fireball/lib/renderers/webgl/WebGLBackground.js

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2018-12-25 13:59:22 +00:00
/**
* @author mrdoob / http://mrdoob.com/
*/
import { BackSide, FrontSide } from '../../constants.js';
import { BoxBufferGeometry } from '../../geometries/BoxGeometry.js';
import { PlaneBufferGeometry } from '../../geometries/PlaneGeometry.js';
import { ShaderMaterial } from '../../materials/ShaderMaterial.js';
import { Color } from '../../math/Color.js';
import { Mesh } from '../../objects/Mesh.js';
import { ShaderLib } from '../shaders/ShaderLib.js';
import { UniformsUtils } from '../shaders/UniformsUtils.js';
function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
var clearColor = new Color( 0x000000 );
var clearAlpha = 0;
var planeMesh;
var boxMesh;
function render( renderList, scene, camera, forceClear ) {
var background = scene.background;
if ( background === null ) {
setClear( clearColor, clearAlpha );
} else if ( background && background.isColor ) {
setClear( background, 1 );
forceClear = true;
}
if ( renderer.autoClear || forceClear ) {
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
}
if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
if ( boxMesh === undefined ) {
boxMesh = new Mesh(
new BoxBufferGeometry( 1, 1, 1 ),
new ShaderMaterial( {
uniforms: UniformsUtils.clone( ShaderLib.cube.uniforms ),
vertexShader: ShaderLib.cube.vertexShader,
fragmentShader: ShaderLib.cube.fragmentShader,
side: BackSide,
depthTest: true,
depthWrite: false,
fog: false
} )
);
boxMesh.geometry.removeAttribute( 'normal' );
boxMesh.geometry.removeAttribute( 'uv' );
boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
this.matrixWorld.copyPosition( camera.matrixWorld );
};
objects.update( boxMesh );
}
boxMesh.material.uniforms.tCube.value = ( background.isWebGLRenderTargetCube ) ? background.texture : background;
boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
// push to the pre-sorted opaque render list
renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null );
} else if ( background && background.isTexture ) {
if ( planeMesh === undefined ) {
planeMesh = new Mesh(
new PlaneBufferGeometry( 2, 2 ),
new ShaderMaterial( {
uniforms: UniformsUtils.clone( ShaderLib.background.uniforms ),
vertexShader: ShaderLib.background.vertexShader,
fragmentShader: ShaderLib.background.fragmentShader,
side: FrontSide,
depthTest: true,
depthWrite: false,
fog: false
} )
);
planeMesh.geometry.removeAttribute( 'normal' );
objects.update( planeMesh );
}
planeMesh.material.uniforms.t2D.value = background;
// push to the pre-sorted opaque render list
renderList.push( planeMesh, planeMesh.geometry, planeMesh.material, 0, null );
}
}
function setClear( color, alpha ) {
state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
}
return {
getClearColor: function () {
return clearColor;
},
setClearColor: function ( color, alpha ) {
clearColor.set( color );
clearAlpha = alpha !== undefined ? alpha : 1;
setClear( clearColor, clearAlpha );
},
getClearAlpha: function () {
return clearAlpha;
},
setClearAlpha: function ( alpha ) {
clearAlpha = alpha;
setClear( clearColor, clearAlpha );
},
render: render
};
}
export { WebGLBackground };