JSFiddle - React, Tailwind, and code Playground
HTML
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three/build/three.module.js",
"three/addons/": "https://unpkg.com/three/examples/jsm/"
}
}
</script>
JavaScript
import * as THREE from 'three';
import { FullScreenQuad } from 'three/addons/postprocessing/Pass.js';
const width = window.innerWidth, height = window.innerHeight;
// init
const camera = new THREE.PerspectiveCamera( 70, width / height, 0.01, 10 );
camera.position.z = 1;
const scene = new THREE.Scene();
const light = new THREE.DirectionalLight( 0xffffff, 3.5 );
light.position.set( 1, 2, 3 );
scene.add( light );
// transmissive mesh
const mesh = new THREE.Mesh( new THREE.BoxGeometry( 0.2, 0.2, 0.2 ), new THREE.MeshPhysicalMaterial( {
transmission: 1,
} ) );
mesh.rotation.set( Math.PI / 4, Math.PI / 4, 0 );
mesh.position.set( - 0.5, 0, 0 );
scene.add( mesh );
// sphere that sets the stencil buffer
const sphere = new THREE.Mesh( new THREE.SphereGeometry( 0.2 ), new THREE.MeshStandardMaterial( {
color: 0xff0000,
stencilWrite: true,
stencilZPass: THREE.IncrementStencilOp,
} ) );
scene.add( sphere );
// quad that render based on existing stencil state
const quad = new FullScreenQuad( new THREE.MeshBasicMaterial( {
color: 0x0000ff,
stencilWrite: true,
stencilFunc: THREE.NotEqualStencilFunc,
} ) );
const renderer = new THREE.WebGLRenderer( { antialias: true, stencil: true } );
renderer.setSize( width, height );
renderer.setAnimationLoop( animate );
renderer.setPixelRatio( window.devicePixelRatio );
document.body.appendChild( renderer.domElement );
renderer.localClippingEnabled = true
// animation
function animate( time ) {
renderer.render( scene, camera );
renderer.autoClear = false;
quad.render( renderer );
renderer.autoClear = true;
}