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78 lines
2.3 KiB
78 lines
2.3 KiB
(function () {
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class MaskPass extends THREE.Pass {
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constructor(scene, camera) {
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super();
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this.scene = scene;
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this.camera = camera;
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this.clear = true;
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this.needsSwap = false;
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this.inverse = false;
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}
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render(
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renderer,
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writeBuffer,
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readBuffer
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/*, deltaTime, maskActive */
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) {
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const context = renderer.getContext();
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const state = renderer.state; // don't update color or depth
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state.buffers.color.setMask(false);
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state.buffers.depth.setMask(false); // lock buffers
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state.buffers.color.setLocked(true);
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state.buffers.depth.setLocked(true); // set up stencil
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let writeValue, clearValue;
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if (this.inverse) {
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writeValue = 0;
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clearValue = 1;
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} else {
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writeValue = 1;
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clearValue = 0;
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}
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state.buffers.stencil.setTest(true);
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state.buffers.stencil.setOp(context.REPLACE, context.REPLACE, context.REPLACE);
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state.buffers.stencil.setFunc(context.ALWAYS, writeValue, 0xffffffff);
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state.buffers.stencil.setClear(clearValue);
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state.buffers.stencil.setLocked(true); // draw into the stencil buffer
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renderer.setRenderTarget(readBuffer);
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if (this.clear) renderer.clear();
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renderer.render(this.scene, this.camera);
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renderer.setRenderTarget(writeBuffer);
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if (this.clear) renderer.clear();
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renderer.render(this.scene, this.camera); // unlock color and depth buffer for subsequent rendering
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state.buffers.color.setLocked(false);
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state.buffers.depth.setLocked(false); // only render where stencil is set to 1
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state.buffers.stencil.setLocked(false);
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state.buffers.stencil.setFunc(context.EQUAL, 1, 0xffffffff); // draw if == 1
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state.buffers.stencil.setOp(context.KEEP, context.KEEP, context.KEEP);
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state.buffers.stencil.setLocked(true);
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}
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}
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class ClearMaskPass extends THREE.Pass {
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constructor() {
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super();
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this.needsSwap = false;
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}
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render(
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renderer
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/*, writeBuffer, readBuffer, deltaTime, maskActive */
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) {
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renderer.state.buffers.stencil.setLocked(false);
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renderer.state.buffers.stencil.setTest(false);
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}
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}
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THREE.ClearMaskPass = ClearMaskPass;
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THREE.MaskPass = MaskPass;
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})();
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