/** * @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.create( THREE.Pass.prototype ); THREE.MaskPass.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.setColorWrite( false ); state.setDepthWrite( false ); // set up stencil var writeValue, clearValue; if ( this.inverse ) { writeValue = 0; clearValue = 1; } else { writeValue = 1; clearValue = 0; } state.setStencilTest( true ); state.setStencilOp( context.REPLACE, context.REPLACE, context.REPLACE ); state.setStencilFunc( context.ALWAYS, writeValue, 0xffffffff ); state.clearStencil( clearValue ); // draw into the stencil buffer renderer.render( this.scene, this.camera, readBuffer, this.clear ); renderer.render( this.scene, this.camera, writeBuffer, this.clear ); // re-enable update of color and depth state.setColorWrite( true ); state.setDepthWrite( true ); // 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 () { THREE.Pass.call( this ); this.needsSwap = false; }; THREE.ClearMaskPass.prototype = Object.create( THREE.Pass.prototype ); THREE.ClearMaskPass.prototype = { constructor: THREE.ClearMaskPass, render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) { renderer.state.setStencilTest( false ); } };