Buckets:
| 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 }; | |
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