three
Version:
JavaScript 3D library
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JavaScript
import { Source } from './Source.js';
import { Texture } from './Texture.js';
import { NearestFilter, UnsignedIntType, DepthFormat, DepthStencilFormat } from '../constants.js';
/**
* This class can be used to automatically save the depth information of a
* rendering into a texture.
*
* @augments Texture
*/
class DepthTexture extends Texture {
/**
* Constructs a new depth texture.
*
* @param {number} width - The width of the texture.
* @param {number} height - The height of the texture.
* @param {number} [type=UnsignedIntType] - The texture type.
* @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
* @param {number} [magFilter=LinearFilter] - The mag filter value.
* @param {number} [minFilter=LinearFilter] - The min filter value.
* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
* @param {number} [format=DepthFormat] - The texture format.
*/
constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
if ( format !== DepthFormat && format !== DepthStencilFormat ) {
throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
}
super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isDepthTexture = true;
/**
* The image property of a depth texture just defines its dimensions.
*
* @type {{width:number,height:number}}
*/
this.image = { width: width, height: height };
/**
* If set to `true`, the texture is flipped along the vertical axis when
* uploaded to the GPU.
*
* Overwritten and set to `false` by default.
*
* @type {boolean}
* @default false
*/
this.flipY = false;
/**
* Whether to generate mipmaps (if possible) for a texture.
*
* Overwritten and set to `false` by default.
*
* @type {boolean}
* @default false
*/
this.generateMipmaps = false;
/**
* Code corresponding to the depth compare function.
*
* @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
* @default null
*/
this.compareFunction = null;
}
copy( source ) {
super.copy( source );
this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
this.compareFunction = source.compareFunction;
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
return data;
}
}
export { DepthTexture };