Add world background renderer and update advanced rendering composer
This commit is contained in:
@@ -110,7 +110,8 @@ export function createAdvancedRenderingComposer(
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renderer: WebGLRenderer,
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scene: Scene,
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camera: PerspectiveCamera,
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settings: AdvancedRenderingSettings
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settings: AdvancedRenderingSettings,
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backgroundScene: Scene | null = null
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): EffectComposer {
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// The scene is always rendered into the composer's offscreen targets first,
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// so those targets need depth for correct visibility even when no effect samples it.
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@@ -121,7 +122,14 @@ export function createAdvancedRenderingComposer(
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frameBufferType: renderer.capabilities.isWebGL2 ? HalfFloatType : UnsignedByteType
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});
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composer.addPass(new RenderPass(scene, camera));
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if (backgroundScene !== null) {
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composer.addPass(new RenderPass(backgroundScene, camera));
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const mainRenderPass = new RenderPass(scene, camera);
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mainRenderPass.clear = false;
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composer.addPass(mainRenderPass);
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} else {
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composer.addPass(new RenderPass(scene, camera));
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}
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const effects: Array<BloomEffect | DepthOfFieldEffect | ToneMappingEffect | SMAAEffect> = [];
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259
src/rendering/world-background-renderer.ts
Normal file
259
src/rendering/world-background-renderer.ts
Normal file
@@ -0,0 +1,259 @@
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import {
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BackSide,
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Color,
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Group,
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Mesh,
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MeshBasicMaterial,
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PerspectiveCamera,
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Scene,
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ShaderMaterial,
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SphereGeometry,
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Texture
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} from "three";
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import type { WorldBackgroundSettings } from "../document/world-settings";
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const BACKGROUND_SPHERE_RADIUS = 320;
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const BACKGROUND_SPHERE_WIDTH_SEGMENTS = 48;
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const BACKGROUND_SPHERE_HEIGHT_SEGMENTS = 24;
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const DEFAULT_IMAGE_BACKGROUND_FALLBACK_COLOR = "#0d1116";
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const NIGHT_BACKGROUND_EPSILON = 1e-4;
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function clamp(value: number, min: number, max: number) {
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return Math.min(Math.max(value, min), max);
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}
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function lerp(left: number, right: number, amount: number) {
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return left + (right - left) * amount;
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}
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function resolveGradientColors(background: WorldBackgroundSettings) {
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if (background.mode === "solid") {
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return {
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topColorHex: background.colorHex,
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bottomColorHex: background.colorHex
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};
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}
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if (background.mode === "verticalGradient") {
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return {
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topColorHex: background.topColorHex,
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bottomColorHex: background.bottomColorHex
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};
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}
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return {
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topColorHex: DEFAULT_IMAGE_BACKGROUND_FALLBACK_COLOR,
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bottomColorHex: DEFAULT_IMAGE_BACKGROUND_FALLBACK_COLOR
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};
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}
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export interface WorldBackgroundOverlayState {
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texture: Texture | null;
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opacity: number;
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environmentIntensity: number;
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}
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export interface WorldEnvironmentState {
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texture: Texture | null;
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intensity: number;
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}
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export function resolveWorldEnvironmentState(
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background: WorldBackgroundSettings,
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backgroundTexture: Texture | null,
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overlay: WorldBackgroundOverlayState | null
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): WorldEnvironmentState {
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const baseTexture = background.mode === "image" ? backgroundTexture : null;
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const baseIntensity =
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background.mode === "image" ? background.environmentIntensity : 0;
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const overlayTexture = overlay?.texture ?? null;
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const overlayOpacity = clamp(overlay?.opacity ?? 0, 0, 1);
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const overlayIntensity = overlay?.environmentIntensity ?? 0;
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if (
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baseTexture !== null &&
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overlayTexture !== null &&
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overlayOpacity > NIGHT_BACKGROUND_EPSILON &&
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overlayOpacity < 1 - NIGHT_BACKGROUND_EPSILON
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) {
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if (overlayOpacity < 0.5) {
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return {
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texture: baseTexture,
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intensity: lerp(baseIntensity, 0, overlayOpacity * 2)
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};
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}
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return {
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texture: overlayTexture,
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intensity: lerp(0, overlayIntensity, (overlayOpacity - 0.5) * 2)
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};
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}
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if (overlayTexture !== null && overlayOpacity > NIGHT_BACKGROUND_EPSILON) {
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if (baseTexture === null) {
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return {
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texture: overlayTexture,
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intensity: overlayIntensity * overlayOpacity
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};
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}
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if (overlayOpacity >= 1 - NIGHT_BACKGROUND_EPSILON) {
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return {
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texture: overlayTexture,
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intensity: overlayIntensity
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};
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}
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}
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if (baseTexture !== null) {
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return {
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texture: baseTexture,
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intensity: baseIntensity
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};
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}
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if (overlayTexture !== null && overlayOpacity > NIGHT_BACKGROUND_EPSILON) {
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return {
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texture: overlayTexture,
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intensity: overlayIntensity * overlayOpacity
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};
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}
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return {
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texture: null,
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intensity: 1
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};
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}
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const GRADIENT_VERTEX_SHADER = `
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varying vec3 vWorldPosition;
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void main() {
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vec4 worldPosition = modelMatrix * vec4(position, 1.0);
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vWorldPosition = worldPosition.xyz;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`;
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const GRADIENT_FRAGMENT_SHADER = `
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uniform vec3 uTopColor;
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uniform vec3 uBottomColor;
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varying vec3 vWorldPosition;
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void main() {
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vec3 direction = normalize(vWorldPosition - cameraPosition);
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float gradientAmount = clamp(direction.y * 0.5 + 0.5, 0.0, 1.0);
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vec3 color = mix(uBottomColor, uTopColor, gradientAmount);
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gl_FragColor = vec4(color, 1.0);
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}
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`;
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export class WorldBackgroundRenderer {
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readonly scene = new Scene();
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private readonly anchor = new Group();
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private readonly geometry = new SphereGeometry(
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BACKGROUND_SPHERE_RADIUS,
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BACKGROUND_SPHERE_WIDTH_SEGMENTS,
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BACKGROUND_SPHERE_HEIGHT_SEGMENTS
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);
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private readonly gradientMaterial = new ShaderMaterial({
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uniforms: {
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uTopColor: {
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value: new Color(DEFAULT_IMAGE_BACKGROUND_FALLBACK_COLOR)
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},
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uBottomColor: {
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value: new Color(DEFAULT_IMAGE_BACKGROUND_FALLBACK_COLOR)
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}
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},
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vertexShader: GRADIENT_VERTEX_SHADER,
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fragmentShader: GRADIENT_FRAGMENT_SHADER,
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side: BackSide,
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depthTest: false,
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depthWrite: false,
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fog: false
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});
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private readonly imageMaterial = new MeshBasicMaterial({
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color: 0xffffff,
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side: BackSide,
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depthTest: false,
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depthWrite: false,
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fog: false
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});
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private readonly overlayMaterial = new MeshBasicMaterial({
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color: 0xffffff,
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side: BackSide,
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depthTest: false,
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depthWrite: false,
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fog: false,
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transparent: true,
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opacity: 0
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});
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private readonly gradientMesh = new Mesh(this.geometry, this.gradientMaterial);
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private readonly imageMesh = new Mesh(this.geometry, this.imageMaterial);
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private readonly overlayMesh = new Mesh(this.geometry, this.overlayMaterial);
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constructor() {
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this.gradientMesh.renderOrder = -1002;
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this.imageMesh.renderOrder = -1001;
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this.overlayMesh.renderOrder = -1000;
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for (const mesh of [this.gradientMesh, this.imageMesh, this.overlayMesh]) {
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mesh.frustumCulled = false;
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}
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this.anchor.add(this.gradientMesh);
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this.anchor.add(this.imageMesh);
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this.anchor.add(this.overlayMesh);
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this.scene.add(this.anchor);
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}
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update(
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background: WorldBackgroundSettings,
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backgroundTexture: Texture | null,
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overlay: WorldBackgroundOverlayState | null
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) {
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const gradientColors = resolveGradientColors(background);
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this.gradientMaterial.uniforms.uTopColor.value.set(
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gradientColors.topColorHex
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);
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this.gradientMaterial.uniforms.uBottomColor.value.set(
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gradientColors.bottomColorHex
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);
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const showImageBackground =
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background.mode === "image" && backgroundTexture !== null;
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if (this.imageMaterial.map !== backgroundTexture) {
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this.imageMaterial.map = backgroundTexture;
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this.imageMaterial.needsUpdate = true;
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}
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this.gradientMesh.visible = !showImageBackground;
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this.imageMesh.visible = showImageBackground;
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const overlayTexture = overlay?.texture ?? null;
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const overlayOpacity =
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overlayTexture === null ? 0 : clamp(overlay?.opacity ?? 0, 0, 1);
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if (this.overlayMaterial.map !== overlayTexture) {
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this.overlayMaterial.map = overlayTexture;
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this.overlayMaterial.needsUpdate = true;
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}
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this.overlayMaterial.opacity = overlayOpacity;
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this.overlayMesh.visible = overlayOpacity > NIGHT_BACKGROUND_EPSILON;
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}
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syncToCamera(camera: PerspectiveCamera) {
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this.anchor.position.copy(camera.position);
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}
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dispose() {
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this.geometry.dispose();
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this.gradientMaterial.dispose();
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this.imageMaterial.dispose();
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this.overlayMaterial.dispose();
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}
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}
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