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three

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JavaScript 3D library

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import { HalfFloatType, NoBlending, ShaderMaterial, UniformsUtils, WebGLRenderTarget } from 'three'; import { Pass, FullScreenQuad } from './Pass.js'; import { CopyShader } from '../shaders/CopyShader.js'; /** * A pass that saves the contents of the current read buffer in a render target. * * ```js * const savePass = new SavePass( customRenderTarget ); * composer.addPass( savePass ); * ``` * * @augments Pass */ class SavePass extends Pass { /** * Constructs a new save pass. * * @param {WebGLRenderTarget} [renderTarget] - The render target for saving the read buffer. * If not provided, the pass automatically creates a render target. */ constructor( renderTarget ) { super(); /** * The pass uniforms. * * @type {Object} */ this.uniforms = UniformsUtils.clone( CopyShader.uniforms ); /** * The pass material. * * @type {ShaderMaterial} */ this.material = new ShaderMaterial( { uniforms: this.uniforms, vertexShader: CopyShader.vertexShader, fragmentShader: CopyShader.fragmentShader, blending: NoBlending } ); /** * The render target which is used to save the read buffer. * * @type {WebGLRenderTarget} */ this.renderTarget = renderTarget; if ( this.renderTarget === undefined ) { this.renderTarget = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later this.renderTarget.texture.name = 'SavePass.rt'; } /** * Overwritten to disable the swap. * * @type {boolean} * @default false */ this.needsSwap = false; // internals this._fsQuad = new FullScreenQuad( this.material ); } /** * Performs the save pass. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering * destination for the pass. * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the * previous pass from this buffer. * @param {number} deltaTime - The delta time in seconds. * @param {boolean} maskActive - Whether masking is active or not. */ render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) { this.uniforms[ 'tDiffuse' ].value = readBuffer.texture; renderer.setRenderTarget( this.renderTarget ); if ( this.clear ) renderer.clear(); this._fsQuad.render( renderer ); } /** * Sets the size of the pass. * * @param {number} width - The width to set. * @param {number} height - The width to set. */ setSize( width, height ) { this.renderTarget.setSize( width, height ); } /** * Frees the GPU-related resources allocated by this instance. Call this * method whenever the pass is no longer used in your app. */ dispose() { this.renderTarget.dispose(); this.material.dispose(); this._fsQuad.dispose(); } } export { SavePass };