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