/** * @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 };