最新代码
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79
public/sdk/three/jsm/postprocessing/SavePass.js
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79
public/sdk/three/jsm/postprocessing/SavePass.js
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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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class SavePass extends Pass {
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constructor( renderTarget ) {
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super();
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const shader = CopyShader;
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this.textureID = 'tDiffuse';
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this.uniforms = UniformsUtils.clone( shader.uniforms );
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this.material = new ShaderMaterial( {
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader,
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blending: NoBlending
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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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this.needsSwap = false;
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this.fsQuad = new FullScreenQuad( this.material );
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}
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render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) {
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if ( this.uniforms[ this.textureID ] ) {
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this.uniforms[ this.textureID ].value = readBuffer.texture;
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}
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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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setSize( width, height ) {
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this.renderTarget.setSize( width, height );
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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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