three
Version:
JavaScript 3D library
142 lines (88 loc) • 3.21 kB
JavaScript
/**
* @author mrdoob / http://mrdoob.com/
*/
import { BackSide } from '../../constants.js';
import { OrthographicCamera } from '../../cameras/OrthographicCamera.js';
import { BoxBufferGeometry } from '../../geometries/BoxGeometry.js';
import { PlaneBufferGeometry } from '../../geometries/PlaneGeometry.js';
import { MeshBasicMaterial } from '../../materials/MeshBasicMaterial.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';
function WebGLBackground( renderer, state, geometries, premultipliedAlpha ) {
var clearColor = new Color( 0x000000 );
var clearAlpha = 0;
var planeCamera, 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 ) {
if ( boxMesh === undefined ) {
boxMesh = new Mesh(
new BoxBufferGeometry( 1, 1, 1 ),
new ShaderMaterial( {
uniforms: 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 );
};
geometries.update( boxMesh.geometry );
}
boxMesh.material.uniforms.tCube.value = background;
renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null );
} else if ( background && background.isTexture ) {
if ( planeCamera === undefined ) {
planeCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
planeMesh = new Mesh(
new PlaneBufferGeometry( 2, 2 ),
new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
);
geometries.update( planeMesh.geometry );
}
planeMesh.material.map = background;
// TODO Push this to renderList
renderer.renderBufferDirect( planeCamera, null, planeMesh.geometry, planeMesh.material, planeMesh, 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 };