SavePass.js 1.3 KB

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