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SavePass.js 1.4 KB

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  1. import {
  2. LinearFilter,
  3. RGBFormat,
  4. ShaderMaterial,
  5. UniformsUtils,
  6. WebGLRenderTarget
  7. } from '../../../build/three.module.js';
  8. import { Pass } from '../postprocessing/Pass.js';
  9. import { CopyShader } from '../shaders/CopyShader.js';
  10. var SavePass = function ( renderTarget ) {
  11. Pass.call( this );
  12. if ( CopyShader === undefined )
  13. console.error( 'THREE.SavePass relies on CopyShader' );
  14. var shader = CopyShader;
  15. this.textureID = 'tDiffuse';
  16. this.uniforms = UniformsUtils.clone( shader.uniforms );
  17. this.material = new ShaderMaterial( {
  18. uniforms: this.uniforms,
  19. vertexShader: shader.vertexShader,
  20. fragmentShader: shader.fragmentShader
  21. } );
  22. this.renderTarget = renderTarget;
  23. if ( this.renderTarget === undefined ) {
  24. this.renderTarget = new WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBFormat } );
  25. this.renderTarget.texture.name = 'SavePass.rt';
  26. }
  27. this.needsSwap = false;
  28. this.fsQuad = new Pass.FullScreenQuad( this.material );
  29. };
  30. SavePass.prototype = Object.assign( Object.create( Pass.prototype ), {
  31. constructor: SavePass,
  32. render: function ( renderer, writeBuffer, readBuffer ) {
  33. if ( this.uniforms[ this.textureID ] ) {
  34. this.uniforms[ this.textureID ].value = readBuffer.texture;
  35. }
  36. renderer.setRenderTarget( this.renderTarget );
  37. if ( this.clear ) renderer.clear();
  38. this.fsQuad.render( renderer );
  39. }
  40. } );
  41. export { SavePass };