SavePass.js 1.3 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.SavePass = function ( renderTarget ) {
  5. if ( THREE.BlitShader === undefined )
  6. console.error( "THREE.SavePass relies on THREE.BlitShader" );
  7. var shader = THREE.BlitShader;
  8. this.textureID = "tDiffuse";
  9. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  10. this.material = new THREE.ShaderMaterial( {
  11. uniforms: this.uniforms,
  12. vertexShader: shader.vertexShader,
  13. fragmentShader: shader.fragmentShader
  14. } );
  15. this.renderTarget = renderTarget;
  16. if ( this.renderTarget === undefined ) {
  17. this.renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  18. this.renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, this.renderTargetParameters );
  19. }
  20. this.enabled = true;
  21. this.needsSwap = false;
  22. this.clear = false;
  23. };
  24. THREE.SavePass.prototype = {
  25. render: function ( renderer, writeBuffer, readBuffer, delta ) {
  26. if ( this.uniforms[ this.textureID ] ) {
  27. this.uniforms[ this.textureID ].value = readBuffer;
  28. }
  29. THREE.EffectComposer.quad.material = this.material;
  30. renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTarget, this.clear );
  31. }
  32. };