Team:Central Calgary/postprocessing/MaskPass.js
/**
* @author alteredq / http://alteredqualia.com/ */
THREE.MaskPass = function ( scene, camera ) {
this.scene = scene; this.camera = camera;
this.enabled = true; this.clear = true; this.needsSwap = false;
this.inverse = 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
var writeValue, clearValue;
if ( this.inverse ) {
writeValue = 0; clearValue = 1;
} else {
writeValue = 1; clearValue = 0;
}
context.enable( context.STENCIL_TEST ); context.stencilOp( context.REPLACE, context.REPLACE, context.REPLACE ); context.stencilFunc( context.ALWAYS, writeValue, 0xffffffff ); context.clearStencil( clearValue );
// 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 () {
this.enabled = true;
};
THREE.ClearMaskPass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta ) {
var context = renderer.context;
context.disable( context.STENCIL_TEST );
}
};