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- ;(function () {
- class MaskPass extends THREE.Pass {
- constructor(scene, camera) {
- super()
- this.scene = scene
- this.camera = camera
- this.clear = true
- this.needsSwap = false
- this.inverse = false
- }
- render(
- renderer,
- writeBuffer,
- readBuffer
- /*, deltaTime, maskActive */
- ) {
- const context = renderer.getContext()
- const 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
- let 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)
- state.buffers.stencil.setLocked(true) // 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.setLocked(false)
- state.buffers.stencil.setFunc(context.EQUAL, 1, 0xffffffff) // draw if == 1
- state.buffers.stencil.setOp(context.KEEP, context.KEEP, context.KEEP)
- state.buffers.stencil.setLocked(true)
- }
- }
- class ClearMaskPass extends THREE.Pass {
- constructor() {
- super()
- this.needsSwap = false
- }
- render(
- renderer
- /*, writeBuffer, readBuffer, deltaTime, maskActive */
- ) {
- renderer.state.buffers.stencil.setLocked(false)
- renderer.state.buffers.stencil.setTest(false)
- }
- }
- THREE.ClearMaskPass = ClearMaskPass
- THREE.MaskPass = MaskPass
- })()
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