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