SavePass.js 1.3 KB

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  1. THREE.SavePass = function ( renderTarget ) {
  2. THREE.Pass.call( this );
  3. if ( THREE.CopyShader === undefined )
  4. console.error( 'THREE.SavePass relies on THREE.CopyShader' );
  5. var shader = THREE.CopyShader;
  6. this.textureID = 'tDiffuse';
  7. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  8. this.material = new THREE.ShaderMaterial( {
  9. uniforms: this.uniforms,
  10. vertexShader: shader.vertexShader,
  11. fragmentShader: shader.fragmentShader
  12. } );
  13. this.renderTarget = renderTarget;
  14. if ( this.renderTarget === undefined ) {
  15. this.renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat } );
  16. this.renderTarget.texture.name = 'SavePass.rt';
  17. }
  18. this.needsSwap = false;
  19. this.fsQuad = new THREE.Pass.FullScreenQuad( this.material );
  20. };
  21. THREE.SavePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  22. constructor: THREE.SavePass,
  23. render: function ( renderer, writeBuffer, readBuffer ) {
  24. if ( this.uniforms[ this.textureID ] ) {
  25. this.uniforms[ this.textureID ].value = readBuffer.texture;
  26. }
  27. renderer.setRenderTarget( this.renderTarget );
  28. if ( this.clear ) renderer.clear();
  29. this.fsQuad.render( renderer );
  30. }
  31. } );