import { GPULoadOp } from './constants.js'; import { Color } from 'three'; let _clearAlpha; const _clearColor = new Color(); class WebGPUBackground { constructor( renderer ) { this.renderer = renderer; this.forceClear = false; } clear() { this.forceClear = true; } update( scene ) { const renderer = this.renderer; const background = ( scene.isScene === true ) ? scene.background : null; let forceClear = this.forceClear; if ( background === null ) { // no background settings, use clear color configuration from the renderer _clearColor.copy( renderer._clearColor ); _clearAlpha = renderer._clearAlpha; } else if ( background.isColor === true ) { // background is an opaque color _clearColor.copy( background ); _clearAlpha = 1; forceClear = true; } else { console.error( 'THREE.WebGPURenderer: Unsupported background configuration.', background ); } // configure render pass descriptor const renderPassDescriptor = renderer._renderPassDescriptor; const colorAttachment = renderPassDescriptor.colorAttachments[ 0 ]; const depthStencilAttachment = renderPassDescriptor.depthStencilAttachment; if ( renderer.autoClear === true || forceClear === true ) { if ( renderer.autoClearColor === true ) { colorAttachment.loadValue = { r: _clearColor.r, g: _clearColor.g, b: _clearColor.b, a: _clearAlpha }; } else { colorAttachment.loadValue = GPULoadOp.Load; } if ( renderer.autoClearDepth === true ) { depthStencilAttachment.depthLoadValue = renderer._clearDepth; } else { depthStencilAttachment.depthLoadValue = GPULoadOp.Load; } if ( renderer.autoClearStencil === true ) { depthStencilAttachment.stencilLoadValue = renderer._clearDepth; } else { depthStencilAttachment.stencilLoadValue = GPULoadOp.Load; } } else { colorAttachment.loadValue = GPULoadOp.Load; depthStencilAttachment.depthLoadValue = GPULoadOp.Load; depthStencilAttachment.stencilLoadValue = GPULoadOp.Load; } this.forceClear = false; } } export default WebGPUBackground;