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@openhps/core

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Open Hybrid Positioning System - Core component

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.default = void 0; var _DataMap = _interopRequireDefault(require("./DataMap.js")); var _Color = _interopRequireDefault(require("./Color4.js")); var _TSL = require("../../nodes/TSL.js"); var _NodeMaterial = _interopRequireDefault(require("../../materials/nodes/NodeMaterial.js")); var _Mesh = require("../../objects/Mesh.js"); var _SphereGeometry = require("../../geometries/SphereGeometry.js"); var _constants = require("../../constants.js"); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } const _clearColor = /*@__PURE__*/new _Color.default(); /** * This renderer module manages the background. * * @private * @augments DataMap */ class Background extends _DataMap.default { /** * 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); _clearColor.a = renderer._clearColor.a; } else if (background.isColor === true) { // background is an opaque color background.getRGB(_clearColor); _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 = (0, _TSL.context)((0, _TSL.vec4)(backgroundNode).mul(_TSL.backgroundIntensity), { // @TODO: Add Texture2D support using node context getUV: () => _TSL.backgroundRotation.mul(_TSL.normalWorld), getTextureLevel: () => _TSL.backgroundBlurriness }); let viewProj = _TSL.modelViewProjection; viewProj = viewProj.setZ(viewProj.w); const nodeMaterial = new _NodeMaterial.default(); nodeMaterial.name = 'Background.material'; nodeMaterial.side = _constants.BackSide; nodeMaterial.depthTest = false; nodeMaterial.depthWrite = false; nodeMaterial.allowOverride = false; nodeMaterial.fog = false; nodeMaterial.lights = false; nodeMaterial.vertexNode = viewProj; nodeMaterial.colorNode = backgroundMeshNode; sceneData.backgroundMeshNode = backgroundMeshNode; sceneData.backgroundMesh = backgroundMesh = new _Mesh.Mesh(new _SphereGeometry.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 = (0, _TSL.vec4)(backgroundNode).mul(_TSL.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; } } } var _default = exports.default = Background;