MaskPass.js 2.2 KB

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