OutlineEffect.js 13 KB

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  1. /**
  2. * @author takahirox / http://github.com/takahirox/
  3. *
  4. * Reference: https://en.wikipedia.org/wiki/Cel_shading
  5. *
  6. * // How to set default outline parameters
  7. * new THREE.OutlineEffect( renderer, {
  8. * defaultThickNess: 0.01,
  9. * defaultColor: new THREE.Color( 0x888888 ),
  10. * defaultAlpha: 0.8,
  11. * defaultKeepAlive: true // keeps outline material in cache even if material is removed from scene
  12. * } );
  13. *
  14. * // How to set outline parameters for each material
  15. * material.outlineParameters = {
  16. * thickNess: 0.01, // this paremeter won't work for MultiMaterial
  17. * color: new THREE.Color( 0x888888 ), // this paremeter won't work for MultiMaterial
  18. * alpha: 0.8, // this paremeter won't work for MultiMaterial
  19. * visible: true,
  20. * keepAlive: true // this paremeter won't work for Material in materials of MultiMaterial
  21. * };
  22. *
  23. * TODO
  24. * - support shader material without objectNormal in its vertexShader
  25. */
  26. THREE.OutlineEffect = function ( renderer, parameters ) {
  27. /*
  28. * See #9918
  29. *
  30. * Here enables THREE.OutlineEffect to be called from other *Effect, like
  31. *
  32. * effect = new THREE.VREffect( new THREE.OutlineEffect( renderer ) );
  33. *
  34. * function render () {
  35. *
  36. * effect.render( scene, camera );
  37. *
  38. * }
  39. */
  40. var keys = Object.keys( renderer );
  41. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  42. var key = keys[ i ];
  43. if ( typeof renderer[ key ] === 'function' ) {
  44. /*
  45. * this works as
  46. * this.func = function ( arg1, arg2, ... ) {
  47. *
  48. * renderer.func( arg1, arg2, ... );
  49. *
  50. * };
  51. */
  52. this[ key ] = renderer[ key ].bind( renderer );
  53. } else {
  54. // just copy property
  55. this[ key ] = renderer[ key ];
  56. }
  57. }
  58. parameters = parameters || {};
  59. this.enabled = true;
  60. var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
  61. var defaultColor = parameters.defaultColor !== undefined ? parameters.defaultColor : new THREE.Color( 0x000000 );
  62. var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
  63. var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
  64. // object.material.uuid -> outlineMaterial
  65. // (no mapping from children of MultiMaterial)
  66. // save at the outline material creation and release
  67. // if it's unused removeThresholdCount frames
  68. // unless keepAlive is true.
  69. var cache = {};
  70. var removeThresholdCount = 60;
  71. // outlineMaterial.uuid (or object.uuid for invisibleMaterial) -> originalMaterial
  72. // including children of MultiMaterial.
  73. // save before render and release after render.
  74. var originalMaterials = {};
  75. // object.uuid -> originalOnBeforeRender
  76. // save before render and release after render.
  77. var originalOnBeforeRenders = {};
  78. //this.cache = cache; // for debug
  79. var invisibleMaterial = new THREE.ShaderMaterial( { visible: false } );
  80. // copied from WebGLPrograms and removed some materials
  81. var shaderIDs = {
  82. MeshBasicMaterial: 'basic',
  83. MeshLambertMaterial: 'lambert',
  84. MeshPhongMaterial: 'phong',
  85. MeshStandardMaterial: 'physical',
  86. MeshPhysicalMaterial: 'physical'
  87. };
  88. var uniformsChunk = {
  89. outlineThickness: { type: "f", value: defaultThickness },
  90. outlineColor: { type: "c", value: defaultColor },
  91. outlineAlpha: { type: "f", value: defaultAlpha }
  92. };
  93. var vertexShaderChunk = [
  94. "uniform float outlineThickness;",
  95. "vec4 calculateOutline( vec4 pos, vec3 objectNormal, vec4 skinned ) {",
  96. " float thickness = outlineThickness;",
  97. " float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
  98. " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
  99. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  100. " vec4 norm = normalize( pos - pos2 );",
  101. " return pos + norm * thickness * pos.w * ratio;",
  102. "}",
  103. ].join( "\n" );
  104. var vertexShaderChunk2 = [
  105. "#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( PHYSICAL )",
  106. " #ifndef USE_ENVMAP",
  107. " vec3 objectNormal = normalize( normal );",
  108. " #ifdef FLIP_SIDED",
  109. " objectNormal = -objectNormal;",
  110. " #endif",
  111. " #endif",
  112. "#endif",
  113. "#ifdef USE_SKINNING",
  114. " gl_Position = calculateOutline( gl_Position, objectNormal, skinned );",
  115. "#else",
  116. " gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );",
  117. "#endif",
  118. ].join( "\n" );
  119. var fragmentShader = [
  120. "#include <common>",
  121. "#include <fog_pars_fragment>",
  122. "uniform vec3 outlineColor;",
  123. "uniform float outlineAlpha;",
  124. "void main() {",
  125. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  126. " #include <fog_fragment>",
  127. "}",
  128. ].join( "\n" );
  129. function createMaterial( originalMaterial ) {
  130. var shaderID = shaderIDs[ originalMaterial.type ];
  131. var originalUniforms, originalVertexShader;
  132. var outlineParameters = originalMaterial.outlineParameters;
  133. if ( shaderID !== undefined ) {
  134. var shader = THREE.ShaderLib[ shaderID ];
  135. originalUniforms = shader.uniforms;
  136. originalVertexShader = shader.vertexShader;
  137. } else if ( originalMaterial.isShaderMaterial === true ) {
  138. originalUniforms = originalMaterial.uniforms;
  139. originalVertexShader = originalMaterial.vertexShader;
  140. } else {
  141. return invisibleMaterial;
  142. }
  143. var uniforms = Object.assign( {}, originalUniforms, uniformsChunk );
  144. var vertexShader = originalVertexShader
  145. // put vertexShaderChunk right before "void main() {...}"
  146. .replace( /void\s+main\s*\(\s*\)/, vertexShaderChunk + '\nvoid main()' )
  147. // put vertexShaderChunk2 the end of "void main() {...}"
  148. // Note: here assums originalVertexShader ends with "}" of "void main() {...}"
  149. .replace( /\}\s*$/, vertexShaderChunk2 + '\n}' )
  150. // remove any light related lines
  151. // Note: here is very sensitive to originalVertexShader
  152. // TODO: consider safer way
  153. .replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
  154. var material = new THREE.ShaderMaterial( {
  155. uniforms: uniforms,
  156. vertexShader: vertexShader,
  157. fragmentShader: fragmentShader,
  158. side: THREE.BackSide,
  159. //wireframe: true,
  160. skinning: false,
  161. morphTargets: false,
  162. morphNormals: false,
  163. fog: false
  164. } );
  165. return material;
  166. }
  167. function createMultiMaterial( originalMaterial ) {
  168. var materials = [];
  169. for ( var i = 0, il = originalMaterial.materials.length; i < il; i ++ ) {
  170. materials.push( createMaterial( originalMaterial.materials[ i ] ) );
  171. }
  172. return new THREE.MultiMaterial( materials );
  173. }
  174. function setOutlineMaterial( object ) {
  175. if ( object.material === undefined ) return;
  176. var data = cache[ object.material.uuid ];
  177. if ( data === undefined ) {
  178. data = {
  179. material: object.material.isMultiMaterial === true ? createMultiMaterial( object.material ) : createMaterial( object.material ),
  180. used: true,
  181. keepAlive: defaultKeepAlive,
  182. count: 0
  183. };
  184. cache[ object.material.uuid ] = data;
  185. }
  186. var outlineMaterial = data.material;
  187. data.used = true;
  188. var uuid= outlineMaterial !== invisibleMaterial ? outlineMaterial.uuid : object.uuid;
  189. originalMaterials[ uuid ] = object.material;
  190. if ( object.material.isMultiMaterial === true ) {
  191. for ( var i = 0, il = object.material.materials.length; i < il; i ++ ) {
  192. // originalMaterial of leaf material of MultiMaterial is used only for
  193. // updating outlineMaterial. so need not to save for invisibleMaterial.
  194. if ( outlineMaterial.materials[ i ] !== invisibleMaterial ) {
  195. originalMaterials[ outlineMaterial.materials[ i ].uuid ] = object.material.materials[ i ];
  196. }
  197. }
  198. updateOutlineMultiMaterial( outlineMaterial, object.material );
  199. } else {
  200. updateOutlineMaterial( outlineMaterial, object.material );
  201. }
  202. object.material = outlineMaterial;
  203. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  204. object.onBeforeRender = onBeforeRender;
  205. }
  206. function restoreOriginalMaterial( object ) {
  207. if ( object.material === undefined ) return;
  208. var originalMaterial = originalMaterials[ object.material.uuid ]
  209. if ( originalMaterial === undefined ) {
  210. originalMaterial = originalMaterials[ object.uuid ]
  211. if ( originalMaterial === undefined ) return;
  212. }
  213. object.material = originalMaterial;
  214. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  215. }
  216. function onBeforeRender( renderer, scene, camera, geometry, material, group ) {
  217. // check some things before updating just in case
  218. if ( material === invisibleMaterial ) return;
  219. if ( material.isMultiMaterial === true ) return;
  220. var originalMaterial = originalMaterials[ material.uuid ];
  221. if ( originalMaterial === undefined ) return;
  222. updateUniforms( material, originalMaterial );
  223. }
  224. function updateUniforms( material, originalMaterial ) {
  225. var outlineParameters = originalMaterial.outlineParameters;
  226. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  227. if ( outlineParameters !== undefined ) {
  228. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  229. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.copy( outlineParameters.color );
  230. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  231. }
  232. }
  233. function updateOutlineMaterial( material, originalMaterial ) {
  234. if ( material === invisibleMaterial ) return;
  235. var outlineParameters = originalMaterial.outlineParameters;
  236. material.skinning = originalMaterial.skinning;
  237. material.morphTargets = originalMaterial.morphTargets;
  238. material.morphNormals = originalMaterial.morphNormals;
  239. material.fog = originalMaterial.fog;
  240. if ( outlineParameters !== undefined ) {
  241. if ( originalMaterial.visible === false ) {
  242. material.visible = false;
  243. } else {
  244. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  245. }
  246. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  247. // cache[ originalMaterial.uuid ] is undefined if originalMaterial is in materials of MultiMaterial
  248. if ( outlineParameters.keepAlive !== undefined && cache[ originalMaterial.uuid ] !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  249. } else {
  250. material.transparent = originalMaterial.transparent;
  251. material.visible = originalMaterial.visible;
  252. }
  253. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  254. }
  255. function updateOutlineMultiMaterial( material, originalMaterial ) {
  256. if ( material === invisibleMaterial ) return;
  257. var outlineParameters = originalMaterial.outlineParameters;
  258. if ( outlineParameters !== undefined ) {
  259. if ( originalMaterial.visible === false ) {
  260. material.visible = false;
  261. } else {
  262. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  263. }
  264. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  265. } else {
  266. material.visible = originalMaterial.visible;
  267. }
  268. for ( var i = 0, il = material.materials.length; i < il; i ++ ) {
  269. updateOutlineMaterial( material.materials[ i ], originalMaterial.materials[ i ] );
  270. }
  271. }
  272. function cleanupCache() {
  273. var keys;
  274. // clear originialMaterials
  275. keys = Object.keys( originalMaterials );
  276. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  277. originalMaterials[ keys[ i ] ] = undefined;
  278. }
  279. // clear originalOnBeforeRenders
  280. keys = Object.keys( originalOnBeforeRenders );
  281. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  282. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  283. }
  284. // remove unused outlineMaterial from cache
  285. keys = Object.keys( cache );
  286. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  287. var key = keys[ i ];
  288. if ( cache[ key ].used === false ) {
  289. cache[ key ].count++;
  290. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  291. delete cache[ key ];
  292. }
  293. } else {
  294. cache[ key ].used = false;
  295. cache[ key ].count = 0;
  296. }
  297. }
  298. }
  299. this.render = function ( scene, camera, renderTarget, forceClear ) {
  300. if ( this.enabled === false ) {
  301. renderer.render( scene, camera, renderTarget, forceClear );
  302. return;
  303. }
  304. var currentAutoClear = renderer.autoClear;
  305. renderer.autoClear = this.autoClear;
  306. // 1. render normally
  307. renderer.render( scene, camera, renderTarget, forceClear );
  308. // 2. render outline
  309. var currentSceneAutoUpdate = scene.autoUpdate;
  310. var currentSceneBackground = scene.background;
  311. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  312. scene.autoUpdate = false;
  313. scene.background = null;
  314. renderer.autoClear = false;
  315. renderer.shadowMap.enabled = false;
  316. scene.traverse( setOutlineMaterial );
  317. renderer.render( scene, camera, renderTarget );
  318. scene.traverse( restoreOriginalMaterial );
  319. cleanupCache();
  320. scene.autoUpdate = currentSceneAutoUpdate;
  321. scene.background = currentSceneBackground;
  322. renderer.autoClear = currentAutoClear;
  323. renderer.shadowMap.enabled = currentShadowMapEnabled;
  324. };
  325. };