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. * API
  7. *
  8. * 1. Traditional
  9. *
  10. * var effect = new OutlineEffect( renderer );
  11. *
  12. * function render() {
  13. *
  14. * effect.render( scene, camera );
  15. *
  16. * }
  17. *
  18. * 2. VR compatible
  19. *
  20. * var effect = new OutlineEffect( renderer );
  21. * var renderingOutline = false;
  22. *
  23. * scene.onAfterRender = function () {
  24. *
  25. * if ( renderingOutline ) return;
  26. *
  27. * renderingOutline = true;
  28. *
  29. * effect.renderOutline( scene, camera );
  30. *
  31. * renderingOutline = false;
  32. *
  33. * };
  34. *
  35. * function render() {
  36. *
  37. * renderer.render( scene, camera );
  38. *
  39. * }
  40. *
  41. * // How to set default outline parameters
  42. * new OutlineEffect( renderer, {
  43. * defaultThickness: 0.01,
  44. * defaultColor: [ 0, 0, 0 ],
  45. * defaultAlpha: 0.8,
  46. * defaultKeepAlive: true // keeps outline material in cache even if material is removed from scene
  47. * } );
  48. *
  49. * // How to set outline parameters for each material
  50. * material.userData.outlineParameters = {
  51. * thickness: 0.01,
  52. * color: [ 0, 0, 0 ]
  53. * alpha: 0.8,
  54. * visible: true,
  55. * keepAlive: true
  56. * };
  57. */
  58. import {
  59. BackSide,
  60. Color,
  61. ShaderMaterial,
  62. UniformsLib,
  63. UniformsUtils
  64. } from "../../../build/three.module.js";
  65. var OutlineEffect = function ( renderer, parameters ) {
  66. parameters = parameters || {};
  67. this.enabled = true;
  68. var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
  69. var defaultColor = new Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] );
  70. var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
  71. var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
  72. // object.material.uuid -> outlineMaterial or
  73. // object.material[ n ].uuid -> outlineMaterial
  74. // save at the outline material creation and release
  75. // if it's unused removeThresholdCount frames
  76. // unless keepAlive is true.
  77. var cache = {};
  78. var removeThresholdCount = 60;
  79. // outlineMaterial.uuid -> object.material or
  80. // outlineMaterial.uuid -> object.material[ n ]
  81. // save before render and release after render.
  82. var originalMaterials = {};
  83. // object.uuid -> originalOnBeforeRender
  84. // save before render and release after render.
  85. var originalOnBeforeRenders = {};
  86. //this.cache = cache; // for debug
  87. var uniformsOutline = {
  88. outlineThickness: { value: defaultThickness },
  89. outlineColor: { value: defaultColor },
  90. outlineAlpha: { value: defaultAlpha }
  91. };
  92. var vertexShader = [
  93. "#include <common>",
  94. "#include <uv_pars_vertex>",
  95. "#include <displacementmap_pars_vertex>",
  96. "#include <fog_pars_vertex>",
  97. "#include <morphtarget_pars_vertex>",
  98. "#include <skinning_pars_vertex>",
  99. "#include <logdepthbuf_pars_vertex>",
  100. "#include <clipping_planes_pars_vertex>",
  101. "uniform float outlineThickness;",
  102. "vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {",
  103. " float thickness = outlineThickness;",
  104. " const float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
  105. " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );",
  106. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  107. " vec4 norm = normalize( pos - pos2 );",
  108. " return pos + norm * thickness * pos.w * ratio;",
  109. "}",
  110. "void main() {",
  111. " #include <uv_vertex>",
  112. " #include <beginnormal_vertex>",
  113. " #include <morphnormal_vertex>",
  114. " #include <skinbase_vertex>",
  115. " #include <skinnormal_vertex>",
  116. " #include <begin_vertex>",
  117. " #include <morphtarget_vertex>",
  118. " #include <skinning_vertex>",
  119. " #include <displacementmap_vertex>",
  120. " #include <project_vertex>",
  121. " vec3 outlineNormal = - objectNormal;", // the outline material is always rendered with BackSide
  122. " gl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );",
  123. " #include <logdepthbuf_vertex>",
  124. " #include <clipping_planes_vertex>",
  125. " #include <fog_vertex>",
  126. "}",
  127. ].join( "\n" );
  128. var fragmentShader = [
  129. "#include <common>",
  130. "#include <fog_pars_fragment>",
  131. "#include <logdepthbuf_pars_fragment>",
  132. "#include <clipping_planes_pars_fragment>",
  133. "uniform vec3 outlineColor;",
  134. "uniform float outlineAlpha;",
  135. "void main() {",
  136. " #include <clipping_planes_fragment>",
  137. " #include <logdepthbuf_fragment>",
  138. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  139. " #include <premultiplied_alpha_fragment>",
  140. " #include <tonemapping_fragment>",
  141. " #include <encodings_fragment>",
  142. " #include <fog_fragment>",
  143. "}"
  144. ].join( "\n" );
  145. function createMaterial() {
  146. return new ShaderMaterial( {
  147. uniforms: UniformsUtils.merge( [
  148. UniformsLib[ 'fog' ],
  149. UniformsLib[ 'displacementmap' ],
  150. uniformsOutline
  151. ] ),
  152. vertexShader: vertexShader,
  153. fragmentShader: fragmentShader,
  154. side: BackSide
  155. } );
  156. }
  157. function getOutlineMaterialFromCache( originalMaterial ) {
  158. var data = cache[ originalMaterial.uuid ];
  159. if ( data === undefined ) {
  160. data = {
  161. material: createMaterial(),
  162. used: true,
  163. keepAlive: defaultKeepAlive,
  164. count: 0
  165. };
  166. cache[ originalMaterial.uuid ] = data;
  167. }
  168. data.used = true;
  169. return data.material;
  170. }
  171. function getOutlineMaterial( originalMaterial ) {
  172. var outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
  173. originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
  174. updateOutlineMaterial( outlineMaterial, originalMaterial );
  175. return outlineMaterial;
  176. }
  177. function isCompatible( object ) {
  178. var geometry = object.geometry;
  179. var hasNormals = false;
  180. if ( object.geometry !== undefined ) {
  181. if ( geometry.isBufferGeometry ) {
  182. hasNormals = geometry.attributes.normal !== undefined;
  183. } else {
  184. hasNormals = true; // the renderer always produces a normal attribute for Geometry
  185. }
  186. }
  187. return ( object.isMesh === true && object.material !== undefined && hasNormals === true );
  188. }
  189. function setOutlineMaterial( object ) {
  190. if ( isCompatible( object ) === false ) return;
  191. if ( Array.isArray( object.material ) ) {
  192. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  193. object.material[ i ] = getOutlineMaterial( object.material[ i ] );
  194. }
  195. } else {
  196. object.material = getOutlineMaterial( object.material );
  197. }
  198. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  199. object.onBeforeRender = onBeforeRender;
  200. }
  201. function restoreOriginalMaterial( object ) {
  202. if ( isCompatible( object ) === false ) return;
  203. if ( Array.isArray( object.material ) ) {
  204. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  205. object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
  206. }
  207. } else {
  208. object.material = originalMaterials[ object.material.uuid ];
  209. }
  210. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  211. }
  212. function onBeforeRender( renderer, scene, camera, geometry, material ) {
  213. var originalMaterial = originalMaterials[ material.uuid ];
  214. // just in case
  215. if ( originalMaterial === undefined ) return;
  216. updateUniforms( material, originalMaterial );
  217. }
  218. function updateUniforms( material, originalMaterial ) {
  219. var outlineParameters = originalMaterial.userData.outlineParameters;
  220. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  221. if ( outlineParameters !== undefined ) {
  222. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  223. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.fromArray( outlineParameters.color );
  224. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  225. }
  226. if ( originalMaterial.displacementMap ) {
  227. material.uniforms.displacementMap.value = originalMaterial.displacementMap;
  228. material.uniforms.displacementScale.value = originalMaterial.displacementScale;
  229. material.uniforms.displacementBias.value = originalMaterial.displacementBias;
  230. }
  231. }
  232. function updateOutlineMaterial( material, originalMaterial ) {
  233. if ( material.name === 'invisible' ) return;
  234. var outlineParameters = originalMaterial.userData.outlineParameters;
  235. material.skinning = originalMaterial.skinning;
  236. material.morphTargets = originalMaterial.morphTargets;
  237. material.morphNormals = originalMaterial.morphNormals;
  238. material.fog = originalMaterial.fog;
  239. material.toneMapped = originalMaterial.toneMapped;
  240. material.premultipliedAlpha = originalMaterial.premultipliedAlpha;
  241. material.displacementMap = originalMaterial.displacementMap;
  242. if ( outlineParameters !== undefined ) {
  243. if ( originalMaterial.visible === false ) {
  244. material.visible = false;
  245. } else {
  246. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  247. }
  248. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  249. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  250. } else {
  251. material.transparent = originalMaterial.transparent;
  252. material.visible = originalMaterial.visible;
  253. }
  254. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  255. if ( originalMaterial.clippingPlanes ) {
  256. material.clipping = true;
  257. material.clippingPlanes = originalMaterial.clippingPlanes;
  258. material.clipIntersection = originalMaterial.clipIntersection;
  259. material.clipShadows = originalMaterial.clipShadows;
  260. }
  261. material.version = originalMaterial.version; // update outline material if necessary
  262. }
  263. function cleanupCache() {
  264. var keys;
  265. // clear originialMaterials
  266. keys = Object.keys( originalMaterials );
  267. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  268. originalMaterials[ keys[ i ] ] = undefined;
  269. }
  270. // clear originalOnBeforeRenders
  271. keys = Object.keys( originalOnBeforeRenders );
  272. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  273. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  274. }
  275. // remove unused outlineMaterial from cache
  276. keys = Object.keys( cache );
  277. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  278. var key = keys[ i ];
  279. if ( cache[ key ].used === false ) {
  280. cache[ key ].count ++;
  281. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  282. delete cache[ key ];
  283. }
  284. } else {
  285. cache[ key ].used = false;
  286. cache[ key ].count = 0;
  287. }
  288. }
  289. }
  290. this.render = function ( scene, camera ) {
  291. var renderTarget;
  292. var forceClear = false;
  293. if ( arguments[ 2 ] !== undefined ) {
  294. console.warn( 'THREE.OutlineEffect.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  295. renderTarget = arguments[ 2 ];
  296. }
  297. if ( arguments[ 3 ] !== undefined ) {
  298. console.warn( 'THREE.OutlineEffect.render(): the forceClear argument has been removed. Use .clear() instead.' );
  299. forceClear = arguments[ 3 ];
  300. }
  301. if ( renderTarget !== undefined ) renderer.setRenderTarget( renderTarget );
  302. if ( forceClear ) renderer.clear();
  303. if ( this.enabled === false ) {
  304. renderer.render( scene, camera );
  305. return;
  306. }
  307. var currentAutoClear = renderer.autoClear;
  308. renderer.autoClear = this.autoClear;
  309. renderer.render( scene, camera );
  310. renderer.autoClear = currentAutoClear;
  311. this.renderOutline( scene, camera );
  312. };
  313. this.renderOutline = function ( scene, camera ) {
  314. var currentAutoClear = renderer.autoClear;
  315. var currentSceneAutoUpdate = scene.autoUpdate;
  316. var currentSceneBackground = scene.background;
  317. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  318. scene.autoUpdate = false;
  319. scene.background = null;
  320. renderer.autoClear = false;
  321. renderer.shadowMap.enabled = false;
  322. scene.traverse( setOutlineMaterial );
  323. renderer.render( scene, camera );
  324. scene.traverse( restoreOriginalMaterial );
  325. cleanupCache();
  326. scene.autoUpdate = currentSceneAutoUpdate;
  327. scene.background = currentSceneBackground;
  328. renderer.autoClear = currentAutoClear;
  329. renderer.shadowMap.enabled = currentShadowMapEnabled;
  330. };
  331. /*
  332. * See #9918
  333. *
  334. * The following property copies and wrapper methods enable
  335. * OutlineEffect to be called from other *Effect, like
  336. *
  337. * effect = new StereoEffect( new OutlineEffect( renderer ) );
  338. *
  339. * function render () {
  340. *
  341. * effect.render( scene, camera );
  342. *
  343. * }
  344. */
  345. this.autoClear = renderer.autoClear;
  346. this.domElement = renderer.domElement;
  347. this.shadowMap = renderer.shadowMap;
  348. this.clear = function ( color, depth, stencil ) {
  349. renderer.clear( color, depth, stencil );
  350. };
  351. this.getPixelRatio = function () {
  352. return renderer.getPixelRatio();
  353. };
  354. this.setPixelRatio = function ( value ) {
  355. renderer.setPixelRatio( value );
  356. };
  357. this.getSize = function ( target ) {
  358. return renderer.getSize( target );
  359. };
  360. this.setSize = function ( width, height, updateStyle ) {
  361. renderer.setSize( width, height, updateStyle );
  362. };
  363. this.setViewport = function ( x, y, width, height ) {
  364. renderer.setViewport( x, y, width, height );
  365. };
  366. this.setScissor = function ( x, y, width, height ) {
  367. renderer.setScissor( x, y, width, height );
  368. };
  369. this.setScissorTest = function ( boolean ) {
  370. renderer.setScissorTest( boolean );
  371. };
  372. this.setRenderTarget = function ( renderTarget ) {
  373. renderer.setRenderTarget( renderTarget );
  374. };
  375. };
  376. export { OutlineEffect };