SavePass.js 1.4 KB

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  1. import {
  2. HalfFloatType,
  3. NoBlending,
  4. ShaderMaterial,
  5. UniformsUtils,
  6. WebGLRenderTarget
  7. } from 'three';
  8. import { Pass, FullScreenQuad } from './Pass.js';
  9. import { CopyShader } from '../shaders/CopyShader.js';
  10. class SavePass extends Pass {
  11. constructor( renderTarget ) {
  12. super();
  13. const shader = CopyShader;
  14. this.textureID = 'tDiffuse';
  15. this.uniforms = UniformsUtils.clone( shader.uniforms );
  16. this.material = new ShaderMaterial( {
  17. uniforms: this.uniforms,
  18. vertexShader: shader.vertexShader,
  19. fragmentShader: shader.fragmentShader,
  20. blending: NoBlending
  21. } );
  22. this.renderTarget = renderTarget;
  23. if ( this.renderTarget === undefined ) {
  24. this.renderTarget = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later
  25. this.renderTarget.texture.name = 'SavePass.rt';
  26. }
  27. this.needsSwap = false;
  28. this.fsQuad = new FullScreenQuad( this.material );
  29. }
  30. render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) {
  31. if ( this.uniforms[ this.textureID ] ) {
  32. this.uniforms[ this.textureID ].value = readBuffer.texture;
  33. }
  34. renderer.setRenderTarget( this.renderTarget );
  35. if ( this.clear ) renderer.clear();
  36. this.fsQuad.render( renderer );
  37. }
  38. setSize( width, height ) {
  39. this.renderTarget.setSize( width, height );
  40. }
  41. dispose() {
  42. this.renderTarget.dispose();
  43. this.material.dispose();
  44. this.fsQuad.dispose();
  45. }
  46. }
  47. export { SavePass };