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+/**
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+ * @author spidersharma / http://eduperiment.com/
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+ */
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+
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+THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
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+
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+ this.renderScene = scene;
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+ this.renderCamera = camera;
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+ this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
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+ this.visibleEdgeColor = new THREE.Color(1, 1, 1);
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+ this.hiddenEdgeColor = new THREE.Color(0.1, 0.04, 0.02);
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+ this.edgeGlow = 0.0;
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+ this.usePatternTexture = false;
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+ this.edgeThickness = 1.0;
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+ this.edgeStrength = 3.0;
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+ this.downSampleRatio = 2;
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+ this.pulsePeriod = 0;
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+
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+ THREE.Pass.call( this );
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+
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+ this.resolution = ( resolution !== undefined ) ? new THREE.Vector2(resolution.x, resolution.y) : new THREE.Vector2(256, 256);
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+
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+ var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
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+
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+ var resx = Math.round(this.resolution.x/this.downSampleRatio);
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+ var resy = Math.round(this.resolution.y/this.downSampleRatio);
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+
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+ this.maskBufferMaterial = new THREE.MeshBasicMaterial({color:0xffffff});
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+ this.maskBufferMaterial.side = THREE.DoubleSide;
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+ this.renderTargetMaskBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
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+ this.renderTargetMaskBuffer.texture.generateMipmaps = false;
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+
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+ this.depthMaterial = new THREE.MeshDepthMaterial();
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+ this.depthMaterial.side = THREE.DoubleSide;
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+ this.depthMaterial.depthPacking = THREE.RGBADepthPacking;
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+ this.depthMaterial.blending = THREE.NoBlending;
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+
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+ this.prepareMaskMaterial = this.getPrepareMaskMaterial();
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+ this.prepareMaskMaterial.side = THREE.DoubleSide;
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+
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+ this.renderTargetDepthBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
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+ this.renderTargetDepthBuffer.texture.generateMipmaps = false;
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+
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+ this.renderTargetMaskDownSampleBuffer = new THREE.WebGLRenderTarget( resx, resy, pars );
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+ this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
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+
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+ this.renderTargetBlurBuffer1 = new THREE.WebGLRenderTarget( resx, resy, pars );
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+ this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
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+ this.renderTargetBlurBuffer2 = new THREE.WebGLRenderTarget( Math.round(resx/2), Math.round(resy/2), pars );
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+ this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
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+
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+ this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
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+ this.renderTargetEdgeBuffer1 = new THREE.WebGLRenderTarget( resx, resy, pars );
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+ this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
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+ this.renderTargetEdgeBuffer2 = new THREE.WebGLRenderTarget( Math.round(resx/2), Math.round(resy/2), pars );
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+ this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
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+
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+ var MAX_EDGE_THICKNESS = 4;
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+ var MAX_EDGE_GLOW = 4;
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+
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+ this.separableBlurMaterial1 = this.getSeperableBlurMaterial(MAX_EDGE_THICKNESS);
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+ this.separableBlurMaterial1.uniforms[ "texSize" ].value = new THREE.Vector2(resx, resy);
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+ this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = 1;
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+ this.separableBlurMaterial2 = this.getSeperableBlurMaterial(MAX_EDGE_GLOW);
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+ this.separableBlurMaterial2.uniforms[ "texSize" ].value = new THREE.Vector2(Math.round(resx/2), Math.round(resy/2));
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+ this.separableBlurMaterial2.uniforms[ "kernelRadius" ].value = MAX_EDGE_GLOW;
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+
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+ // Overlay material
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+ this.overlayMaterial = this.getOverlayMaterial();
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+
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+ // copy material
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+ if ( THREE.CopyShader === undefined )
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+ console.error( "THREE.OutlinePass relies on THREE.CopyShader" );
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+
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+ var copyShader = THREE.CopyShader;
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+
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+ this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
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+ this.copyUniforms[ "opacity" ].value = 1.0;
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+
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+ this.materialCopy = new THREE.ShaderMaterial( {
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+ uniforms: this.copyUniforms,
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+ vertexShader: copyShader.vertexShader,
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+ fragmentShader: copyShader.fragmentShader,
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+ blending: THREE.NoBlending,
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+ depthTest: false,
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+ depthWrite: false,
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+ transparent: true
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+ } );
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+
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+ this.enabled = true;
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+ this.needsSwap = false;
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+
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+ this.oldClearColor = new THREE.Color();
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+ this.oldClearAlpha = 1;
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+
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+ this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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+ this.scene = new THREE.Scene();
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+
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+ this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
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+ this.scene.add( this.quad );
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+
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+ this.tempPulseColor1 = new THREE.Color();
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+ this.tempPulseColor2 = new THREE.Color();
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+ this.textureMatrix = new THREE.Matrix4();
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+};
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+
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+THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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+
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+ constructor: THREE.OutlinePass,
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+
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+ dispose: function() {
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+ this.renderTargetMaskBuffer.dispose();
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+ this.renderTargetDepthBuffer.dispose();
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+ this.renderTargetMaskDownSampleBuffer.dispose();
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+ this.renderTargetBlurBuffer1.dispose();
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+ this.renderTargetBlurBuffer2.dispose();
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+ this.renderTargetEdgeBuffer1.dispose();
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+ this.renderTargetEdgeBuffer2.dispose();
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+ },
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+
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+ setSize: function ( width, height ) {
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+
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+ this.renderTargetMaskBuffer.setSize(width, height );
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+
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+ var resx = Math.round(width/this.downSampleRatio);
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+ var resy = Math.round(height/this.downSampleRatio);
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+ this.renderTargetMaskDownSampleBuffer.setSize(resx, resy );
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+ this.renderTargetBlurBuffer1.setSize(resx, resy );
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+ this.renderTargetEdgeBuffer1.setSize(resx, resy );
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+ this.separableBlurMaterial1.uniforms[ "texSize" ].value = new THREE.Vector2(resx, resy);
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+
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+ resx = Math.round(resx/2);
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+ resy = Math.round(resy/2);
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+
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+ this.renderTargetBlurBuffer2.setSize(resx, resy );
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+ this.renderTargetEdgeBuffer2.setSize(resx, resy );
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+
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+ this.separableBlurMaterial2.uniforms[ "texSize" ].value = new THREE.Vector2(resx, resy);
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+ },
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+
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+ changeVisibilityOfSelectedObjects: function( bVisible ) {
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+
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+ var gatherSelectedMeshesCallBack = function( object ) {
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+
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+ if( object instanceof THREE.Mesh ) {
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+ object.visible = bVisible;
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+ }
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+ }
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+
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+ for( var i=0; i<this.selectedObjects.length; i++ ) {
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+
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+ var selectedObject = this.selectedObjects[i];
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+
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+ selectedObject.traverse( gatherSelectedMeshesCallBack );
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+ }
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+ },
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+
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+ changeVisibilityOfNonSelectedObjects: function( bVisible ) {
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+
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+ var selectedMeshes = [];
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+
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+ var gatherSelectedMeshesCallBack = function( object ) {
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+
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+ if( object instanceof THREE.Mesh ) {
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+
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+ selectedMeshes.push(object);
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+
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+ }
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+ }
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+
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+ for( var i=0; i<this.selectedObjects.length; i++ ) {
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+
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+ var selectedObject = this.selectedObjects[i];
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+
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+ selectedObject.traverse( gatherSelectedMeshesCallBack );
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+ }
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+
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+ var VisibilityChangeCallBack = function( object ) {
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+
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+ if( object instanceof THREE.Mesh ) {
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+
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+ var bFound = false;
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+
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+ for( var i=0; i<selectedMeshes.length; i++ ) {
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+
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+ var selectedObjectId = selectedMeshes[i].id;
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+
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+ if(selectedObjectId === object.id) {
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+ bFound = true;
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+ break;
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+ }
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+
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+ }
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+ if(!bFound) {
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+ var visibility = object.visible;
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+ if( !bVisible || object.bVisible )
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+ object.visible = bVisible;
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+ object.bVisible = visibility;
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+ }
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+ }
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+ }
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+ this.renderScene.traverse( VisibilityChangeCallBack );
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+ },
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+
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+ updateTextureMatrix: function() {
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+
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+ this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
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+ 0.0, 0.5, 0.0, 0.5,
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+ 0.0, 0.0, 0.5, 0.5,
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+ 0.0, 0.0, 0.0, 1.0 );
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+ this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
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+ this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
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+
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+ },
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+
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+ render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
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+
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+ if(this.selectedObjects.length === 0 )
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+ return;
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+
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+ this.oldClearColor.copy( renderer.getClearColor() );
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+ this.oldClearAlpha = renderer.getClearAlpha();
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+ var oldAutoClear = renderer.autoClear;
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+
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+ renderer.autoClear = false;
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+
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+ if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
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+
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+ renderer.setClearColor( 0xffffff, 1 );
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+
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+ // Make selected objects invisible
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+ this.changeVisibilityOfSelectedObjects(false);
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+
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+ // 1. Draw Non Selected objects in the depth buffer
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+ this.renderScene.overrideMaterial = this.depthMaterial;
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+ renderer.render( this.renderScene, this.renderCamera, this.renderTargetDepthBuffer, true );
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+
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+ // Make selected objects visible
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+ this.changeVisibilityOfSelectedObjects(true);
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+
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+ // Update Texture Matrix for Depth compare
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+ this.updateTextureMatrix();
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+
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+ // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
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+ this.changeVisibilityOfNonSelectedObjects(false);
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+ this.renderScene.overrideMaterial = this.prepareMaskMaterial;
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+ this.prepareMaskMaterial.uniforms[ "cameraNearFar" ].value = new THREE.Vector2(this.renderCamera.near, this.renderCamera.far);
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+ this.prepareMaskMaterial.uniforms[ "depthTexture" ].value = this.renderTargetDepthBuffer.texture;
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+ this.prepareMaskMaterial.uniforms[ "textureMatrix" ].value = this.textureMatrix;
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+ renderer.render( this.renderScene, this.renderCamera, this.renderTargetMaskBuffer, true );
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+ this.renderScene.overrideMaterial = null;
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+ this.changeVisibilityOfNonSelectedObjects(true);
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+
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+ // 2. Downsample to Half resolution
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+ this.quad.material = this.materialCopy;
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+ this.copyUniforms[ "tDiffuse" ].value = this.renderTargetMaskBuffer.texture;
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+ renderer.render( this.scene, this.camera, this.renderTargetMaskDownSampleBuffer, true );
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+
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+ this.tempPulseColor1.copy( this.visibleEdgeColor );
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+ this.tempPulseColor2.copy( this.hiddenEdgeColor );
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+ if( this.pulsePeriod > 0 ) {
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+ var scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01/ this.pulsePeriod ) * ( 1.0 - 0.25 )/2
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+ this.tempPulseColor1.multiplyScalar( scalar );
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+ this.tempPulseColor2.multiplyScalar( scalar );
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+ }
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+
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+ // 3. Apply Edge Detection Pass
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+ this.quad.material = this.edgeDetectionMaterial;
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+ this.edgeDetectionMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskDownSampleBuffer.texture;
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+ this.edgeDetectionMaterial.uniforms[ "texSize" ].value = new THREE.Vector2(this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height);
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+ this.edgeDetectionMaterial.uniforms[ "visibleEdgeColor" ].value = this.tempPulseColor1;
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+ this.edgeDetectionMaterial.uniforms[ "hiddenEdgeColor" ].value = this.tempPulseColor2;
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+ renderer.render( this.scene, this.camera, this.renderTargetEdgeBuffer1, true );
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+
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+ // 4. Apply Blur on Half res
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+ this.quad.material = this.separableBlurMaterial1;
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+ this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
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+ this.separableBlurMaterial1.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionX;
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+ this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = this.edgeThickness;
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+ renderer.render( this.scene, this.camera, this.renderTargetBlurBuffer1, true );
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+ this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer1.texture;
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+ this.separableBlurMaterial1.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionY;
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+ renderer.render( this.scene, this.camera, this.renderTargetEdgeBuffer1, true );
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+
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+ // Apply Blur on quarter res
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+ this.quad.material = this.separableBlurMaterial2;
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+ this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
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+ this.separableBlurMaterial2.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionX;
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+ renderer.render( this.scene, this.camera, this.renderTargetBlurBuffer2, true );
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+ this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer2.texture;
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+ this.separableBlurMaterial2.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionY;
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+ renderer.render( this.scene, this.camera, this.renderTargetEdgeBuffer2, true );
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+
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+ // Blend it additively over the input texture
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+ this.quad.material = this.overlayMaterial;
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+ this.overlayMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskBuffer.texture;
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+ this.overlayMaterial.uniforms[ "edgeTexture1" ].value = this.renderTargetEdgeBuffer1.texture;
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+ this.overlayMaterial.uniforms[ "edgeTexture2" ].value = this.renderTargetEdgeBuffer2.texture;
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+ this.overlayMaterial.uniforms[ "patternTexture" ].value = this.patternTexture;
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+ this.overlayMaterial.uniforms[ "edgeStrength" ].value = this.edgeStrength;
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+ this.overlayMaterial.uniforms[ "edgeGlow" ].value = this.edgeGlow;
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+ this.overlayMaterial.uniforms[ "usePatternTexture" ].value = this.usePatternTexture;
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+
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+
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+ if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
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+
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+ renderer.render( this.scene, this.camera, readBuffer, false );
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+
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+ renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
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+ renderer.autoClear = oldAutoClear;
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+ },
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+
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+ getPrepareMaskMaterial: function() {
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+
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+ return new THREE.ShaderMaterial( {
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+
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+ uniforms: {
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+ "depthTexture": { value: null },
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+ "cameraNearFar": { value: new THREE.Vector2( 0.5, 0.5 ) },
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+ "textureMatrix" : { value: new THREE.Matrix4() }
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+ },
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+
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+ vertexShader:
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+ "varying vec2 vUv;\
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+ varying vec4 projTexCoord;\
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+ varying vec4 vPosition;\
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+ uniform mat4 textureMatrix;\
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+ void main() {\
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+ vUv = uv;\
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+ vPosition = modelViewMatrix * vec4( position, 1.0 );\
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+ vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\
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+ projTexCoord = textureMatrix * worldPosition;\
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
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+ }",
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+
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+ fragmentShader:
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+ "#include <packing>\
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+ varying vec2 vUv;\
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+ varying vec4 vPosition;\
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+ varying vec4 projTexCoord;\
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+ uniform sampler2D depthTexture;\
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+ uniform vec2 cameraNearFar;\
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+ \
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+ void main() {\
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+ float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));\
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+ float viewZ = -perspectiveDepthToViewZ( depth, cameraNearFar.x, cameraNearFar.y );\
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+ float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;\
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+ gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);\
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+ }"
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+ } );
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+ },
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+
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+ getEdgeDetectionMaterial: function() {
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+
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+ return new THREE.ShaderMaterial( {
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+
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+ uniforms: {
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+ "maskTexture": { value: null },
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+ "texSize": { value: new THREE.Vector2( 0.5, 0.5 ) },
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+ "visibleEdgeColor": { value: new THREE.Vector3( 1.0, 1.0, 1.0 ) },
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+ "hiddenEdgeColor": { value: new THREE.Vector3( 1.0, 1.0, 1.0 ) },
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader:
|
|
|
+ "varying vec2 vUv;\n\
|
|
|
+ void main() {\n\
|
|
|
+ vUv = uv;\n\
|
|
|
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
|
|
+ }",
|
|
|
+
|
|
|
+ fragmentShader:
|
|
|
+ "varying vec2 vUv;\
|
|
|
+ uniform sampler2D maskTexture;\
|
|
|
+ uniform vec2 texSize;\
|
|
|
+ uniform vec3 visibleEdgeColor;\
|
|
|
+ uniform vec3 hiddenEdgeColor;\
|
|
|
+ \
|
|
|
+ void main() {\n\
|
|
|
+ vec2 invSize = 1.0 / texSize;\
|
|
|
+ vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\
|
|
|
+ vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\
|
|
|
+ vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\
|
|
|
+ vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\
|
|
|
+ vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\
|
|
|
+ float diff1 = (c1.r - c2.r)*0.5;\
|
|
|
+ float diff2 = (c3.r - c4.r)*0.5;\
|
|
|
+ float d = length( vec2(diff1, diff2) );\
|
|
|
+ float a1 = min(c1.g, c2.g);\
|
|
|
+ float a2 = min(c3.g, c4.g);\
|
|
|
+ float visibilityFactor = min(a1, a2);\
|
|
|
+ vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\
|
|
|
+ gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\
|
|
|
+ }"
|
|
|
+ } );
|
|
|
+ },
|
|
|
+
|
|
|
+ getSeperableBlurMaterial: function(maxRadius) {
|
|
|
+
|
|
|
+ return new THREE.ShaderMaterial( {
|
|
|
+
|
|
|
+ defines: {
|
|
|
+ "MAX_RADIUS" : maxRadius,
|
|
|
+ },
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+ "colorTexture": { value: null },
|
|
|
+ "texSize": { value: new THREE.Vector2( 0.5, 0.5 ) },
|
|
|
+ "direction": { value: new THREE.Vector2( 0.5, 0.5 ) },
|
|
|
+ "kernelRadius": { value: 1.0 }
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader:
|
|
|
+ "varying vec2 vUv;\n\
|
|
|
+ void main() {\n\
|
|
|
+ vUv = uv;\n\
|
|
|
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
|
|
+ }",
|
|
|
+
|
|
|
+ fragmentShader:
|
|
|
+ "#include <common>\
|
|
|
+ varying vec2 vUv;\
|
|
|
+ uniform sampler2D colorTexture;\
|
|
|
+ uniform vec2 texSize;\
|
|
|
+ uniform vec2 direction;\
|
|
|
+ uniform float kernelRadius;\
|
|
|
+ \
|
|
|
+ float gaussianPdf(in float x, in float sigma) {\
|
|
|
+ return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
|
|
|
+ }\
|
|
|
+ void main() {\
|
|
|
+ vec2 invSize = 1.0 / texSize;\
|
|
|
+ float weightSum = gaussianPdf(0.0, kernelRadius);\
|
|
|
+ vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\
|
|
|
+ vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\
|
|
|
+ vec2 uvOffset = delta;\
|
|
|
+ for( int i = 1; i <= MAX_RADIUS; i ++ ) {\
|
|
|
+ float w = gaussianPdf(uvOffset.x, kernelRadius);\
|
|
|
+ vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
|
|
|
+ vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
|
|
|
+ diffuseSum += ((sample1 + sample2) * w);\
|
|
|
+ weightSum += (2.0 * w);\
|
|
|
+ uvOffset += delta;\
|
|
|
+ }\
|
|
|
+ gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\
|
|
|
+ }"
|
|
|
+ } );
|
|
|
+ },
|
|
|
+
|
|
|
+ getOverlayMaterial: function() {
|
|
|
+
|
|
|
+ return new THREE.ShaderMaterial( {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+ "maskTexture": { value: null },
|
|
|
+ "edgeTexture1": { value: null },
|
|
|
+ "edgeTexture2": { value: null },
|
|
|
+ "patternTexture": { value: null },
|
|
|
+ "edgeStrength" : { value: 1.0 },
|
|
|
+ "edgeGlow" : { value: 1.0 },
|
|
|
+ "usePatternTexture" : { value: 0.0 }
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader:
|
|
|
+ "varying vec2 vUv;\n\
|
|
|
+ void main() {\n\
|
|
|
+ vUv = uv;\n\
|
|
|
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
|
|
+ }",
|
|
|
+
|
|
|
+ fragmentShader:
|
|
|
+ "varying vec2 vUv;\
|
|
|
+ uniform sampler2D maskTexture;\
|
|
|
+ uniform sampler2D edgeTexture1;\
|
|
|
+ uniform sampler2D edgeTexture2;\
|
|
|
+ uniform sampler2D patternTexture;\
|
|
|
+ uniform float edgeStrength;\
|
|
|
+ uniform float edgeGlow;\
|
|
|
+ uniform bool usePatternTexture;\
|
|
|
+ \
|
|
|
+ void main() {\
|
|
|
+ vec4 edgeValue1 = texture2D(edgeTexture1, vUv);\
|
|
|
+ vec4 edgeValue2 = texture2D(edgeTexture2, vUv);\
|
|
|
+ vec4 maskColor = texture2D(maskTexture, vUv);\
|
|
|
+ vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\
|
|
|
+ float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\
|
|
|
+ vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\
|
|
|
+ vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\
|
|
|
+ if(usePatternTexture)\
|
|
|
+ finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\
|
|
|
+ gl_FragColor = finalColor;\
|
|
|
+ }",
|
|
|
+
|
|
|
+ blending: THREE.AdditiveBlending,
|
|
|
+ depthTest: false,
|
|
|
+ depthWrite: false,
|
|
|
+ transparent: true
|
|
|
+ } );
|
|
|
+ }
|
|
|
+
|
|
|
+} );
|
|
|
+
|
|
|
+THREE.OutlinePass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
|
|
|
+THREE.OutlinePass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );
|