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BufferAttribute.js
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BufferGeometry.js
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Clock.js
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EventDispatcher.js
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GLBufferAttribute.js
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RenderTarget.js
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Uniform.js
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Code Editor : RenderTarget.js
import { EventDispatcher } from './EventDispatcher.js'; import { Texture } from '../textures/Texture.js'; import { LinearFilter, NoColorSpace, SRGBColorSpace, sRGBEncoding } from '../constants.js'; import { Vector4 } from '../math/Vector4.js'; import { Source } from '../textures/Source.js'; import { warnOnce } from '../utils.js'; /* In options, we can specify: * Texture parameters for an auto-generated target texture * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers */ class RenderTarget extends EventDispatcher { constructor( width = 1, height = 1, options = {} ) { super(); this.isRenderTarget = true; this.width = width; this.height = height; this.depth = 1; this.scissor = new Vector4( 0, 0, width, height ); this.scissorTest = false; this.viewport = new Vector4( 0, 0, width, height ); const image = { width: width, height: height, depth: 1 }; if ( options.encoding !== undefined ) { // @deprecated, r152 warnOnce( 'THREE.WebGLRenderTarget: option.encoding has been replaced by option.colorSpace.' ); options.colorSpace = options.encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace; } this.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace ); this.texture.isRenderTargetTexture = true; this.texture.flipY = false; this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; this.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null; this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false; this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; this.samples = options.samples !== undefined ? options.samples : 0; } setSize( width, height, depth = 1 ) { if ( this.width !== width || this.height !== height || this.depth !== depth ) { this.width = width; this.height = height; this.depth = depth; this.texture.image.width = width; this.texture.image.height = height; this.texture.image.depth = depth; this.dispose(); } this.viewport.set( 0, 0, width, height ); this.scissor.set( 0, 0, width, height ); } clone() { return new this.constructor().copy( this ); } copy( source ) { this.width = source.width; this.height = source.height; this.depth = source.depth; this.scissor.copy( source.scissor ); this.scissorTest = source.scissorTest; this.viewport.copy( source.viewport ); this.texture = source.texture.clone(); this.texture.isRenderTargetTexture = true; // ensure image object is not shared, see #20328 const image = Object.assign( {}, source.texture.image ); this.texture.source = new Source( image ); this.depthBuffer = source.depthBuffer; this.stencilBuffer = source.stencilBuffer; if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone(); this.samples = source.samples; return this; } dispose() { this.dispatchEvent( { type: 'dispose' } ); } } export { RenderTarget };
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