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Code Editor : WebGLMultipleRenderTargets.js
import { WebGLRenderTarget } from './WebGLRenderTarget.js'; class WebGLMultipleRenderTargets extends WebGLRenderTarget { constructor( width = 1, height = 1, count = 1, options = {} ) { super( width, height, options ); this.isWebGLMultipleRenderTargets = true; const texture = this.texture; this.texture = []; for ( let i = 0; i < count; i ++ ) { this.texture[ i ] = texture.clone(); this.texture[ i ].isRenderTargetTexture = true; } } setSize( width, height, depth = 1 ) { if ( this.width !== width || this.height !== height || this.depth !== depth ) { this.width = width; this.height = height; this.depth = depth; for ( let i = 0, il = this.texture.length; i < il; i ++ ) { this.texture[ i ].image.width = width; this.texture[ i ].image.height = height; this.texture[ i ].image.depth = depth; } this.dispose(); } this.viewport.set( 0, 0, width, height ); this.scissor.set( 0, 0, width, height ); } copy( source ) { this.dispose(); 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.depthBuffer = source.depthBuffer; this.stencilBuffer = source.stencilBuffer; if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone(); this.texture.length = 0; for ( let i = 0, il = source.texture.length; i < il; i ++ ) { this.texture[ i ] = source.texture[ i ].clone(); this.texture[ i ].isRenderTargetTexture = true; } return this; } } export { WebGLMultipleRenderTargets };
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