Buckets:
| 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 | |
| * @three_import import { SavePass } from 'three/addons/postprocessing/SavePass.js'; | |
| */ | |
| 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 }; | |
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