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