true || forceClear === true ) {
- _clearColor.multiplyScalar( _clearColor.a );
- const clearColorValue = renderContext.clearColorValue;
- clearColorValue.r = _clearColor.r;
- clearColorValue.g = _clearColor.g;
- clearColorValue.b = _clearColor.b;
- clearColorValue.a = _clearColor.a;
- renderContext.depthClearValue = renderer._clearDepth;
- renderContext.stencilClearValue = renderer._clearStencil;
- renderContext.clearColor = renderer.autoClearColor === true;
- renderContext.clearDepth = renderer.autoClearDepth === true;
- renderContext.clearStencil = renderer.autoClearStencil === true;
- } else {
- renderContext.clearColor = false;
- renderContext.clearDepth = false;
- renderContext.clearStencil = false;
- }
- }
- }
- export default Background;
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