| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102 | import { GPULoadOp } from './constants.js';import { Color } from 'three';let _clearAlpha;const _clearColor = new Color();class WebGPUBackground {	constructor( renderer ) {		this.renderer = renderer;		this.forceClear = false;	}	clear() {		this.forceClear = true;	}	update( scene ) {		const renderer = this.renderer;		const background = ( scene.isScene === true ) ? 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 {			console.error( 'THREE.WebGPURenderer: Unsupported background configuration.', background );		}		// configure render pass descriptor		const renderPassDescriptor = renderer._renderPassDescriptor;		const colorAttachment = renderPassDescriptor.colorAttachments[ 0 ];		const depthStencilAttachment = renderPassDescriptor.depthStencilAttachment;		if ( renderer.autoClear === true || forceClear === true ) {			if ( renderer.autoClearColor === true ) {				colorAttachment.loadValue = { r: _clearColor.r, g: _clearColor.g, b: _clearColor.b, a: _clearAlpha };			} else {				colorAttachment.loadValue = GPULoadOp.Load;			}			if ( renderer.autoClearDepth === true ) {				depthStencilAttachment.depthLoadValue = renderer._clearDepth;			} else {				depthStencilAttachment.depthLoadValue = GPULoadOp.Load;			}			if ( renderer.autoClearStencil === true ) {				depthStencilAttachment.stencilLoadValue = renderer._clearStencil;			} else {				depthStencilAttachment.stencilLoadValue = GPULoadOp.Load;			}		} else {			colorAttachment.loadValue = GPULoadOp.Load;			depthStencilAttachment.depthLoadValue = GPULoadOp.Load;			depthStencilAttachment.stencilLoadValue = GPULoadOp.Load;		}		this.forceClear = false;	}}export default WebGPUBackground;
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