MaskPass.js 1.6 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.MaskPass = function ( scene, camera ) {
  5. this.scene = scene;
  6. this.camera = camera;
  7. this.enabled = true;
  8. this.clear = false;
  9. this.needsSwap = false;
  10. this.inverse = false;
  11. };
  12. THREE.MaskPass.prototype = {
  13. render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  14. var writeValue, clearValue;
  15. var context = renderer.context;
  16. var state = renderer.state;
  17. // check inverse masking
  18. if ( this.inverse === true ) {
  19. writeValue = 0;
  20. clearValue = 1;
  21. } else {
  22. writeValue = 1;
  23. clearValue = 0;
  24. }
  25. // setup WebGL state to prepare the stencil test
  26. state.clearStencil( clearValue );
  27. state.setStencilFunc( context.ALWAYS, writeValue, 0xffffffff );
  28. state.setStencilOp( context.REPLACE, context.REPLACE, context.REPLACE );
  29. // clear the stencil buffer before drawing
  30. renderer.clearTarget( readBuffer, false, false, true );
  31. renderer.clearTarget( writeBuffer, false, false, true );
  32. // draw into the stencil buffer
  33. renderer.render( this.scene, this.camera, readBuffer, this.clear );
  34. renderer.render( this.scene, this.camera, writeBuffer, this.clear );
  35. // setup WebGL state for upcoming stencil tests.
  36. // only render where stencil is set to 1
  37. state.setStencilFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
  38. state.setStencilOp( context.KEEP, context.KEEP, context.KEEP );
  39. }
  40. };
  41. THREE.ClearMaskPass = function () {
  42. this.enabled = true;
  43. };
  44. THREE.ClearMaskPass.prototype = {
  45. render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  46. }
  47. };