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MaskPass.js 2.3 KB

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  1. ( function () {
  2. var MaskPass = function ( scene, camera ) {
  3. THREE.Pass.call( this );
  4. this.scene = scene;
  5. this.camera = camera;
  6. this.clear = true;
  7. this.needsSwap = false;
  8. this.inverse = false;
  9. };
  10. MaskPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  11. constructor: MaskPass,
  12. render: function ( renderer, writeBuffer, readBuffer
  13. /*, deltaTime, maskActive */
  14. ) {
  15. var context = renderer.getContext();
  16. var state = renderer.state; // don't update color or depth
  17. state.buffers.color.setMask( false );
  18. state.buffers.depth.setMask( false ); // lock buffers
  19. state.buffers.color.setLocked( true );
  20. state.buffers.depth.setLocked( true ); // set up stencil
  21. var writeValue, clearValue;
  22. if ( this.inverse ) {
  23. writeValue = 0;
  24. clearValue = 1;
  25. } else {
  26. writeValue = 1;
  27. clearValue = 0;
  28. }
  29. state.buffers.stencil.setTest( true );
  30. state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
  31. state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
  32. state.buffers.stencil.setClear( clearValue );
  33. state.buffers.stencil.setLocked( true ); // draw into the stencil buffer
  34. renderer.setRenderTarget( readBuffer );
  35. if ( this.clear ) renderer.clear();
  36. renderer.render( this.scene, this.camera );
  37. renderer.setRenderTarget( writeBuffer );
  38. if ( this.clear ) renderer.clear();
  39. renderer.render( this.scene, this.camera ); // unlock color and depth buffer for subsequent rendering
  40. state.buffers.color.setLocked( false );
  41. state.buffers.depth.setLocked( false ); // only render where stencil is set to 1
  42. state.buffers.stencil.setLocked( false );
  43. state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
  44. state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
  45. state.buffers.stencil.setLocked( true );
  46. }
  47. } );
  48. var ClearMaskPass = function () {
  49. THREE.Pass.call( this );
  50. this.needsSwap = false;
  51. };
  52. ClearMaskPass.prototype = Object.create( THREE.Pass.prototype );
  53. Object.assign( ClearMaskPass.prototype, {
  54. render: function ( renderer
  55. /*, writeBuffer, readBuffer, deltaTime, maskActive */
  56. ) {
  57. renderer.state.buffers.stencil.setLocked( false );
  58. renderer.state.buffers.stencil.setTest( false );
  59. }
  60. } );
  61. THREE.ClearMaskPass = ClearMaskPass;
  62. THREE.MaskPass = MaskPass;
  63. } )();