Background.js 3.3 KB

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  1. import DataMap from './DataMap.js';
  2. import { Color, Mesh, SphereGeometry, BackSide } from 'three';
  3. import { context, positionWorldDirection, backgroundBlurriness, MeshBasicNodeMaterial } from '../../nodes/Nodes.js';
  4. let _clearAlpha;
  5. const _clearColor = new Color();
  6. class Background extends DataMap {
  7. constructor( renderer, nodes ) {
  8. super();
  9. this.renderer = renderer;
  10. this.nodes = nodes;
  11. this.boxMesh = null;
  12. this.boxMeshNode = null;
  13. }
  14. update( scene, renderList, renderContext ) {
  15. const renderer = this.renderer;
  16. const background = ( scene.isScene === true ) ? this.nodes.getBackgroundNode( scene ) || scene.background : null;
  17. let forceClear = false;
  18. if ( background === null ) {
  19. // no background settings, use clear color configuration from the renderer
  20. _clearColor.copyLinearToSRGB( renderer._clearColor );
  21. _clearAlpha = renderer._clearAlpha;
  22. } else if ( background.isColor === true ) {
  23. // background is an opaque color
  24. _clearColor.copyLinearToSRGB( background );
  25. _clearAlpha = 1;
  26. forceClear = true;
  27. } else if ( background.isNode === true ) {
  28. const sceneData = this.get( scene );
  29. const backgroundNode = background;
  30. _clearColor.copy( renderer._clearColor );
  31. _clearAlpha = renderer._clearAlpha;
  32. let boxMesh = this.boxMesh;
  33. if ( boxMesh === null ) {
  34. this.boxMeshNode = context( backgroundNode, {
  35. // @TODO: Add Texture2D support using node context
  36. getUVNode: () => positionWorldDirection,
  37. getSamplerLevelNode: () => backgroundBlurriness
  38. } );
  39. const nodeMaterial = new MeshBasicNodeMaterial();
  40. nodeMaterial.colorNode = this.boxMeshNode;
  41. nodeMaterial.side = BackSide;
  42. nodeMaterial.depthTest = false;
  43. nodeMaterial.depthWrite = false;
  44. nodeMaterial.fog = false;
  45. this.boxMesh = boxMesh = new Mesh( new SphereGeometry( 1, 32, 32 ), nodeMaterial );
  46. boxMesh.frustumCulled = false;
  47. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  48. const scale = camera.far;
  49. this.matrixWorld.makeScale( scale, scale, scale ).copyPosition( camera.matrixWorld );
  50. };
  51. }
  52. const backgroundCacheKey = backgroundNode.getCacheKey();
  53. if ( sceneData.backgroundCacheKey !== backgroundCacheKey ) {
  54. this.boxMeshNode.node = backgroundNode;
  55. boxMesh.material.needsUpdate = true;
  56. sceneData.backgroundCacheKey = backgroundCacheKey;
  57. }
  58. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.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( _clearAlpha );
  65. const clearColorValue = renderContext.clearColorValue;
  66. clearColorValue.r = _clearColor.r;
  67. clearColorValue.g = _clearColor.g;
  68. clearColorValue.b = _clearColor.b;
  69. clearColorValue.a = _clearAlpha;
  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;