/** * @author alteredq / http://alteredqualia.com/ */ THREE.MaskPass = function ( scene, camera ) { THREE.Pass.call( this ); this.scene = scene; this.camera = camera; this.clear = true; this.needsSwap = false; this.inverse = false; }; THREE.MaskPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), { constructor: THREE.MaskPass, render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) { var context = renderer.context; var state = renderer.state; // don't update color or depth state.buffers.color.setMask( false ); state.buffers.depth.setMask( false ); // lock buffers state.buffers.color.setLocked( true ); state.buffers.depth.setLocked( true ); // set up stencil var writeValue, clearValue; if ( this.inverse ) { writeValue = 0; clearValue = 1; } else { writeValue = 1; clearValue = 0; } state.buffers.stencil.setTest( true ); state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE ); state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff ); state.buffers.stencil.setClear( clearValue ); // draw into the stencil buffer renderer.render( this.scene, this.camera, readBuffer, this.clear ); renderer.render( this.scene, this.camera, writeBuffer, this.clear ); // unlock color and depth buffer for subsequent rendering state.buffers.color.setLocked( false ); state.buffers.depth.setLocked( false ); // only render where stencil is set to 1 state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1 state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP ); } } ); THREE.ClearMaskPass = function () { THREE.Pass.call( this ); this.needsSwap = false; }; THREE.ClearMaskPass.prototype = Object.create( THREE.Pass.prototype ); Object.assign( THREE.ClearMaskPass.prototype, { render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) { renderer.state.buffers.stencil.setTest( false ); } } );