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@openhps/core

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Open Hybrid Positioning System - Core component

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import { BackSide, FrontSide, CubeUVReflectionMapping, SRGBTransfer } from '../../constants.js'; import { BoxGeometry } from '../../geometries/BoxGeometry.js'; import { PlaneGeometry } from '../../geometries/PlaneGeometry.js'; import { ShaderMaterial } from '../../materials/ShaderMaterial.js'; import { Color } from '../../math/Color.js'; import { ColorManagement } from '../../math/ColorManagement.js'; import { Euler } from '../../math/Euler.js'; import { Matrix4 } from '../../math/Matrix4.js'; import { Mesh } from '../../objects/Mesh.js'; import { ShaderLib } from '../shaders/ShaderLib.js'; import { cloneUniforms, getUnlitUniformColorSpace } from '../shaders/UniformsUtils.js'; const _rgb = { r: 0, b: 0, g: 0 }; const _e1 = /*@__PURE__*/new Euler(); const _m1 = /*@__PURE__*/new Matrix4(); function WebGLBackground(renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha) { const clearColor = new Color(0x000000); let clearAlpha = alpha === true ? 0 : 1; let planeMesh; let boxMesh; let currentBackground = null; let currentBackgroundVersion = 0; let currentTonemapping = null; function getBackground(scene) { let background = scene.isScene === true ? scene.background : null; if (background && background.isTexture) { const usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background background = (usePMREM ? cubeuvmaps : cubemaps).get(background); } return background; } function render(scene) { let forceClear = false; const background = getBackground(scene); if (background === null) { setClear(clearColor, clearAlpha); } else if (background && background.isColor) { setClear(background, 1); forceClear = true; } const environmentBlendMode = renderer.xr.getEnvironmentBlendMode(); if (environmentBlendMode === 'additive') { state.buffers.color.setClear(0, 0, 0, 1, premultipliedAlpha); } else if (environmentBlendMode === 'alpha-blend') { state.buffers.color.setClear(0, 0, 0, 0, premultipliedAlpha); } if (renderer.autoClear || forceClear) { // buffers might not be writable which is required to ensure a correct clear state.buffers.depth.setTest(true); state.buffers.depth.setMask(true); state.buffers.color.setMask(true); renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil); } } function addToRenderList(renderList, scene) { const background = getBackground(scene); if (background && (background.isCubeTexture || background.mapping === CubeUVReflectionMapping)) { if (boxMesh === undefined) { boxMesh = new Mesh(new BoxGeometry(1, 1, 1), new ShaderMaterial({ name: 'BackgroundCubeMaterial', uniforms: cloneUniforms(ShaderLib.backgroundCube.uniforms), vertexShader: ShaderLib.backgroundCube.vertexShader, fragmentShader: ShaderLib.backgroundCube.fragmentShader, side: BackSide, depthTest: false, depthWrite: false, fog: false, allowOverride: false })); boxMesh.geometry.deleteAttribute('normal'); boxMesh.geometry.deleteAttribute('uv'); boxMesh.onBeforeRender = function (renderer, scene, camera) { this.matrixWorld.copyPosition(camera.matrixWorld); }; // add "envMap" material property so the renderer can evaluate it like for built-in materials Object.defineProperty(boxMesh.material, 'envMap', { get: function () { return this.uniforms.envMap.value; } }); objects.update(boxMesh); } _e1.copy(scene.backgroundRotation); // accommodate left-handed frame _e1.x *= -1; _e1.y *= -1; _e1.z *= -1; if (background.isCubeTexture && background.isRenderTargetTexture === false) { // environment maps which are not cube render targets or PMREMs follow a different convention _e1.y *= -1; _e1.z *= -1; } boxMesh.material.uniforms.envMap.value = background; boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background.isRenderTargetTexture === false ? -1 : 1; boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness; boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; boxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4(_m1.makeRotationFromEuler(_e1)); boxMesh.material.toneMapped = ColorManagement.getTransfer(background.colorSpace) !== SRGBTransfer; if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) { boxMesh.material.needsUpdate = true; currentBackground = background; currentBackgroundVersion = background.version; currentTonemapping = renderer.toneMapping; } boxMesh.layers.enableAll(); // push to the pre-sorted opaque render list renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null); } else if (background && background.isTexture) { if (planeMesh === undefined) { planeMesh = new Mesh(new PlaneGeometry(2, 2), new ShaderMaterial({ name: 'BackgroundMaterial', uniforms: cloneUniforms(ShaderLib.background.uniforms), vertexShader: ShaderLib.background.vertexShader, fragmentShader: ShaderLib.background.fragmentShader, side: FrontSide, depthTest: false, depthWrite: false, fog: false, allowOverride: false })); planeMesh.geometry.deleteAttribute('normal'); // add "map" material property so the renderer can evaluate it like for built-in materials Object.defineProperty(planeMesh.material, 'map', { get: function () { return this.uniforms.t2D.value; } }); objects.update(planeMesh); } planeMesh.material.uniforms.t2D.value = background; planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; planeMesh.material.toneMapped = ColorManagement.getTransfer(background.colorSpace) !== SRGBTransfer; if (background.matrixAutoUpdate === true) { background.updateMatrix(); } planeMesh.material.uniforms.uvTransform.value.copy(background.matrix); if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) { planeMesh.material.needsUpdate = true; currentBackground = background; currentBackgroundVersion = background.version; currentTonemapping = renderer.toneMapping; } planeMesh.layers.enableAll(); // push to the pre-sorted opaque render list renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null); } } function setClear(color, alpha) { color.getRGB(_rgb, getUnlitUniformColorSpace(renderer)); state.buffers.color.setClear(_rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha); } function dispose() { if (boxMesh !== undefined) { boxMesh.geometry.dispose(); boxMesh.material.dispose(); boxMesh = undefined; } if (planeMesh !== undefined) { planeMesh.geometry.dispose(); planeMesh.material.dispose(); planeMesh = undefined; } } return { getClearColor: function () { return clearColor; }, setClearColor: function (color, alpha = 1) { clearColor.set(color); clearAlpha = alpha; setClear(clearColor, clearAlpha); }, getClearAlpha: function () { return clearAlpha; }, setClearAlpha: function (alpha) { clearAlpha = alpha; setClear(clearColor, clearAlpha); }, render: render, addToRenderList: addToRenderList, dispose: dispose }; } export { WebGLBackground };