File size: 5,223 Bytes
6cd9596
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
/**
 * @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 { cloneUniforms } from '../shaders/UniformsUtils.js';

function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {

	var clearColor = new Color( 0x000000 );
	var clearAlpha = 0;

	var planeMesh;
	var boxMesh;
	// Store the current background texture and its `version`
	// so we can recompile the material accordingly.
	var currentBackground = null;
	var currentBackgroundVersion = 0;

	function render( renderList, scene, camera, forceClear ) {

		var background = scene.background;

		// Ignore background in AR
		// TODO: Reconsider this.

		var vr = renderer.vr;
		var session = vr.getSession && vr.getSession();

		if ( session && session.environmentBlendMode === 'additive' ) {

			background = null;

		}

		if ( background === null ) {

			setClear( clearColor, clearAlpha );
			currentBackground = null;
			currentBackgroundVersion = 0;

		} else if ( background && background.isColor ) {

			setClear( background, 1 );
			forceClear = true;
			currentBackground = null;
			currentBackgroundVersion = 0;

		}

		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( {
						type: 'BackgroundCubeMaterial',
						uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
						vertexShader: ShaderLib.cube.vertexShader,
						fragmentShader: ShaderLib.cube.fragmentShader,
						side: BackSide,
						depthTest: false,
						depthWrite: false,
						fog: false
					} )
				);

				boxMesh.geometry.removeAttribute( 'normal' );
				boxMesh.geometry.removeAttribute( 'uv' );

				boxMesh.onBeforeRender = function ( renderer, scene, camera ) {

					this.matrixWorld.copyPosition( camera.matrixWorld );

				};

				// enable code injection for non-built-in material
				Object.defineProperty( boxMesh.material, 'map', {

					get: function () {

						return this.uniforms.tCube.value;

					}

				} );

				objects.update( boxMesh );

			}

			var texture = background.isWebGLRenderTargetCube ? background.texture : background;
			boxMesh.material.uniforms.tCube.value = texture;
			boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;

			if ( currentBackground !== background ||
			     currentBackgroundVersion !== texture.version ) {

				boxMesh.material.needsUpdate = true;

				currentBackground = background;
				currentBackgroundVersion = texture.version;

			}

			// 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 PlaneBufferGeometry( 2, 2 ),
					new ShaderMaterial( {
						type: 'BackgroundMaterial',
						uniforms: cloneUniforms( ShaderLib.background.uniforms ),
						vertexShader: ShaderLib.background.vertexShader,
						fragmentShader: ShaderLib.background.fragmentShader,
						side: FrontSide,
						depthTest: false,
						depthWrite: false,
						fog: false
					} )
				);

				planeMesh.geometry.removeAttribute( 'normal' );

				// enable code injection for non-built-in material
				Object.defineProperty( planeMesh.material, 'map', {

					get: function () {

						return this.uniforms.t2D.value;

					}

				} );

				objects.update( planeMesh );

			}

			planeMesh.material.uniforms.t2D.value = background;

			if ( background.matrixAutoUpdate === true ) {

				background.updateMatrix();

			}

			planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );

			if ( currentBackground !== background ||
				   currentBackgroundVersion !== background.version ) {

				planeMesh.material.needsUpdate = true;

				currentBackground = background;
				currentBackgroundVersion = background.version;

			}


			// push to the pre-sorted opaque render list
			renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 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 };