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