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