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- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.MaskPass = function ( scene, camera ) {
- THREE.Pass.call( this );
- this.scene = scene;
- this.camera = camera;
- this.clear = true;
- this.needsSwap = false;
- this.inverse = false;
- };
- THREE.MaskPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
- constructor: THREE.MaskPass,
- render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
- var context = renderer.context;
- var state = renderer.state;
- // don't update color or depth
- state.buffers.color.setMask( false );
- state.buffers.depth.setMask( false );
- // lock buffers
- state.buffers.color.setLocked( true );
- state.buffers.depth.setLocked( true );
- // set up stencil
- var writeValue, clearValue;
- if ( this.inverse ) {
- writeValue = 0;
- clearValue = 1;
- } else {
- writeValue = 1;
- clearValue = 0;
- }
- state.buffers.stencil.setTest( true );
- state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
- state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
- state.buffers.stencil.setClear( clearValue );
- // draw into the stencil buffer
- renderer.render( this.scene, this.camera, readBuffer, this.clear );
- renderer.render( this.scene, this.camera, writeBuffer, this.clear );
- // unlock color and depth buffer for subsequent rendering
- state.buffers.color.setLocked( false );
- state.buffers.depth.setLocked( false );
- // only render where stencil is set to 1
- state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
- state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
- }
- } );
- THREE.ClearMaskPass = function () {
- THREE.Pass.call( this );
- this.needsSwap = false;
- };
- THREE.ClearMaskPass.prototype = Object.create( THREE.Pass.prototype );
- Object.assign( THREE.ClearMaskPass.prototype, {
- render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
- renderer.state.buffers.stencil.setTest( false );
- }
- } );
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