/** * @author alteredq / http://alteredqualia.com/ */ THREE.MaskPass = function ( scene, camera ) { this.scene = scene; this.camera = camera; this.enabled = true; this.clear = false; this.needsSwap = false; this.inverse = false; }; THREE.MaskPass.prototype = { render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) { var writeValue, clearValue; var context = renderer.context; var state = renderer.state; // check inverse masking if ( this.inverse === true ) { writeValue = 0; clearValue = 1; } else { writeValue = 1; clearValue = 0; } // setup WebGL state to prepare the stencil test state.clearStencil( clearValue ); state.setStencilFunc( context.ALWAYS, writeValue, 0xffffffff ); state.setStencilOp( context.REPLACE, context.REPLACE, context.REPLACE ); // clear the stencil buffer before drawing renderer.clearTarget( readBuffer, false, false, true ); renderer.clearTarget( writeBuffer, false, false, true ); // draw into the stencil buffer renderer.render( this.scene, this.camera, readBuffer, this.clear ); renderer.render( this.scene, this.camera, writeBuffer, this.clear ); // setup WebGL state for upcoming stencil tests. // only render where stencil is set to 1 state.setStencilFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1 state.setStencilOp( context.KEEP, context.KEEP, context.KEEP ); } }; THREE.ClearMaskPass = function () { this.enabled = true; }; THREE.ClearMaskPass.prototype = { render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) { } };