96 lines
2.3 KiB
JavaScript
96 lines
2.3 KiB
JavaScript
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import { EventDispatcher } from '../core/EventDispatcher.js';
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import { Texture } from '../textures/Texture.js';
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import { LinearFilter } from '../constants.js';
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import { Vector4 } from '../math/Vector4.js';
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/**
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* @author szimek / https://github.com/szimek/
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* @author alteredq / http://alteredqualia.com/
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* @author Marius Kintel / https://github.com/kintel
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*/
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/*
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In options, we can specify:
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* Texture parameters for an auto-generated target texture
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* depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
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*/
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function WebGLRenderTarget( width, height, options ) {
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this.width = width;
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this.height = height;
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this.scissor = new Vector4( 0, 0, width, height );
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this.scissorTest = false;
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this.viewport = new Vector4( 0, 0, width, height );
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options = options || {};
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if ( options.minFilter === undefined ) options.minFilter = LinearFilter;
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this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
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this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : true;
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this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
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this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
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this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
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}
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WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
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constructor: WebGLRenderTarget,
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isWebGLRenderTarget: true,
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setSize: function ( width, height ) {
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if ( this.width !== width || this.height !== height ) {
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this.width = width;
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this.height = height;
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this.dispose();
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}
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this.viewport.set( 0, 0, width, height );
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this.scissor.set( 0, 0, width, height );
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},
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clone: function () {
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return new this.constructor().copy( this );
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},
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copy: function ( source ) {
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this.width = source.width;
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this.height = source.height;
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this.viewport.copy( source.viewport );
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this.texture = source.texture.clone();
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this.depthBuffer = source.depthBuffer;
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this.stencilBuffer = source.stencilBuffer;
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this.depthTexture = source.depthTexture;
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return this;
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},
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dispose: function () {
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this.dispatchEvent( { type: 'dispose' } );
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}
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} );
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export { WebGLRenderTarget };
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