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- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.MaskPass = function ( scene, camera ) {
- this.scene = scene;
- this.camera = camera;
- this.enabled = true;
- this.clear = true;
- this.needsSwap = false;
- this.inverse = false;
- };
- THREE.MaskPass.prototype = {
- render: function ( renderer, writeBuffer, readBuffer, delta ) {
- var context = renderer.context;
- // don't update color or depth
- context.colorMask( false, false, false, false );
- context.depthMask( false );
- // set up stencil
- var writeValue, clearValue;
- if ( this.inverse ) {
- writeValue = 0;
- clearValue = 1;
- } else {
- writeValue = 1;
- clearValue = 0;
- }
- context.enable( context.STENCIL_TEST );
- context.stencilOp( context.REPLACE, context.REPLACE, context.REPLACE );
- context.stencilFunc( context.ALWAYS, writeValue, 0xffffffff );
- context.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
- context.colorMask( true, true, true, true );
- context.depthMask( true );
- // only render where stencil is set to 1
- context.stencilFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
- context.stencilOp( context.KEEP, context.KEEP, context.KEEP );
- }
- };
- THREE.ClearMaskPass = function () {
- this.enabled = true;
- };
- THREE.ClearMaskPass.prototype = {
- render: function ( renderer, writeBuffer, readBuffer, delta ) {
- var context = renderer.context;
- context.disable( context.STENCIL_TEST );
- }
- };
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