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,
  17. * color: new THREE.Color( 0x888888 ),
  18. * alpha: 0.8,
  19. * visible: true,
  20. * keepAlive: true
  21. * };
  22. *
  23. * TODO
  24. * - support shader material without objectNormal in its vertexShader
  25. */
  26. THREE.OutlineEffect = function ( renderer, parameters ) {
  27. parameters = parameters || {};
  28. this.enabled = true;
  29. var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
  30. var defaultColor = parameters.defaultColor !== undefined ? parameters.defaultColor : new THREE.Color( 0x000000 );
  31. var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
  32. var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
  33. // object.material.uuid -> outlineMaterial or
  34. // object.material[ n ].uuid -> outlineMaterial
  35. // save at the outline material creation and release
  36. // if it's unused removeThresholdCount frames
  37. // unless keepAlive is true.
  38. var cache = {};
  39. var removeThresholdCount = 60;
  40. // outlineMaterial.uuid -> object.material or
  41. // outlineMaterial.uuid -> object.material[ n ]
  42. // save before render and release after render.
  43. var originalMaterials = {};
  44. // object.uuid -> originalOnBeforeRender
  45. // save before render and release after render.
  46. var originalOnBeforeRenders = {};
  47. //this.cache = cache; // for debug
  48. // copied from WebGLPrograms and removed some materials
  49. var shaderIDs = {
  50. MeshBasicMaterial: 'basic',
  51. MeshLambertMaterial: 'lambert',
  52. MeshPhongMaterial: 'phong',
  53. MeshToonMaterial: 'phong',
  54. MeshStandardMaterial: 'physical',
  55. MeshPhysicalMaterial: 'physical'
  56. };
  57. var uniformsChunk = {
  58. outlineThickness: { type: "f", value: defaultThickness },
  59. outlineColor: { type: "c", value: defaultColor },
  60. outlineAlpha: { type: "f", value: defaultAlpha }
  61. };
  62. var vertexShaderChunk = [
  63. "#include <fog_pars_vertex>",
  64. "uniform float outlineThickness;",
  65. "vec4 calculateOutline( vec4 pos, vec3 objectNormal, vec4 skinned ) {",
  66. " float thickness = outlineThickness;",
  67. " const float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
  68. " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
  69. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  70. " vec4 norm = normalize( pos - pos2 );",
  71. " return pos + norm * thickness * pos.w * ratio;",
  72. "}"
  73. ].join( "\n" );
  74. var vertexShaderChunk2 = [
  75. "#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( TOON ) && ! defined( PHYSICAL )",
  76. " #ifndef USE_ENVMAP",
  77. " vec3 objectNormal = normalize( normal );",
  78. " #ifdef FLIP_SIDED",
  79. " objectNormal = -objectNormal;",
  80. " #endif",
  81. " #endif",
  82. "#endif",
  83. "#ifdef DECLARE_TRANSFORMED",
  84. " vec3 transformed = vec3( position );",
  85. "#endif",
  86. "#ifdef USE_SKINNING",
  87. " gl_Position = calculateOutline( gl_Position, objectNormal, skinned );",
  88. "#else",
  89. " gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );",
  90. "#endif",
  91. "#include <fog_vertex>"
  92. ].join( "\n" );
  93. var fragmentShader = [
  94. "#include <common>",
  95. "#include <fog_pars_fragment>",
  96. "uniform vec3 outlineColor;",
  97. "uniform float outlineAlpha;",
  98. "void main() {",
  99. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  100. " #include <fog_fragment>",
  101. "}"
  102. ].join( "\n" );
  103. function createInvisibleMaterial() {
  104. return new THREE.ShaderMaterial( { name: 'invisible', visible: false } );
  105. }
  106. function createMaterial( originalMaterial ) {
  107. var shaderID = shaderIDs[ originalMaterial.type ];
  108. var originalUniforms, originalVertexShader;
  109. var outlineParameters = originalMaterial.outlineParameters;
  110. if ( shaderID !== undefined ) {
  111. var shader = THREE.ShaderLib[ shaderID ];
  112. originalUniforms = shader.uniforms;
  113. originalVertexShader = shader.vertexShader;
  114. } else if ( originalMaterial.isRawShaderMaterial === true ) {
  115. originalUniforms = originalMaterial.uniforms;
  116. originalVertexShader = originalMaterial.vertexShader;
  117. if ( ! /attribute\s+vec3\s+position\s*;/.test( originalVertexShader ) ||
  118. ! /attribute\s+vec3\s+normal\s*;/.test( originalVertexShader ) ) {
  119. console.warn( 'THREE.OutlineEffect requires both vec3 position and normal attributes in vertex shader, ' +
  120. 'does not draw outline for ' + originalMaterial.name + '(uuid:' + originalMaterial.uuid + ') material.' );
  121. return createInvisibleMaterial();
  122. }
  123. } else if ( originalMaterial.isShaderMaterial === true ) {
  124. originalUniforms = originalMaterial.uniforms;
  125. originalVertexShader = originalMaterial.vertexShader;
  126. } else {
  127. return createInvisibleMaterial();
  128. }
  129. var uniforms = Object.assign( {}, originalUniforms, uniformsChunk );
  130. var vertexShader = originalVertexShader
  131. // put vertexShaderChunk right before "void main() {...}"
  132. .replace( /void\s+main\s*\(\s*\)/, vertexShaderChunk + '\nvoid main()' )
  133. // put vertexShaderChunk2 the end of "void main() {...}"
  134. // Note: here assums originalVertexShader ends with "}" of "void main() {...}"
  135. .replace( /\}\s*$/, vertexShaderChunk2 + '\n}' )
  136. // remove any light related lines
  137. // Note: here is very sensitive to originalVertexShader
  138. // TODO: consider safer way
  139. .replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
  140. var defines = {};
  141. if ( ! /vec3\s+transformed\s*=/.test( originalVertexShader ) &&
  142. ! /#include\s+<begin_vertex>/.test( originalVertexShader ) ) defines.DECLARE_TRANSFORMED = true;
  143. return new THREE.ShaderMaterial( {
  144. defines: defines,
  145. uniforms: uniforms,
  146. vertexShader: vertexShader,
  147. fragmentShader: fragmentShader,
  148. side: THREE.BackSide,
  149. //wireframe: true,
  150. skinning: false,
  151. morphTargets: false,
  152. morphNormals: false,
  153. fog: false
  154. } );
  155. }
  156. function getOutlineMaterialFromCache( originalMaterial ) {
  157. var data = cache[ originalMaterial.uuid ];
  158. if ( data === undefined ) {
  159. data = {
  160. material: createMaterial( originalMaterial ),
  161. used: true,
  162. keepAlive: defaultKeepAlive,
  163. count: 0
  164. };
  165. cache[ originalMaterial.uuid ] = data;
  166. }
  167. data.used = true;
  168. return data.material;
  169. }
  170. function getOutlineMaterial( originalMaterial ) {
  171. var outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
  172. originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
  173. updateOutlineMaterial( outlineMaterial, originalMaterial );
  174. return outlineMaterial;
  175. }
  176. function setOutlineMaterial( object ) {
  177. if ( object.material === undefined ) return;
  178. if ( Array.isArray( object.material ) ) {
  179. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  180. object.material[ i ] = getOutlineMaterial( object.material[ i ] );
  181. }
  182. } else {
  183. object.material = getOutlineMaterial( object.material );
  184. }
  185. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  186. object.onBeforeRender = onBeforeRender;
  187. }
  188. function restoreOriginalMaterial( object ) {
  189. if ( object.material === undefined ) return;
  190. if ( Array.isArray( object.material ) ) {
  191. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  192. object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
  193. }
  194. } else {
  195. object.material = originalMaterials[ object.material.uuid ];
  196. }
  197. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  198. }
  199. function onBeforeRender( renderer, scene, camera, geometry, material, group ) {
  200. var originalMaterial = originalMaterials[ material.uuid ];
  201. // just in case
  202. if ( originalMaterial === undefined ) return;
  203. updateUniforms( material, originalMaterial );
  204. }
  205. function updateUniforms( material, originalMaterial ) {
  206. var outlineParameters = originalMaterial.outlineParameters;
  207. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  208. if ( outlineParameters !== undefined ) {
  209. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  210. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.copy( outlineParameters.color );
  211. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  212. }
  213. }
  214. function updateOutlineMaterial( material, originalMaterial ) {
  215. if ( material.name === 'invisible' ) return;
  216. var outlineParameters = originalMaterial.outlineParameters;
  217. material.skinning = originalMaterial.skinning;
  218. material.morphTargets = originalMaterial.morphTargets;
  219. material.morphNormals = originalMaterial.morphNormals;
  220. material.fog = originalMaterial.fog;
  221. if ( outlineParameters !== undefined ) {
  222. if ( originalMaterial.visible === false ) {
  223. material.visible = false;
  224. } else {
  225. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  226. }
  227. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  228. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  229. } else {
  230. material.transparent = originalMaterial.transparent;
  231. material.visible = originalMaterial.visible;
  232. }
  233. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  234. }
  235. function cleanupCache() {
  236. var keys;
  237. // clear originialMaterials
  238. keys = Object.keys( originalMaterials );
  239. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  240. originalMaterials[ keys[ i ] ] = undefined;
  241. }
  242. // clear originalOnBeforeRenders
  243. keys = Object.keys( originalOnBeforeRenders );
  244. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  245. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  246. }
  247. // remove unused outlineMaterial from cache
  248. keys = Object.keys( cache );
  249. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  250. var key = keys[ i ];
  251. if ( cache[ key ].used === false ) {
  252. cache[ key ].count++;
  253. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  254. delete cache[ key ];
  255. }
  256. } else {
  257. cache[ key ].used = false;
  258. cache[ key ].count = 0;
  259. }
  260. }
  261. }
  262. this.render = function ( scene, camera, renderTarget, forceClear ) {
  263. if ( this.enabled === false ) {
  264. renderer.render( scene, camera, renderTarget, forceClear );
  265. return;
  266. }
  267. var currentAutoClear = renderer.autoClear;
  268. renderer.autoClear = this.autoClear;
  269. // 1. render normally
  270. renderer.render( scene, camera, renderTarget, forceClear );
  271. // 2. render outline
  272. var currentSceneAutoUpdate = scene.autoUpdate;
  273. var currentSceneBackground = scene.background;
  274. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  275. scene.autoUpdate = false;
  276. scene.background = null;
  277. renderer.autoClear = false;
  278. renderer.shadowMap.enabled = false;
  279. scene.traverse( setOutlineMaterial );
  280. renderer.render( scene, camera, renderTarget );
  281. scene.traverse( restoreOriginalMaterial );
  282. cleanupCache();
  283. scene.autoUpdate = currentSceneAutoUpdate;
  284. scene.background = currentSceneBackground;
  285. renderer.autoClear = currentAutoClear;
  286. renderer.shadowMap.enabled = currentShadowMapEnabled;
  287. };
  288. /*
  289. * See #9918
  290. *
  291. * The following property copies and wrapper methods enable
  292. * THREE.OutlineEffect to be called from other *Effect, like
  293. *
  294. * effect = new THREE.VREffect( new THREE.OutlineEffect( renderer ) );
  295. *
  296. * function render () {
  297. *
  298. * effect.render( scene, camera );
  299. *
  300. * }
  301. */
  302. this.autoClear = renderer.autoClear;
  303. this.domElement = renderer.domElement;
  304. this.shadowMap = renderer.shadowMap;
  305. this.clear = function ( color, depth, stencil ) {
  306. renderer.clear( color, depth, stencil );
  307. };
  308. this.getPixelRatio = function () {
  309. return renderer.getPixelRatio();
  310. };
  311. this.setPixelRatio = function ( value ) {
  312. renderer.setPixelRatio( value );
  313. };
  314. this.getSize = function () {
  315. return renderer.getSize();
  316. };
  317. this.setSize = function ( width, height, updateStyle ) {
  318. renderer.setSize( width, height, updateStyle );
  319. };
  320. this.setViewport = function ( x, y, width, height ) {
  321. renderer.setViewport( x, y, width, height );
  322. };
  323. this.setScissor = function ( x, y, width, height ) {
  324. renderer.setScissor( x, y, width, height );
  325. };
  326. this.setScissorTest = function ( boolean ) {
  327. renderer.setScissorTest( boolean );
  328. };
  329. this.setRenderTarget = function ( renderTarget ) {
  330. renderer.setRenderTarget( renderTarget );
  331. };
  332. };