添加关照、全局等高线、修改图层问题
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134
dist/electron/static/sdk/three/jsm/renderers/common/Background.js
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134
dist/electron/static/sdk/three/jsm/renderers/common/Background.js
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import DataMap from './DataMap.js';
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import Color4 from './Color4.js';
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import { Mesh, SphereGeometry, BackSide, LinearSRGBColorSpace } from 'three';
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import { vec4, context, normalWorld, backgroundBlurriness, backgroundIntensity, NodeMaterial, modelViewProjection } from '../../nodes/Nodes.js';
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const _clearColor = new Color4();
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class Background extends DataMap {
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constructor( renderer, nodes ) {
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super();
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this.renderer = renderer;
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this.nodes = nodes;
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}
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update( scene, renderList, renderContext ) {
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const renderer = this.renderer;
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const background = this.nodes.getBackgroundNode( scene ) || scene.background;
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let forceClear = false;
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if ( background === null ) {
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// no background settings, use clear color configuration from the renderer
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renderer._clearColor.getRGB( _clearColor, LinearSRGBColorSpace );
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_clearColor.a = renderer._clearColor.a;
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} else if ( background.isColor === true ) {
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// background is an opaque color
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background.getRGB( _clearColor, LinearSRGBColorSpace );
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_clearColor.a = 1;
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forceClear = true;
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} else if ( background.isNode === true ) {
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const sceneData = this.get( scene );
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const backgroundNode = background;
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_clearColor.copy( renderer._clearColor );
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let backgroundMesh = sceneData.backgroundMesh;
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if ( backgroundMesh === undefined ) {
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const backgroundMeshNode = context( vec4( backgroundNode ).mul( backgroundIntensity ), {
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// @TODO: Add Texture2D support using node context
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getUV: () => normalWorld,
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getTextureLevel: () => backgroundBlurriness
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} );
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let viewProj = modelViewProjection();
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viewProj = viewProj.setZ( viewProj.w );
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const nodeMaterial = new NodeMaterial();
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nodeMaterial.side = BackSide;
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nodeMaterial.depthTest = false;
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nodeMaterial.depthWrite = false;
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nodeMaterial.fog = false;
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nodeMaterial.vertexNode = viewProj;
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nodeMaterial.fragmentNode = backgroundMeshNode;
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sceneData.backgroundMeshNode = backgroundMeshNode;
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sceneData.backgroundMesh = backgroundMesh = new Mesh( new SphereGeometry( 1, 32, 32 ), nodeMaterial );
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backgroundMesh.frustumCulled = false;
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backgroundMesh.onBeforeRender = function ( renderer, scene, camera ) {
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this.matrixWorld.copyPosition( camera.matrixWorld );
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};
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}
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const backgroundCacheKey = backgroundNode.getCacheKey();
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if ( sceneData.backgroundCacheKey !== backgroundCacheKey ) {
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sceneData.backgroundMeshNode.node = vec4( backgroundNode ).mul( backgroundIntensity );
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backgroundMesh.material.needsUpdate = true;
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sceneData.backgroundCacheKey = backgroundCacheKey;
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}
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renderList.unshift( backgroundMesh, backgroundMesh.geometry, backgroundMesh.material, 0, 0, null );
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} else {
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console.error( 'THREE.Renderer: Unsupported background configuration.', background );
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}
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//
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if ( renderer.autoClear === true || forceClear === true ) {
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_clearColor.multiplyScalar( _clearColor.a );
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const clearColorValue = renderContext.clearColorValue;
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clearColorValue.r = _clearColor.r;
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clearColorValue.g = _clearColor.g;
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clearColorValue.b = _clearColor.b;
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clearColorValue.a = _clearColor.a;
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renderContext.depthClearValue = renderer._clearDepth;
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renderContext.stencilClearValue = renderer._clearStencil;
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renderContext.clearColor = renderer.autoClearColor === true;
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renderContext.clearDepth = renderer.autoClearDepth === true;
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renderContext.clearStencil = renderer.autoClearStencil === true;
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} else {
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renderContext.clearColor = false;
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renderContext.clearDepth = false;
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renderContext.clearStencil = false;
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}
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}
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}
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export default Background;
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