OutlineEffect.js 14 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. * - 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
  34. // (no mapping from children of MultiMaterial)
  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 (or object.uuid for invisibleMaterial) -> originalMaterial
  41. // including children of MultiMaterial.
  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. var invisibleMaterial = new THREE.ShaderMaterial( { visible: false } );
  49. // copied from WebGLPrograms and removed some materials
  50. var shaderIDs = {
  51. MeshBasicMaterial: 'basic',
  52. MeshLambertMaterial: 'lambert',
  53. MeshPhongMaterial: 'phong',
  54. MeshToonMaterial: 'phong',
  55. MeshStandardMaterial: 'physical',
  56. MeshPhysicalMaterial: 'physical'
  57. };
  58. var uniformsChunk = {
  59. outlineThickness: { type: "f", value: defaultThickness },
  60. outlineColor: { type: "c", value: defaultColor },
  61. outlineAlpha: { type: "f", value: defaultAlpha }
  62. };
  63. var vertexShaderChunk = [
  64. "#include <fog_pars_vertex>",
  65. "uniform float outlineThickness;",
  66. "vec4 calculateOutline( vec4 pos, vec3 objectNormal, vec4 skinned ) {",
  67. " float thickness = outlineThickness;",
  68. " float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
  69. " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
  70. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  71. " vec4 norm = normalize( pos - pos2 );",
  72. " return pos + norm * thickness * pos.w * ratio;",
  73. "}"
  74. ].join( "\n" );
  75. var vertexShaderChunk2 = [
  76. "#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( TOON ) && ! defined( PHYSICAL )",
  77. " #ifndef USE_ENVMAP",
  78. " vec3 objectNormal = normalize( normal );",
  79. " #ifdef FLIP_SIDED",
  80. " objectNormal = -objectNormal;",
  81. " #endif",
  82. " #endif",
  83. "#endif",
  84. "#ifdef USE_SKINNING",
  85. " gl_Position = calculateOutline( gl_Position, objectNormal, skinned );",
  86. "#else",
  87. " gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );",
  88. "#endif",
  89. "#include <fog_vertex>"
  90. ].join( "\n" );
  91. var fragmentShader = [
  92. "#include <common>",
  93. "#include <fog_pars_fragment>",
  94. "uniform vec3 outlineColor;",
  95. "uniform float outlineAlpha;",
  96. "void main() {",
  97. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  98. " #include <fog_fragment>",
  99. "}"
  100. ].join( "\n" );
  101. function createMaterial( originalMaterial ) {
  102. var shaderID = shaderIDs[ originalMaterial.type ];
  103. var originalUniforms, originalVertexShader;
  104. var outlineParameters = originalMaterial.outlineParameters;
  105. if ( shaderID !== undefined ) {
  106. var shader = THREE.ShaderLib[ shaderID ];
  107. originalUniforms = shader.uniforms;
  108. originalVertexShader = shader.vertexShader;
  109. } else if ( originalMaterial.isShaderMaterial === true ) {
  110. originalUniforms = originalMaterial.uniforms;
  111. originalVertexShader = originalMaterial.vertexShader;
  112. } else {
  113. return invisibleMaterial;
  114. }
  115. var uniforms = Object.assign( {}, originalUniforms, uniformsChunk );
  116. var vertexShader = originalVertexShader
  117. // put vertexShaderChunk right before "void main() {...}"
  118. .replace( /void\s+main\s*\(\s*\)/, vertexShaderChunk + '\nvoid main()' )
  119. // put vertexShaderChunk2 the end of "void main() {...}"
  120. // Note: here assums originalVertexShader ends with "}" of "void main() {...}"
  121. .replace( /\}\s*$/, vertexShaderChunk2 + '\n}' )
  122. // remove any light related lines
  123. // Note: here is very sensitive to originalVertexShader
  124. // TODO: consider safer way
  125. .replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
  126. var material = new THREE.ShaderMaterial( {
  127. uniforms: uniforms,
  128. vertexShader: vertexShader,
  129. fragmentShader: fragmentShader,
  130. side: THREE.BackSide,
  131. //wireframe: true,
  132. skinning: false,
  133. morphTargets: false,
  134. morphNormals: false,
  135. fog: false
  136. } );
  137. return material;
  138. }
  139. function createMultiMaterial( originalMaterial ) {
  140. var materials = [];
  141. for ( var i = 0, il = originalMaterial.materials.length; i < il; i ++ ) {
  142. materials.push( createMaterial( originalMaterial.materials[ i ] ) );
  143. }
  144. return new THREE.MultiMaterial( materials );
  145. }
  146. function setOutlineMaterial( object ) {
  147. if ( object.material === undefined ) return;
  148. var data = cache[ object.material.uuid ];
  149. if ( data === undefined ) {
  150. data = {
  151. material: object.material.isMultiMaterial === true ? createMultiMaterial( object.material ) : createMaterial( object.material ),
  152. used: true,
  153. keepAlive: defaultKeepAlive,
  154. count: 0
  155. };
  156. cache[ object.material.uuid ] = data;
  157. }
  158. var outlineMaterial = data.material;
  159. data.used = true;
  160. var uuid= outlineMaterial !== invisibleMaterial ? outlineMaterial.uuid : object.uuid;
  161. originalMaterials[ uuid ] = object.material;
  162. if ( object.material.isMultiMaterial === true ) {
  163. for ( var i = 0, il = object.material.materials.length; i < il; i ++ ) {
  164. // originalMaterial of leaf material of MultiMaterial is used only for
  165. // updating outlineMaterial. so need not to save for invisibleMaterial.
  166. if ( outlineMaterial.materials[ i ] !== invisibleMaterial ) {
  167. originalMaterials[ outlineMaterial.materials[ i ].uuid ] = object.material.materials[ i ];
  168. }
  169. }
  170. updateOutlineMultiMaterial( outlineMaterial, object.material );
  171. } else {
  172. updateOutlineMaterial( outlineMaterial, object.material );
  173. }
  174. object.material = outlineMaterial;
  175. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  176. object.onBeforeRender = onBeforeRender;
  177. }
  178. function restoreOriginalMaterial( object ) {
  179. if ( object.material === undefined ) return;
  180. var originalMaterial = originalMaterials[ object.material.uuid ];
  181. if ( originalMaterial === undefined ) {
  182. originalMaterial = originalMaterials[ object.uuid ];
  183. if ( originalMaterial === undefined ) return;
  184. }
  185. object.material = originalMaterial;
  186. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  187. }
  188. function onBeforeRender( renderer, scene, camera, geometry, material, group ) {
  189. // check some things before updating just in case
  190. if ( material === invisibleMaterial ) return;
  191. if ( material.isMultiMaterial === true ) return;
  192. var originalMaterial = originalMaterials[ material.uuid ];
  193. if ( originalMaterial === undefined ) return;
  194. updateUniforms( material, originalMaterial );
  195. }
  196. function updateUniforms( material, originalMaterial ) {
  197. var outlineParameters = originalMaterial.outlineParameters;
  198. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  199. if ( outlineParameters !== undefined ) {
  200. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  201. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.copy( outlineParameters.color );
  202. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  203. }
  204. }
  205. function updateOutlineMaterial( material, originalMaterial ) {
  206. if ( material === invisibleMaterial ) return;
  207. var outlineParameters = originalMaterial.outlineParameters;
  208. material.skinning = originalMaterial.skinning;
  209. material.morphTargets = originalMaterial.morphTargets;
  210. material.morphNormals = originalMaterial.morphNormals;
  211. material.fog = originalMaterial.fog;
  212. if ( outlineParameters !== undefined ) {
  213. if ( originalMaterial.visible === false ) {
  214. material.visible = false;
  215. } else {
  216. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  217. }
  218. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  219. // cache[ originalMaterial.uuid ] is undefined if originalMaterial is in materials of MultiMaterial
  220. if ( outlineParameters.keepAlive !== undefined && cache[ originalMaterial.uuid ] !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  221. } else {
  222. material.transparent = originalMaterial.transparent;
  223. material.visible = originalMaterial.visible;
  224. }
  225. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  226. }
  227. function updateOutlineMultiMaterial( material, originalMaterial ) {
  228. if ( material === invisibleMaterial ) return;
  229. var outlineParameters = originalMaterial.outlineParameters;
  230. if ( outlineParameters !== undefined ) {
  231. if ( originalMaterial.visible === false ) {
  232. material.visible = false;
  233. } else {
  234. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  235. }
  236. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  237. } else {
  238. material.visible = originalMaterial.visible;
  239. }
  240. for ( var i = 0, il = material.materials.length; i < il; i ++ ) {
  241. updateOutlineMaterial( material.materials[ i ], originalMaterial.materials[ i ] );
  242. }
  243. }
  244. function cleanupCache() {
  245. var keys;
  246. // clear originialMaterials
  247. keys = Object.keys( originalMaterials );
  248. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  249. originalMaterials[ keys[ i ] ] = undefined;
  250. }
  251. // clear originalOnBeforeRenders
  252. keys = Object.keys( originalOnBeforeRenders );
  253. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  254. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  255. }
  256. // remove unused outlineMaterial from cache
  257. keys = Object.keys( cache );
  258. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  259. var key = keys[ i ];
  260. if ( cache[ key ].used === false ) {
  261. cache[ key ].count++;
  262. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  263. delete cache[ key ];
  264. }
  265. } else {
  266. cache[ key ].used = false;
  267. cache[ key ].count = 0;
  268. }
  269. }
  270. }
  271. this.render = function ( scene, camera, renderTarget, forceClear ) {
  272. if ( this.enabled === false ) {
  273. renderer.render( scene, camera, renderTarget, forceClear );
  274. return;
  275. }
  276. var currentAutoClear = renderer.autoClear;
  277. renderer.autoClear = this.autoClear;
  278. // 1. render normally
  279. renderer.render( scene, camera, renderTarget, forceClear );
  280. // 2. render outline
  281. var currentSceneAutoUpdate = scene.autoUpdate;
  282. var currentSceneBackground = scene.background;
  283. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  284. scene.autoUpdate = false;
  285. scene.background = null;
  286. renderer.autoClear = false;
  287. renderer.shadowMap.enabled = false;
  288. scene.traverse( setOutlineMaterial );
  289. renderer.render( scene, camera, renderTarget );
  290. scene.traverse( restoreOriginalMaterial );
  291. cleanupCache();
  292. scene.autoUpdate = currentSceneAutoUpdate;
  293. scene.background = currentSceneBackground;
  294. renderer.autoClear = currentAutoClear;
  295. renderer.shadowMap.enabled = currentShadowMapEnabled;
  296. };
  297. /*
  298. * See #9918
  299. *
  300. * The following property copies and wrapper methods enable
  301. * THREE.OutlineEffect to be called from other *Effect, like
  302. *
  303. * effect = new THREE.VREffect( new THREE.OutlineEffect( renderer ) );
  304. *
  305. * function render () {
  306. *
  307. * effect.render( scene, camera );
  308. *
  309. * }
  310. */
  311. this.autoClear = renderer.autoClear;
  312. this.domElement = renderer.domElement;
  313. this.shadowMap = renderer.shadowMap;
  314. this.clear = function ( color, depth, stencil ) {
  315. renderer.clear( color, depth, stencil );
  316. };
  317. this.getPixelRatio = function () {
  318. return renderer.getPixelRatio();
  319. };
  320. this.setPixelRatio = function ( value ) {
  321. renderer.setPixelRatio( value );
  322. };
  323. this.getSize = function () {
  324. return renderer.getSize();
  325. };
  326. this.setSize = function ( width, height, updateStyle ) {
  327. renderer.setSize( width, height, updateStyle );
  328. };
  329. this.setViewport = function ( x, y, width, height ) {
  330. renderer.setViewport( x, y, width, height );
  331. };
  332. this.setScissor = function ( x, y, width, height ) {
  333. renderer.setScissor( x, y, width, height );
  334. };
  335. this.setScissorTest = function ( boolean ) {
  336. renderer.setScissorTest( boolean );
  337. };
  338. this.setRenderTarget = function ( renderTarget ) {
  339. renderer.setRenderTarget( renderTarget );
  340. };
  341. };