Files
three.js/examples/js/postprocessing/MaskPass.js
T
alteredq 59bfd81150 Added MaskPass to postprocessing and clearTarget to WebGLRenderer.
Masking was real pain to get working with multiple render targets :/.

Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
2011-09-01 17:41:56 +02:00

67 lines
1.3 KiB
JavaScript

/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.MaskPass = function ( scene, camera ) {
this.scene = scene;
this.camera = camera;
this.clear = true;
this.needsSwap = 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
context.enable( context.STENCIL_TEST );
context.stencilOp( context.REPLACE, context.REPLACE, context.REPLACE );
context.stencilFunc( context.ALWAYS, 1, 0xffffffff );
// 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 () {
};
THREE.ClearMaskPass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta ) {
var context = renderer.context;
context.disable( context.STENCIL_TEST );
}
};