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