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import { GPULoadOp, GPUStoreOp } from './constants.js';
import { Color, Mesh, BoxGeometry, BackSide, EquirectangularReflectionMapping, EquirectangularRefractionMapping } from 'three';
import { context, vec2, invert, texture, cubeTexture, transformDirection, positionWorld, modelWorldMatrix, viewportBottomLeft, equirectUV, MeshBasicNodeMaterial } from 'three/nodes';
let _clearAlpha;
const _clearColor = new Color();
class WebGPUBackground {
constructor( renderer ) {
this.renderer = renderer;
this.boxMesh = null;
this.forceClear = false;
}
clear() {
this.forceClear = true;
}
update( renderList, scene ) {
const renderer = this.renderer;
const background = ( scene.isScene === true ) ? scene.backgroundNode || 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 if ( background.isNode === true || background.isTexture === true ) {
_clearColor.copy( renderer._clearColor );
_clearAlpha = renderer._clearAlpha;
let boxMesh = this.boxMesh;
if ( boxMesh === null ) {
let node = null;
if ( background.isCubeTexture === true ) {
node = cubeTexture( background, transformDirection( positionWorld, modelWorldMatrix ) );
} else if ( background.isTexture === true ) {
let nodeUV = null;
if ( background.mapping === EquirectangularReflectionMapping || background.mapping === EquirectangularRefractionMapping ) {
const dirNode = transformDirection( positionWorld, modelWorldMatrix );
nodeUV = equirectUV( dirNode );
nodeUV = vec2( nodeUV.x, invert( nodeUV.y ) );
} else {
nodeUV = viewportBottomLeft;
}
node = texture( background, nodeUV );
} else /*if ( background.isNode === true )*/ {
node = context( background, {
uvNode: transformDirection( positionWorld, modelWorldMatrix )
} );
}
const nodeMaterial = new MeshBasicNodeMaterial();
nodeMaterial.colorNode = node;
nodeMaterial.side = BackSide;
nodeMaterial.depthTest = false;
nodeMaterial.depthWrite = false;
nodeMaterial.fog = false;
this.boxMesh = boxMesh = new Mesh( new BoxGeometry( 1, 1, 1 ), nodeMaterial );
boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
this.matrixWorld.copyPosition( camera.matrixWorld );
};
}
renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
} 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 ) {
_clearColor.multiplyScalar( _clearAlpha );
colorAttachment.clearValue = { r: _clearColor.r, g: _clearColor.g, b: _clearColor.b, a: _clearAlpha };
colorAttachment.loadOp = GPULoadOp.Clear;
colorAttachment.storeOp = GPUStoreOp.Store;
} else {
colorAttachment.loadOp = GPULoadOp.Load;
}
if ( renderer.autoClearDepth === true ) {
depthStencilAttachment.depthClearValue = renderer._clearDepth;
depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
} else {
depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
}
if ( renderer.autoClearStencil === true ) {
depthStencilAttachment.stencilClearValue = renderer._clearStencil;
depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
} else {
depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
}
} else {
colorAttachment.loadOp = GPULoadOp.Load;
depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
}
this.forceClear = false;
}
}
export default WebGPUBackground;