UNPKG

@forbespro/lead-agent

Version:
56 lines (55 loc) 2.62 kB
import { Pass as r } from "./index52.js"; class o extends r { /** * Constructs a new mask pass. * * @param {Scene} scene - The 3D objects in this scene will define the mask. * @param {Camera} camera - The camera. */ constructor(s, f) { super(), this.scene = s, this.camera = f, this.clear = !0, this.needsSwap = !1, this.inverse = !1; } /** * Performs a mask pass with the configured scene and camera. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering * destination for the pass. * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the * previous pass from this buffer. * @param {number} deltaTime - The delta time in seconds. * @param {boolean} maskActive - Whether masking is active or not. */ render(s, f, u) { const t = s.getContext(), e = s.state; e.buffers.color.setMask(!1), e.buffers.depth.setMask(!1), e.buffers.color.setLocked(!0), e.buffers.depth.setLocked(!0); let c, a; this.inverse ? (c = 0, a = 1) : (c = 1, a = 0), e.buffers.stencil.setTest(!0), e.buffers.stencil.setOp(t.REPLACE, t.REPLACE, t.REPLACE), e.buffers.stencil.setFunc(t.ALWAYS, c, 4294967295), e.buffers.stencil.setClear(a), e.buffers.stencil.setLocked(!0), s.setRenderTarget(u), this.clear && s.clear(), s.render(this.scene, this.camera), s.setRenderTarget(f), this.clear && s.clear(), s.render(this.scene, this.camera), e.buffers.color.setLocked(!1), e.buffers.depth.setLocked(!1), e.buffers.color.setMask(!0), e.buffers.depth.setMask(!0), e.buffers.stencil.setLocked(!1), e.buffers.stencil.setFunc(t.EQUAL, 1, 4294967295), e.buffers.stencil.setOp(t.KEEP, t.KEEP, t.KEEP), e.buffers.stencil.setLocked(!0); } } class n extends r { /** * Constructs a new clear mask pass. */ constructor() { super(), this.needsSwap = !1; } /** * Performs the clear of the currently defined mask. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering * destination for the pass. * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the * previous pass from this buffer. * @param {number} deltaTime - The delta time in seconds. * @param {boolean} maskActive - Whether masking is active or not. */ render(s) { s.state.buffers.stencil.setLocked(!1), s.state.buffers.stencil.setTest(!1); } } export { n as ClearMaskPass, o as MaskPass };