Background.js 3.5 KB

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