-
-
Notifications
You must be signed in to change notification settings - Fork 206
/
DepthMaskMaterial.js
380 lines (267 loc) · 6.37 KB
/
DepthMaskMaterial.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
import {
AlwaysDepth,
BasicDepthPacking,
EqualDepth,
GreaterDepth,
GreaterEqualDepth,
LessDepth,
LessEqualDepth,
NeverDepth,
NoBlending,
NotEqualDepth,
PerspectiveCamera,
ShaderMaterial,
Uniform,
Vector2
} from "three";
import { DepthTestStrategy } from "../enums/DepthTestStrategy.js";
import fragmentShader from "./glsl/depth-mask.frag";
import vertexShader from "./glsl/common.vert";
/**
* A depth mask shader material.
*
* This material masks a color buffer by comparing two depth textures.
*/
export class DepthMaskMaterial extends ShaderMaterial {
/**
* Constructs a new depth mask material.
*/
constructor() {
super({
name: "DepthMaskMaterial",
defines: {
DEPTH_EPSILON: "0.0001",
DEPTH_PACKING_0: "0",
DEPTH_PACKING_1: "0",
DEPTH_TEST_STRATEGY: DepthTestStrategy.KEEP_MAX_DEPTH
},
uniforms: {
inputBuffer: new Uniform(null),
depthBuffer0: new Uniform(null),
depthBuffer1: new Uniform(null),
cameraNearFar: new Uniform(new Vector2(1, 1))
},
blending: NoBlending,
toneMapped: false,
depthWrite: false,
depthTest: false,
fragmentShader,
vertexShader
});
this.depthMode = LessDepth;
}
/**
* The primary depth buffer.
*
* @type {Texture}
*/
set depthBuffer0(value) {
this.uniforms.depthBuffer0.value = value;
}
/**
* The primary depth packing strategy.
*
* @type {DepthPackingStrategies}
*/
set depthPacking0(value) {
this.defines.DEPTH_PACKING_0 = value.toFixed(0);
this.needsUpdate = true;
}
/**
* Sets the base depth buffer.
*
* @deprecated Use depthBuffer0 and depthPacking0 instead.
* @param {Texture} buffer - The depth texture.
* @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.
*/
setDepthBuffer0(buffer, depthPacking = BasicDepthPacking) {
this.depthBuffer0 = buffer;
this.depthPacking0 = depthPacking;
}
/**
* The secondary depth buffer.
*
* @type {Texture}
*/
set depthBuffer1(value) {
this.uniforms.depthBuffer1.value = value;
}
/**
* The secondary depth packing strategy.
*
* @type {DepthPackingStrategies}
*/
set depthPacking1(value) {
this.defines.DEPTH_PACKING_1 = value.toFixed(0);
this.needsUpdate = true;
}
/**
* Sets the depth buffer that will be compared with the base depth buffer.
*
* @deprecated Use depthBuffer1 and depthPacking1 instead.
* @param {Texture} buffer - The depth texture.
* @param {DepthPackingStrategies} [depthPacking=BasicDepthPacking] - The depth packing strategy.
*/
setDepthBuffer1(buffer, depthPacking = BasicDepthPacking) {
this.depthBuffer1 = buffer;
this.depthPacking1 = depthPacking;
}
/**
* The strategy for handling maximum depth.
*
* @type {DepthTestStrategy}
*/
get maxDepthStrategy() {
return Number(this.defines.DEPTH_TEST_STRATEGY);
}
set maxDepthStrategy(value) {
this.defines.DEPTH_TEST_STRATEGY = value.toFixed(0);
this.needsUpdate = true;
}
/**
* Indicates whether maximum depth values should be preserved.
*
* @type {Boolean}
* @deprecated Use maxDepthStrategy instead.
*/
get keepFar() {
return this.maxDepthStrategy;
}
set keepFar(value) {
this.maxDepthStrategy = value ? DepthTestStrategy.KEEP_MAX_DEPTH : DepthTestStrategy.DISCARD_MAX_DEPTH;
}
/**
* Returns the strategy for dealing with maximum depth values.
*
* @deprecated Use maxDepthStrategy instead.
* @return {DepthTestStrategy} The strategy.
*/
getMaxDepthStrategy() {
return this.maxDepthStrategy;
}
/**
* Sets the strategy for dealing with maximum depth values.
*
* @deprecated Use maxDepthStrategy instead.
* @param {DepthTestStrategy} value - The strategy.
*/
setMaxDepthStrategy(value) {
this.maxDepthStrategy = value;
}
/**
* A small error threshold that is used for `EqualDepth` and `NotEqualDepth` tests. Default is `1e-4`.
*
* @type {Number}
*/
get epsilon() {
return Number(this.defines.DEPTH_EPSILON);
}
set epsilon(value) {
this.defines.DEPTH_EPSILON = value.toFixed(16);
this.needsUpdate = true;
}
/**
* Returns the current error threshold for depth comparisons.
*
* @deprecated Use epsilon instead.
* @return {Number} The error threshold.
*/
getEpsilon() {
return this.epsilon;
}
/**
* Sets the depth comparison error threshold.
*
* @deprecated Use epsilon instead.
* @param {Number} value - The new error threshold.
*/
setEpsilon(value) {
this.epsilon = value;
}
/**
* The depth mode.
*
* @see https://threejs.org/docs/#api/en/constants/Materials
* @type {DepthModes}
*/
get depthMode() {
return Number(this.defines.DEPTH_MODE);
}
set depthMode(value) {
// If the depth test fails, the texel will be discarded.
let depthTest;
switch(value) {
case NeverDepth:
depthTest = "false";
break;
case AlwaysDepth:
depthTest = "true";
break;
case EqualDepth:
depthTest = "abs(d1 - d0) <= DEPTH_EPSILON";
break;
case NotEqualDepth:
depthTest = "abs(d1 - d0) > DEPTH_EPSILON";
break;
case LessDepth:
depthTest = "d0 > d1";
break;
case LessEqualDepth:
depthTest = "d0 >= d1";
break;
case GreaterEqualDepth:
depthTest = "d0 <= d1";
break;
case GreaterDepth:
default:
depthTest = "d0 < d1";
break;
}
this.defines.DEPTH_MODE = value.toFixed(0);
this.defines["depthTest(d0, d1)"] = depthTest;
this.needsUpdate = true;
}
/**
* Returns the current depth mode.
*
* @deprecated Use depthMode instead.
* @return {DepthModes} The depth mode. Default is `LessDepth`.
*/
getDepthMode() {
return this.depthMode;
}
/**
* Sets the depth mode.
*
* @deprecated Use depthMode instead.
* @param {DepthModes} mode - The depth mode.
*/
setDepthMode(mode) {
this.depthMode = mode;
}
/**
* Copies the settings of the given camera.
*
* @deprecated Use copyCameraSettings instead.
* @param {Camera} camera - A camera.
*/
adoptCameraSettings(camera) {
this.copyCameraSettings(camera);
}
/**
* Copies the settings of the given camera.
*
* @param {Camera} camera - A camera.
*/
copyCameraSettings(camera) {
if(camera) {
this.uniforms.cameraNearFar.value.set(camera.near, camera.far);
if(camera instanceof PerspectiveCamera) {
this.defines.PERSPECTIVE_CAMERA = "1";
} else {
delete this.defines.PERSPECTIVE_CAMERA;
}
this.needsUpdate = true;
}
}
}