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();
/**
* This renderer module manages the background.
*
* @private
* @augments DataMap
*/
class Background extends DataMap {
/**
* Constructs a new background management component.
*
* @param {Renderer} renderer - The renderer.
* @param {Nodes} nodes - Renderer component for managing nodes related logic.
*/
constructor( renderer, nodes ) {
super();
/**
* The renderer.
*
* @type {Renderer}
*/
this.renderer = renderer;
/**
* Renderer component for managing nodes related logic.
*
* @type {Nodes}
*/
this.nodes = nodes;
}
/**
* Updates the background for the given scene. Depending on how `Scene.background`
* or `Scene.backgroundNode` are configured, this method might configure a simple clear
* or add a mesh to the render list for rendering the background as a textured plane
* or skybox.
*
* @param {Scene} scene - The scene.
* @param {RenderList} renderList - The current render list.
* @param {RenderContext} renderContext - The current render context.
*/
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 );
}
//
const environmentBlendMode = renderer.xr.getEnvironmentBlendMode();
if ( environmentBlendMode === 'additive' ) {
_clearColor.set( 0, 0, 0, 1 );
} else if ( environmentBlendMode === 'alpha-blend' ) {
_clearColor.set( 0, 0, 0, 0 );
}
//
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;