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