SavePass.js 1.4 KB

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