135 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			135 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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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