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26 changes: 25 additions & 1 deletion examples/webgpu_materials_envmaps.html
Original file line number Diff line number Diff line change
Expand Up @@ -103,7 +103,10 @@
sphereMaterial.needsUpdate = true;

},
Refraction: false
Refraction: false,
backgroundRotationX: false,
backgroundRotationY: false,
backgroundRotationZ: false
};

const gui = new GUI( { width: 300 } );
Expand All @@ -126,6 +129,9 @@
sphereMaterial.needsUpdate = true;

} );
gui.add( params, 'backgroundRotationX' );
gui.add( params, 'backgroundRotationY' );
gui.add( params, 'backgroundRotationZ' );
gui.open();

window.addEventListener( 'resize', onWindowResize );
Expand All @@ -145,6 +151,24 @@

function animate() {

if ( params.backgroundRotationX ) {

scene.backgroundRotation.x += 0.001;

}

if ( params.backgroundRotationY ) {

scene.backgroundRotation.y += 0.001;

}

if ( params.backgroundRotationZ ) {

scene.backgroundRotation.z += 0.001;

}

camera.lookAt( scene.position );
renderer.render( scene, camera );

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36 changes: 35 additions & 1 deletion src/nodes/accessors/SceneNode.js
Original file line number Diff line number Diff line change
@@ -1,7 +1,14 @@
import { UVMapping } from '../../constants.js';
import { Euler } from '../../math/Euler.js';
import { Matrix4 } from '../../math/Matrix4.js';
import Node from '../core/Node.js';
import { nodeImmutable } from '../tsl/TSLBase.js';
import { renderGroup } from '../core/UniformGroupNode.js';
import { nodeImmutable, uniform } from '../tsl/TSLBase.js';
import { reference } from './ReferenceNode.js';

const _e1 = /*@__PURE__*/ new Euler();
const _m1 = /*@__PURE__*/ new Matrix4();

class SceneNode extends Node {

static get type() {
Expand Down Expand Up @@ -34,6 +41,31 @@ class SceneNode extends Node {

output = reference( 'backgroundIntensity', 'float', scene );

} else if ( scope === SceneNode.BACKGROUND_ROTATION ) {

output = uniform( 'mat4' ).label( 'backgroundRotation' ).setGroup( renderGroup ).onRenderUpdate( () => {

const background = scene.background;

if ( background !== null && background.isTexture && background.mapping !== UVMapping ) {

_e1.copy( scene.backgroundRotation );

// accommodate left-handed frame
_e1.x *= - 1; _e1.y *= - 1; _e1.z *= - 1;

_m1.makeRotationFromEuler( _e1 );

} else {

_m1.identity();

}

return _m1;

} );

} else {

console.error( 'THREE.SceneNode: Unknown scope:', scope );
Expand All @@ -48,8 +80,10 @@ class SceneNode extends Node {

SceneNode.BACKGROUND_BLURRINESS = 'backgroundBlurriness';
SceneNode.BACKGROUND_INTENSITY = 'backgroundIntensity';
SceneNode.BACKGROUND_ROTATION = 'backgroundRotation';

export default SceneNode;

export const backgroundBlurriness = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_BLURRINESS );
export const backgroundIntensity = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_INTENSITY );
export const backgroundRotation = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_ROTATION );
4 changes: 2 additions & 2 deletions src/renderers/common/Background.js
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
import DataMap from './DataMap.js';
import Color4 from './Color4.js';
import { vec4, context, normalWorld, backgroundBlurriness, backgroundIntensity, modelViewProjection } from '../../nodes/TSL.js';
import { vec4, context, normalWorld, backgroundBlurriness, backgroundIntensity, backgroundRotation, modelViewProjection } from '../../nodes/TSL.js';
import NodeMaterial from '../../materials/nodes/NodeMaterial.js';

import { Mesh } from '../../objects/Mesh.js';
Expand Down Expand Up @@ -56,7 +56,7 @@ class Background extends DataMap {

const backgroundMeshNode = context( vec4( backgroundNode ).mul( backgroundIntensity ), {
// @TODO: Add Texture2D support using node context
getUV: () => normalWorld,
getUV: () => backgroundRotation.mul( normalWorld ),
getTextureLevel: () => backgroundBlurriness
} );

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4 changes: 2 additions & 2 deletions src/renderers/common/nodes/Nodes.js
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@ import ChainMap from '../ChainMap.js';
import NodeBuilderState from './NodeBuilderState.js';
import { cubeMapNode } from '../../../nodes/utils/CubeMapNode.js';
import { NodeFrame } from '../../../nodes/Nodes.js';
import { objectGroup, renderGroup, frameGroup, cubeTexture, texture, rangeFog, densityFog, reference, normalWorld, pmremTexture, screenUV } from '../../../nodes/TSL.js';
import { objectGroup, renderGroup, frameGroup, cubeTexture, texture, rangeFog, densityFog, reference, pmremTexture, screenUV } from '../../../nodes/TSL.js';

import { CubeUVReflectionMapping, EquirectangularReflectionMapping, EquirectangularRefractionMapping } from '../../../constants.js';
import { hashArray } from '../../../nodes/core/NodeUtils.js';
Expand Down Expand Up @@ -279,7 +279,7 @@ class Nodes extends DataMap {

if ( scene.backgroundBlurriness > 0 || background.mapping === CubeUVReflectionMapping ) {

backgroundNode = pmremTexture( background, normalWorld );
backgroundNode = pmremTexture( background );
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Passing normalWorld should be obsolete since Background.js defines getUV(). So PMREMNode should fetch the correct uvs via:

if ( uvNode === null && builder.context.getUV ) {
uvNode = builder.context.getUV( this );
}


} else {

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