Exploring viewport settings for a collection of meshes in Three.js

What is the most effective method for creating a viewport for a collection of meshes in three js?
In my situation, I have a THREE.Group comprised of many THREE.Mesh instances. My objective is to establish a viewport specifically for this group, where the meshes are clearly visible.
One possible solution involves using local clipping planes. Check out this threejs example.
However, I am uncertain about having to assign clipping planes individually for each THREE.Mesh material rather than setting it once for the entire THREE.Group.
Additionally, adjustments will need to be made to the clipping planes when moving or rotating the THREE.Group.

Answer №1

If you're interested, consider exploring the stencil buffer:

webgl.stencilFunc()

webgl.stencilOp()

Whether using threejs or not, the concept remains consistent.

  1. Turn off depth writing
  2. Disable depth testing
  3. Turn off color writing
  4. Enable stencil operation (write a value to the stencil buffer)
  5. Create an invisible shape that writes to the stencil buffer (consider using a screen space quad)
  6. Enable steps 1,2,3
  7. Modify stencil operation (only draw where stencil buffer is set to 1 for instance)
  8. Render your group
  9. Adjust stencil op if needed
  10. Proceed to render the remaining scene outside of the defined shape in step 5 where buffer is 0

As of now, Three.js lacks stencil abstractions unless they've been recently incorporated. This implies that there isn't a "magical" property like transparent which handles various webgl state operations automatically; instead, manual management is required. You will need to access the webgl context and perform webgl operations on it directly.

There are multiple ways to achieve this.

var myScreenSpaceQuad = new THREE.Mesh( new THREE.PlaneBufferGeometry(2,2,1,1), myQuadShaderMaterial )

var scene1 = new THREE.Scene()
var scene2 = new THREE.Scene()
var sceneMask = new THREE.Scene()

sceneMask.add(myScreenSpaceQuad)

//...

myRenderFunction(){
  //gl stencil op
  //...
  myRenderer.render(myCamera, sceneMask)
  //more stencil
  //...
  myRenderer.render(myCamera, scene1)
  //some more stencil...
  myRenderer.render(myCamera, scene2)
}

I plan to provide a functional example. For guidance on creating a screen space quad, refer to this.

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