three
Version:
JavaScript 3D library
132 lines (102 loc) • 2.89 kB
JavaScript
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 };