import { EventDispatcher } from './EventDispatcher.js';
import { Texture } from '../textures/Texture.js';
import { LinearFilter } from '../constants.js';
import { Vector4 } from '../math/Vector4.js';
import { Source } from '../textures/Source.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 };
options = Object.assign( {
generateMipmaps: false,
internalFormat: null,
minFilter: LinearFilter,
depthBuffer: true,
stencilBuffer: false,
resolveDepthBuffer: true,
resolveStencilBuffer: true,
depthTexture: null,
samples: 0,
count: 1
}, options );
const texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
texture.flipY = false;
texture.generateMipmaps = options.generateMipmaps;
texture.internalFormat = options.internalFormat;
this.textures = [];
const count = options.count;
for ( let i = 0; i < count; i ++ ) {
this.textures[ i ] = texture.clone();
this.textures[ i ].isRenderTargetTexture = true;
this.textures[ i ].renderTarget = this;
}
this.depthBuffer = options.depthBuffer;
this.stencilBuffer = options.stencilBuffer;
this.resolveDepthBuffer = options.resolveDepthBuffer;
this.resolveStencilBuffer = options.resolveStencilBuffer;
this._depthTexture = null;
this.depthTexture = options.depthTexture;
this.samples = options.samples;
}
get texture() {
return this.textures[ 0 ];
}
set texture( value ) {
this.textures[ 0 ] = value;
}
set depthTexture( current ) {
if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
if ( current !== null ) current.renderTarget = this;
this._depthTexture = current;
}
get depthTexture() {
return this._depthTexture;
}
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.textures.length; i < il; i ++ ) {
this.textures[ i ].image.width = width;
this.textures[ i ].image.height = height;
this.textures[ i ].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.textures.length = 0;
for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
this.textures[ i ] = source.textures[ i ].clone();
this.textures[ i ].isRenderTargetTexture = true;
this.textures[ i ].renderTarget = this;
}
// 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;
this.resolveDepthBuffer = source.resolveDepthBuffer;
this.resolveStencilBuffer = source.resolveStencilBuffer;
if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
this.samples = source.samples;
return this;
}
dispose() {
this.dispatchEvent( { type: 'dispose' } );
}
}
export { RenderTarget };