/** * @author alteredq / http://alteredqualia.com/ */ import { Camera, Scene, WebGLRenderer } from "three"; import { Pass } from "./Pass"; export class MaskPass extends Pass { scene: Scene; camera: Camera; inverse: boolean; constructor(scene: Scene, camera: Camera) { super(); this.scene = scene; this.camera = camera; this.clear = true; this.needsSwap = false; this.inverse = false; } render( renderer: WebGLRenderer, writeBuffer: any, readBuffer: any /*, deltaTime, maskActive */ ) { var context = renderer.getContext(); 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.setRenderTarget( readBuffer ); if ( this.clear ) renderer.clear(); renderer.render( this.scene, this.camera ); renderer.setRenderTarget( writeBuffer ); if ( this.clear ) renderer.clear(); renderer.render( this.scene, this.camera ); // 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 ); } } export class ClearMaskPass extends Pass { needsSwap: boolean; constructor() { super(); this.needsSwap = false; } render( renderer: WebGLRenderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) { renderer.state.buffers.stencil.setTest( false ); } }