OutlineEffect.js 8.0 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. * } );
  12. *
  13. * // How to set outline parameters for each material
  14. * material.outlineParameters = {
  15. * thickNess: 0.01,
  16. * color: new THREE.Color( 0x888888 ),
  17. * alpha: 0.8,
  18. * visible: true
  19. * };
  20. *
  21. * TODO
  22. * - shared material
  23. * - support shader material without objectNormal in its vertexShader
  24. */
  25. THREE.OutlineEffect = function ( renderer, parameters ) {
  26. var _this = this;
  27. parameters = parameters || {};
  28. this.autoClear = parameters.autoClear !== undefined ? parameters.autoClear : 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 invisibleMaterial = new THREE.ShaderMaterial( { visible: false } );
  33. // copied from WebGLPrograms and removed some materials
  34. var shaderIDs = {
  35. MeshBasicMaterial: 'basic',
  36. MeshLambertMaterial: 'lambert',
  37. MeshPhongMaterial: 'phong',
  38. MeshStandardMaterial: 'physical',
  39. MeshPhysicalMaterial: 'physical'
  40. };
  41. var uniformsChunk = {
  42. outlineThickness: { type: "f", value: defaultThickness },
  43. outlineColor: { type: "c", value: defaultColor },
  44. outlineAlpha: { type: "f", value: defaultAlpha }
  45. };
  46. var vertexShaderChunk = [
  47. "uniform float outlineThickness;",
  48. "vec4 calculateOutline( vec4 pos, vec3 objectNormal, vec4 skinned ) {",
  49. " float thickness = outlineThickness;",
  50. " float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
  51. " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
  52. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  53. " vec4 norm = normalize( pos - pos2 );",
  54. " return pos + norm * thickness * pos.w * ratio;",
  55. "}",
  56. ].join( "\n" );
  57. var vertexShaderChunk2 = [
  58. "#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( PHYSICAL )",
  59. " #ifndef USE_ENVMAP",
  60. " vec3 objectNormal = normalize( normal );",
  61. " #ifdef FLIP_SIDED",
  62. " objectNormal = -objectNormal;",
  63. " #endif",
  64. " #endif",
  65. "#endif",
  66. "#ifdef USE_SKINNING",
  67. " gl_Position = calculateOutline( gl_Position, objectNormal, skinned );",
  68. "#else",
  69. " gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );",
  70. "#endif",
  71. ].join( "\n" );
  72. var fragmentShader = [
  73. "#include <common>",
  74. "#include <fog_pars_fragment>",
  75. "uniform vec3 outlineColor;",
  76. "uniform float outlineAlpha;",
  77. "void main() {",
  78. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  79. " #include <fog_fragment>",
  80. "}",
  81. ].join( "\n" );
  82. function createMaterial ( originalMaterial ) {
  83. var shaderID = shaderIDs[ originalMaterial.type ];
  84. var originalUniforms, originalVertexShader;
  85. var outlineParameters = originalMaterial.outlineParameters;
  86. if ( shaderID !== undefined ) {
  87. var shader = THREE.ShaderLib[ shaderID ];
  88. originalUniforms = shader.uniforms;
  89. originalVertexShader = shader.vertexShader;
  90. } else if ( originalMaterial.isShaderMaterial === true ) {
  91. originalUniforms = originalMaterial.uniforms;
  92. originalVertexShader = originalMaterial.vertexShader;
  93. } else {
  94. return invisibleMaterial;
  95. }
  96. var uniforms = THREE.UniformsUtils.merge( [
  97. originalUniforms,
  98. uniformsChunk
  99. ] );
  100. var vertexShader = originalVertexShader
  101. // put vertexShaderChunk right before "void main() {...}"
  102. .replace( /void\s+main\s*\(\s*\)/, vertexShaderChunk + '\nvoid main()' )
  103. // put vertexShaderChunk2 the end of "void main() {...}"
  104. // Note: here assums originalVertexShader ends with "}" of "void main() {...}"
  105. .replace( /\}\s*$/, vertexShaderChunk2 + '\n}' )
  106. // remove any light related lines
  107. // Note: here is very sensitive to originalVertexShader
  108. // TODO: consider safer way
  109. .replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
  110. var material = new THREE.ShaderMaterial( {
  111. uniforms: THREE.UniformsUtils.clone( uniforms ),
  112. vertexShader: vertexShader,
  113. fragmentShader: fragmentShader,
  114. side: THREE.BackSide,
  115. //wireframe: true,
  116. skinning: false,
  117. morphTargets: false,
  118. morphNormals: false,
  119. fog: false
  120. } );
  121. return material;
  122. }
  123. function createMultiMaterial ( originalMaterial ) {
  124. var materials = [];
  125. for ( var i = 0, il = originalMaterial.materials.length; i < il; i ++ ) {
  126. materials.push( createMaterial( originalMaterial.materials[ i ] ) );
  127. }
  128. return new THREE.MultiMaterial( materials );
  129. }
  130. function setOutlineMaterial ( object ) {
  131. if ( object.material === undefined ) return;
  132. object.userData.originalMaterial = object.material;
  133. if ( object.userData.outlineMaterial === undefined ) {
  134. object.userData.outlineMaterial = object.material.type === 'MultiMaterial' ? createMultiMaterial( object.material ) : createMaterial( object.material );
  135. }
  136. if ( object.userData.outlineMaterial.type === 'MultiMaterial' ) {
  137. updateOutlineMultiMaterial( object.userData.outlineMaterial, object.userData.originalMaterial );
  138. } else {
  139. updateOutlineMaterial( object.userData.outlineMaterial, object.userData.originalMaterial );
  140. }
  141. object.material = object.userData.outlineMaterial;
  142. }
  143. function updateOutlineMaterial ( material, originalMaterial ) {
  144. if ( material === invisibleMaterial ) return;
  145. var outlineParameters = originalMaterial.outlineParameters;
  146. material.skinning = originalMaterial.skinning;
  147. material.morphTargets = originalMaterial.morphTargets;
  148. material.morphNormals = originalMaterial.morphNormals;
  149. material.fog = originalMaterial.fog;
  150. material.visible = originalMaterial.visible;
  151. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  152. if ( outlineParameters !== undefined ) {
  153. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  154. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.copy( outlineParameters.color );
  155. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  156. if ( outlineParameters.visible !== undefined ) material.visible = outlineParameters.visible;
  157. }
  158. if ( material.uniforms.outlineAlpha.value < 1.0 ) material.transparent = true;
  159. }
  160. function updateOutlineMultiMaterial ( material, originalMaterial ) {
  161. var outlineParameters = originalMaterial.outlineParameters;
  162. material.visible = originalMaterial.visible;
  163. if ( outlineParameters !== undefined ) {
  164. if ( outlineParameters.visible !== undefined ) material.visible = outlineParameters.visible;
  165. }
  166. for ( var i = 0, il = material.materials.length; i < il; i ++ ) {
  167. updateOutlineMaterial( material.materials[ i ], originalMaterial.materials[ i ] );
  168. }
  169. }
  170. function restoreOriginalMaterial ( object ) {
  171. if ( object.userData.originalMaterial !== undefined ) object.material = object.userData.originalMaterial;
  172. }
  173. this.setSize = function ( width, height ) {
  174. renderer.setSize( width, height );
  175. };
  176. this.render = function ( scene, camera, renderTarget, forceClear ) {
  177. var currentAutoClear = renderer.autoClear;
  178. renderer.autoClear = this.autoClear;
  179. // 1. render normally
  180. renderer.render( scene, camera, renderTarget, forceClear );
  181. // 2. render outline
  182. var currentSceneAutoUpdate = scene.autoUpdate;
  183. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  184. scene.autoUpdate = false;
  185. renderer.autoClear = false;
  186. renderer.shadowMap.enabled = false;
  187. scene.traverse( setOutlineMaterial );
  188. renderer.render( scene, camera, renderTarget );
  189. scene.traverse( restoreOriginalMaterial );
  190. scene.autoUpdate = currentSceneAutoUpdate;
  191. renderer.autoClear = currentAutoClear;
  192. renderer.shadowMap.enabled = currentShadowMapEnabled;
  193. };
  194. };