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- import { GPULoadOp, GPUStoreOp } from './constants.js';
- import { Color, Mesh, BoxGeometry, BackSide, EquirectangularReflectionMapping, EquirectangularRefractionMapping } from 'three';
- import { context, vec2, invert, texture, cubeTexture, transformDirection, positionWorld, modelWorldMatrix, viewportBottomLeft, equirectUV, MeshBasicNodeMaterial } from 'three/nodes';
- let _clearAlpha;
- const _clearColor = new Color();
- class WebGPUBackground {
- constructor( renderer ) {
- this.renderer = renderer;
- this.boxMesh = null;
- this.forceClear = false;
- }
- clear() {
- this.forceClear = true;
- }
- update( renderList, scene ) {
- const renderer = this.renderer;
- const background = ( scene.isScene === true ) ? 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 || background.isTexture === true ) {
- _clearColor.copy( renderer._clearColor );
- _clearAlpha = renderer._clearAlpha;
- let boxMesh = this.boxMesh;
- if ( boxMesh === null ) {
- let node = null;
- if ( background.isCubeTexture === true ) {
- node = cubeTexture( background, transformDirection( positionWorld, modelWorldMatrix ) );
- } else if ( background.isTexture === true ) {
- let nodeUV = null;
- if ( background.mapping === EquirectangularReflectionMapping || background.mapping === EquirectangularRefractionMapping ) {
- const dirNode = transformDirection( positionWorld, modelWorldMatrix );
- nodeUV = equirectUV( dirNode );
- nodeUV = vec2( nodeUV.x, invert( nodeUV.y ) );
- } else {
- nodeUV = viewportBottomLeft;
- }
- node = texture( background, nodeUV );
- } else /*if ( background.isNode === true )*/ {
- node = context( background, {
- // @TODO: Add Texture2D support using node context
- getUVNode: () => transformDirection( positionWorld, modelWorldMatrix )
- } );
- }
- const nodeMaterial = new MeshBasicNodeMaterial();
- nodeMaterial.colorNode = node;
- nodeMaterial.side = BackSide;
- nodeMaterial.depthTest = false;
- nodeMaterial.depthWrite = false;
- nodeMaterial.fog = false;
- this.boxMesh = boxMesh = new Mesh( new BoxGeometry( 1, 1, 1 ), nodeMaterial );
- boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
- this.matrixWorld.copyPosition( camera.matrixWorld );
- };
- }
- renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
- } else {
- console.error( 'THREE.WebGPURenderer: Unsupported background configuration.', background );
- }
- // configure render pass descriptor
- const renderPassDescriptor = renderer._renderPassDescriptor;
- const colorAttachment = renderPassDescriptor.colorAttachments[ 0 ];
- const depthStencilAttachment = renderPassDescriptor.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 ( 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 ( 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;
- depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
- depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
- }
- this.forceClear = false;
- }
- }
- export default WebGPUBackground;
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