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95 lines
2.2 KiB
95 lines
2.2 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( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
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const context = renderer.getContext();
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const state = renderer.state;
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// don't update color or depth
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state.buffers.color.setMask( false );
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state.buffers.depth.setMask( false );
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// lock buffers
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state.buffers.color.setLocked( true );
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state.buffers.depth.setLocked( true );
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// 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 );
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// 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 );
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// 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 );
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// 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( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
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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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