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- /**
- * @author takahirox / http://github.com/takahirox/
- *
- * Reference: https://en.wikipedia.org/wiki/Cel_shading
- *
- * // How to set default outline parameters
- * new THREE.OutlineEffect( renderer, {
- * defaultThickNess: 0.01,
- * defaultColor: new THREE.Color( 0x888888 ),
- * defaultAlpha: 0.8
- * } );
- *
- * // How to set outline parameters for each material
- * material.outlineParameters = {
- * thickNess: 0.01,
- * color: new THREE.Color( 0x888888 ),
- * alpha: 0.8,
- * visible: true
- * };
- *
- * TODO
- * - shared material
- * - support shader material without objectNormal in its vertexShader
- */
- THREE.OutlineEffect = function ( renderer, parameters ) {
- var _this = this;
- parameters = parameters || {};
- this.autoClear = parameters.autoClear !== undefined ? parameters.autoClear : true;
- var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
- var defaultColor = parameters.defaultColor !== undefined ? parameters.defaultColor : new THREE.Color( 0x000000 );
- var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
- var invisibleMaterial = new THREE.ShaderMaterial( { visible: false } );
- // copied from WebGLPrograms and removed some materials
- var shaderIDs = {
- MeshBasicMaterial: 'basic',
- MeshLambertMaterial: 'lambert',
- MeshPhongMaterial: 'phong',
- MeshStandardMaterial: 'physical',
- MeshPhysicalMaterial: 'physical'
- };
- var uniformsChunk = {
- outlineThickness: { type: "f", value: defaultThickness },
- outlineColor: { type: "c", value: defaultColor },
- outlineAlpha: { type: "f", value: defaultAlpha }
- };
- var vertexShaderChunk = [
- "uniform float outlineThickness;",
- "vec4 calculateOutline( vec4 pos, vec3 objectNormal, vec4 skinned ) {",
- " float thickness = outlineThickness;",
- " float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
- " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
- // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
- " vec4 norm = normalize( pos - pos2 );",
- " return pos + norm * thickness * pos.w * ratio;",
- "}",
- ].join( "\n" );
- var vertexShaderChunk2 = [
- "#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( PHYSICAL )",
- " #ifndef USE_ENVMAP",
- " vec3 objectNormal = normalize( normal );",
- " #ifdef FLIP_SIDED",
- " objectNormal = -objectNormal;",
- " #endif",
- " #endif",
- "#endif",
- "#ifdef USE_SKINNING",
- " gl_Position = calculateOutline( gl_Position, objectNormal, skinned );",
- "#else",
- " gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );",
- "#endif",
- ].join( "\n" );
- var fragmentShader = [
- "#include <common>",
- "#include <fog_pars_fragment>",
- "uniform vec3 outlineColor;",
- "uniform float outlineAlpha;",
- "void main() {",
- " gl_FragColor = vec4( outlineColor, outlineAlpha );",
- " #include <fog_fragment>",
- "}",
- ].join( "\n" );
- function createMaterial ( originalMaterial ) {
- var shaderID = shaderIDs[ originalMaterial.type ];
- var originalUniforms, originalVertexShader;
- var outlineParameters = originalMaterial.outlineParameters;
- if ( shaderID !== undefined ) {
- var shader = THREE.ShaderLib[ shaderID ];
- originalUniforms = shader.uniforms;
- originalVertexShader = shader.vertexShader;
- } else if ( originalMaterial.isShaderMaterial === true ) {
- originalUniforms = originalMaterial.uniforms;
- originalVertexShader = originalMaterial.vertexShader;
- } else {
- return invisibleMaterial;
- }
- var uniforms = THREE.UniformsUtils.merge( [
- originalUniforms,
- uniformsChunk
- ] );
- var vertexShader = originalVertexShader
- // put vertexShaderChunk right before "void main() {...}"
- .replace( /void\s+main\s*\(\s*\)/, vertexShaderChunk + '\nvoid main()' )
- // put vertexShaderChunk2 the end of "void main() {...}"
- // Note: here assums originalVertexShader ends with "}" of "void main() {...}"
- .replace( /\}\s*$/, vertexShaderChunk2 + '\n}' )
- // remove any light related lines
- // Note: here is very sensitive to originalVertexShader
- // TODO: consider safer way
- .replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
- var material = new THREE.ShaderMaterial( {
- uniforms: THREE.UniformsUtils.clone( uniforms ),
- vertexShader: vertexShader,
- fragmentShader: fragmentShader,
- side: THREE.BackSide,
- //wireframe: true,
- skinning: false,
- morphTargets: false,
- morphNormals: false,
- fog: false
- } );
- return material;
- }
- function createMultiMaterial ( originalMaterial ) {
- var materials = [];
- for ( var i = 0, il = originalMaterial.materials.length; i < il; i ++ ) {
- materials.push( createMaterial( originalMaterial.materials[ i ] ) );
- }
- return new THREE.MultiMaterial( materials );
- }
- function setOutlineMaterial ( object ) {
- if ( object.material === undefined ) return;
- object.userData.originalMaterial = object.material;
- if ( object.userData.outlineMaterial === undefined ) {
- object.userData.outlineMaterial = object.material.type === 'MultiMaterial' ? createMultiMaterial( object.material ) : createMaterial( object.material );
- }
- if ( object.userData.outlineMaterial.type === 'MultiMaterial' ) {
- updateOutlineMultiMaterial( object.userData.outlineMaterial, object.userData.originalMaterial );
- } else {
- updateOutlineMaterial( object.userData.outlineMaterial, object.userData.originalMaterial );
- }
- object.material = object.userData.outlineMaterial;
- }
- function updateOutlineMaterial ( material, originalMaterial ) {
- if ( material === invisibleMaterial ) return;
- var outlineParameters = originalMaterial.outlineParameters;
- material.skinning = originalMaterial.skinning;
- material.morphTargets = originalMaterial.morphTargets;
- material.morphNormals = originalMaterial.morphNormals;
- material.fog = originalMaterial.fog;
- material.visible = originalMaterial.visible;
- material.uniforms.outlineAlpha.value = originalMaterial.opacity;
- if ( outlineParameters !== undefined ) {
- if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
- if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.copy( outlineParameters.color );
- if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
- if ( outlineParameters.visible !== undefined ) material.visible = outlineParameters.visible;
- }
- if ( material.uniforms.outlineAlpha.value < 1.0 ) material.transparent = true;
- }
- function updateOutlineMultiMaterial ( material, originalMaterial ) {
- var outlineParameters = originalMaterial.outlineParameters;
- material.visible = originalMaterial.visible;
- if ( outlineParameters !== undefined ) {
- if ( outlineParameters.visible !== undefined ) material.visible = outlineParameters.visible;
- }
- for ( var i = 0, il = material.materials.length; i < il; i ++ ) {
- updateOutlineMaterial( material.materials[ i ], originalMaterial.materials[ i ] );
- }
- }
- function restoreOriginalMaterial ( object ) {
- if ( object.userData.originalMaterial !== undefined ) object.material = object.userData.originalMaterial;
- }
- this.setSize = function ( width, height ) {
- renderer.setSize( width, height );
- };
- this.render = function ( scene, camera, renderTarget, forceClear ) {
- var currentAutoClear = renderer.autoClear;
- renderer.autoClear = this.autoClear;
- // 1. render normally
- renderer.render( scene, camera, renderTarget, forceClear );
- // 2. render outline
- var currentSceneAutoUpdate = scene.autoUpdate;
- var currentShadowMapEnabled = renderer.shadowMap.enabled;
- scene.autoUpdate = false;
- renderer.autoClear = false;
- renderer.shadowMap.enabled = false;
- scene.traverse( setOutlineMaterial );
- renderer.render( scene, camera, renderTarget );
- scene.traverse( restoreOriginalMaterial );
- scene.autoUpdate = currentSceneAutoUpdate;
- renderer.autoClear = currentAutoClear;
- renderer.shadowMap.enabled = currentShadowMapEnabled;
- };
- };
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