import { EventDispatcher } from '../core/EventDispatcher.js'; import { Texture } from '../textures/Texture.js'; import { LinearFilter } from '../constants.js'; import { Vector4 } from '../math/Vector4.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 WebGLRenderTarget extends EventDispatcher { constructor( width, height, options = {} ) { super(); 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 ); this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); this.texture.image = { width: width, height: height, depth: 1 }; this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; 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; } setTexture( texture ) { texture.image = { width: this.width, height: this.height, depth: this.depth }; this.texture = texture; } 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.viewport.copy( source.viewport ); this.texture = source.texture.clone(); this.texture.image = { ...this.texture.image }; // See #20328. this.depthBuffer = source.depthBuffer; this.stencilBuffer = source.stencilBuffer; this.depthTexture = source.depthTexture; return this; } dispose() { this.dispatchEvent( { type: 'dispose' } ); } } WebGLRenderTarget.prototype.isWebGLRenderTarget = true; export { WebGLRenderTarget };