SavePass.js 1.2 KB

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  1. ( function () {
  2. class SavePass extends THREE.Pass {
  3. constructor( renderTarget ) {
  4. super();
  5. if ( THREE.CopyShader === undefined ) console.error( 'THREE.SavePass relies on THREE.CopyShader' );
  6. const shader = THREE.CopyShader;
  7. this.textureID = 'tDiffuse';
  8. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  9. this.material = new THREE.ShaderMaterial( {
  10. uniforms: this.uniforms,
  11. vertexShader: shader.vertexShader,
  12. fragmentShader: shader.fragmentShader
  13. } );
  14. this.renderTarget = renderTarget;
  15. if ( this.renderTarget === undefined ) {
  16. this.renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
  17. this.renderTarget.texture.name = 'SavePass.rt';
  18. }
  19. this.needsSwap = false;
  20. this.fsQuad = new THREE.FullScreenQuad( this.material );
  21. }
  22. render( renderer, writeBuffer, readBuffer
  23. /*, deltaTime, maskActive */
  24. ) {
  25. if ( this.uniforms[ this.textureID ] ) {
  26. this.uniforms[ this.textureID ].value = readBuffer.texture;
  27. }
  28. renderer.setRenderTarget( this.renderTarget );
  29. if ( this.clear ) renderer.clear();
  30. this.fsQuad.render( renderer );
  31. }
  32. }
  33. THREE.SavePass = SavePass;
  34. } )();