Accueil / npm / three@0.152.0 / examples / jsm / renderers / webgpu / WebGPUBackground.js
WebGPUBackground.js
import { GPULoadOp, GPUStoreOp } from './constants.js';
import { Color, Mesh, BoxGeometry, BackSide } from 'three';
import { context, positionWorldDirection, MeshBasicNodeMaterial } from '../../nodes/Nodes.js';
let _clearAlpha;
const _clearColor = new Color();
class WebGPUBackground {
constructor( renderer, properties ) {
this.renderer = renderer;
this.properties = properties;
this.boxMesh = null;
this.boxMeshNode = null;
this.forceClear = false;
}
clear() {
this.forceClear = true;
}
update( scene, renderList, renderState ) {
const renderer = this.renderer;
const background = ( scene.isScene === true ) ? scene.backgroundNode || this.properties.get( scene ).backgroundNode || scene.background : null;
let forceClear = this.forceClear;
if ( background === null ) {
// no background settings, use clear color configuration from the renderer
_clearColor.copy( renderer._clearColor );
_clearAlpha = renderer._clearAlpha;
} else if ( background.isColor === true ) {
// background is an opaque color
_clearColor.copy( background );
_clearAlpha = 1;
forceClear = true;
} else if ( background.isNode === true ) {
const sceneProperties = this.properties.get( scene );
const backgroundNode = background;
_clearColor.copy( renderer._clearColor );
_clearAlpha = renderer._clearAlpha;
let boxMesh = this.boxMesh;
if ( boxMesh === null ) {
this.boxMeshNode = context( backgroundNode, {
// @TODO: Add Texture2D support using node context
getUVNode: () => positionWorldDirection
} );
const nodeMaterial = new MeshBasicNodeMaterial();
nodeMaterial.colorNode = this.boxMeshNode;
nodeMaterial.side = BackSide;
nodeMaterial.depthTest = false;
nodeMaterial.depthWrite = false;
nodeMaterial.fog = false;
this.boxMesh = boxMesh = new Mesh( new BoxGeometry( 1, 1, 1 ), nodeMaterial );
boxMesh.frustumCulled = false;
boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
const scale = camera.far;
this.matrixWorld.makeScale( scale, scale, scale ).copyPosition( camera.matrixWorld );
};
}
const backgroundCacheKey = backgroundNode.getCacheKey();
if ( sceneProperties.backgroundCacheKey !== backgroundCacheKey ) {
this.boxMeshNode.node = backgroundNode;
boxMesh.material.needsUpdate = true;
sceneProperties.backgroundCacheKey = backgroundCacheKey;
}
renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
} else {
console.error( 'THREE.WebGPURenderer: Unsupported background configuration.', background );
}
// configure render pass descriptor
const colorAttachment = renderState.descriptorGPU.colorAttachments[ 0 ];
const depthStencilAttachment = renderState.descriptorGPU.depthStencilAttachment;
if ( renderer.autoClear === true || forceClear === true ) {
if ( renderer.autoClearColor === true ) {
_clearColor.multiplyScalar( _clearAlpha );
colorAttachment.clearValue = { r: _clearColor.r, g: _clearColor.g, b: _clearColor.b, a: _clearAlpha };
colorAttachment.loadOp = GPULoadOp.Clear;
colorAttachment.storeOp = GPUStoreOp.Store;
} else {
colorAttachment.loadOp = GPULoadOp.Load;
colorAttachment.storeOp = GPUStoreOp.Store;
}
if ( renderState.depth ) {
if ( renderer.autoClearDepth === true ) {
depthStencilAttachment.depthClearValue = renderer._clearDepth;
depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
} else {
depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
}
}
if ( renderState.stencil ) {
if ( renderer.autoClearStencil === true ) {
depthStencilAttachment.stencilClearValue = renderer._clearStencil;
depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
} else {
depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
}
}
} else {
colorAttachment.loadOp = GPULoadOp.Load;
colorAttachment.storeOp = GPUStoreOp.Store;
if ( renderState.depth ) {
depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;
}
if ( renderState.stencil ) {
depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;
}
}
this.forceClear = false;
}
}
export default WebGPUBackground;