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three

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JavaScript 3D library

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import DataMap from './DataMap.js'; import Color4 from './Color4.js'; import { vec4, context, normalWorld, backgroundBlurriness, backgroundIntensity, backgroundRotation, modelViewProjection } from '../../nodes/TSL.js'; import NodeMaterial from '../../materials/nodes/NodeMaterial.js'; import { Mesh } from '../../objects/Mesh.js'; import { SphereGeometry } from '../../geometries/SphereGeometry.js'; import { BackSide, LinearSRGBColorSpace } from '../../constants.js'; const _clearColor = /*@__PURE__*/ 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: () => backgroundRotation.mul( normalWorld ), getTextureLevel: () => backgroundBlurriness } ); let viewProj = modelViewProjection(); viewProj = viewProj.setZ( viewProj.w ); const nodeMaterial = new NodeMaterial(); nodeMaterial.name = 'Background.material'; nodeMaterial.side = BackSide; nodeMaterial.depthTest = false; nodeMaterial.depthWrite = false; nodeMaterial.fog = false; nodeMaterial.lights = false; nodeMaterial.vertexNode = viewProj; nodeMaterial.colorNode = backgroundMeshNode; sceneData.backgroundMeshNode = backgroundMeshNode; sceneData.backgroundMesh = backgroundMesh = new Mesh( new SphereGeometry( 1, 32, 32 ), nodeMaterial ); backgroundMesh.frustumCulled = false; backgroundMesh.name = 'Background.mesh'; 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 ); sceneData.backgroundMeshNode.needsUpdate = true; backgroundMesh.material.needsUpdate = true; sceneData.backgroundCacheKey = backgroundCacheKey; } renderList.unshift( backgroundMesh, backgroundMesh.geometry, backgroundMesh.material, 0, 0, null, null ); } else { console.error( 'THREE.Renderer: Unsupported background configuration.', background ); } // if ( renderer.autoClear === true || forceClear === true ) { const clearColorValue = renderContext.clearColorValue; clearColorValue.r = _clearColor.r; clearColorValue.g = _clearColor.g; clearColorValue.b = _clearColor.b; clearColorValue.a = _clearColor.a; // premultiply alpha if ( renderer.backend.isWebGLBackend === true || renderer.alpha === true ) { clearColorValue.r *= clearColorValue.a; clearColorValue.g *= clearColorValue.a; clearColorValue.b *= clearColorValue.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;