📄 SavePass.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 3 |
🧱 Classes | 1 |
📦 Imports | 8 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/postprocessing/SavePass.js
📦 Imports¶
Name | Source |
---|---|
HalfFloatType |
three |
NoBlending |
three |
ShaderMaterial |
three |
UniformsUtils |
three |
WebGLRenderTarget |
three |
Pass |
./Pass.js |
FullScreenQuad |
./Pass.js |
CopyShader |
../shaders/CopyShader.js |
Functions¶
SavePass.render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
JSDoc:
/**
* 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.
*/
Parameters:
renderer
WebGLRenderer
writeBuffer
WebGLRenderTarget
readBuffer
WebGLRenderTarget
Returns: void
Calls:
renderer.setRenderTarget
renderer.clear
this._fsQuad.render
Code
SavePass.setSize(width: number, height: number): void
¶
JSDoc:
/**
* Sets the size of the pass.
*
* @param {number} width - The width to set.
* @param {number} height - The height to set.
*/
Parameters:
width
number
height
number
Returns: void
Calls:
this.renderTarget.setSize
SavePass.dispose(): void
¶
JSDoc:
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
Returns: void
Calls:
this.renderTarget.dispose
this.material.dispose
this._fsQuad.dispose
Classes¶
SavePass
¶
Class Code
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 height 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();
}
}