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feat: add Python ML services (CPU mode) with model download
2b7aae2
import { BackSide, FrontSide, CubeUVReflectionMapping } from '../../constants.js';
import { BoxGeometry } from '../../geometries/BoxGeometry.js';
import { PlaneGeometry } 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, cubemaps, state, objects, alpha, premultipliedAlpha) {
const clearColor = new Color(0x000000);
let clearAlpha = alpha === true ? 0 : 1;
let planeMesh;
let boxMesh;
let currentBackground = null;
let currentBackgroundVersion = 0;
let currentTonemapping = null;
function render(renderList, scene) {
let forceClear = false;
let background = scene.isScene === true ? scene.background : null;
if (background && background.isTexture) {
background = cubemaps.get(background);
}
// Ignore background in AR
// TODO: Reconsider this.
const xr = renderer.xr;
const session = xr.getSession && xr.getSession();
if (session && session.environmentBlendMode === 'additive') {
background = null;
}
if (background === null) {
setClear(clearColor, clearAlpha);
} else if (background && background.isColor) {
setClear(background, 1);
forceClear = true;
}
if (renderer.autoClear || forceClear) {
renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);
}
if (background && (background.isCubeTexture || background.mapping === CubeUVReflectionMapping)) {
if (boxMesh === undefined) {
boxMesh = new Mesh(
new BoxGeometry(1, 1, 1),
new ShaderMaterial({
name: 'BackgroundCubeMaterial',
uniforms: cloneUniforms(ShaderLib.cube.uniforms),
vertexShader: ShaderLib.cube.vertexShader,
fragmentShader: ShaderLib.cube.fragmentShader,
side: BackSide,
depthTest: false,
depthWrite: false,
fog: false,
})
);
boxMesh.geometry.deleteAttribute('normal');
boxMesh.geometry.deleteAttribute('uv');
boxMesh.onBeforeRender = function (renderer, scene, camera) {
this.matrixWorld.copyPosition(camera.matrixWorld);
};
// enable code injection for non-built-in material
Object.defineProperty(boxMesh.material, 'envMap', {
get: function () {
return this.uniforms.envMap.value;
},
});
objects.update(boxMesh);
}
boxMesh.material.uniforms.envMap.value = background;
boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background.isRenderTargetTexture === false ? -1 : 1;
if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
boxMesh.material.needsUpdate = true;
currentBackground = background;
currentBackgroundVersion = background.version;
currentTonemapping = renderer.toneMapping;
}
// 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 PlaneGeometry(2, 2),
new ShaderMaterial({
name: 'BackgroundMaterial',
uniforms: cloneUniforms(ShaderLib.background.uniforms),
vertexShader: ShaderLib.background.vertexShader,
fragmentShader: ShaderLib.background.fragmentShader,
side: FrontSide,
depthTest: false,
depthWrite: false,
fog: false,
})
);
planeMesh.geometry.deleteAttribute('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 || currentTonemapping !== renderer.toneMapping) {
planeMesh.material.needsUpdate = true;
currentBackground = background;
currentBackgroundVersion = background.version;
currentTonemapping = renderer.toneMapping;
}
// 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 = 1) {
clearColor.set(color);
clearAlpha = alpha;
setClear(clearColor, clearAlpha);
},
getClearAlpha: function () {
return clearAlpha;
},
setClearAlpha: function (alpha) {
clearAlpha = alpha;
setClear(clearColor, clearAlpha);
},
render: render,
};
}
export { WebGLBackground };