OutlineEffect.js 9.8 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. * Dependencies
  7. * - THREE.ChainableEffect
  8. *
  9. * // How to set default outline parameters
  10. * new THREE.OutlineEffect( renderer, {
  11. * defaultThickNess: 0.01,
  12. * defaultColor: new THREE.Color( 0x888888 ),
  13. * defaultAlpha: 0.8,
  14. * defaultKeepAlive: true // keeps outline material in cache even if material is removed from scene
  15. * } );
  16. *
  17. * // How to set outline parameters for each material
  18. * material.outlineParameters = {
  19. * thickNess: 0.01, // this paremeter won't work for MultiMaterial
  20. * color: new THREE.Color( 0x888888 ), // this paremeter won't work for MultiMaterial
  21. * alpha: 0.8, // this paremeter won't work for MultiMaterial
  22. * visible: true,
  23. * keepAlive: true // this paremeter won't work for Material in materials of MultiMaterial
  24. * };
  25. *
  26. * TODO
  27. * - shared material
  28. * - support shader material without objectNormal in its vertexShader
  29. */
  30. THREE.OutlineEffect = function ( renderer, parameters ) {
  31. THREE.ChainableEffect.call( this, renderer );
  32. parameters = parameters || {};
  33. this.enabled = true;
  34. var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
  35. var defaultColor = parameters.defaultColor !== undefined ? parameters.defaultColor : new THREE.Color( 0x000000 );
  36. var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
  37. var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
  38. var cache = {};
  39. var removeThresholdCount = 60;
  40. //this.cache = cache; // for debug
  41. var invisibleMaterial = new THREE.ShaderMaterial( { visible: false } );
  42. // copied from WebGLPrograms and removed some materials
  43. var shaderIDs = {
  44. MeshBasicMaterial: 'basic',
  45. MeshLambertMaterial: 'lambert',
  46. MeshPhongMaterial: 'phong',
  47. MeshStandardMaterial: 'physical',
  48. MeshPhysicalMaterial: 'physical'
  49. };
  50. var uniformsChunk = {
  51. outlineThickness: { type: "f", value: defaultThickness },
  52. outlineColor: { type: "c", value: defaultColor },
  53. outlineAlpha: { type: "f", value: defaultAlpha }
  54. };
  55. var vertexShaderChunk = [
  56. "uniform float outlineThickness;",
  57. "vec4 calculateOutline( vec4 pos, vec3 objectNormal, vec4 skinned ) {",
  58. " float thickness = outlineThickness;",
  59. " float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
  60. " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
  61. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  62. " vec4 norm = normalize( pos - pos2 );",
  63. " return pos + norm * thickness * pos.w * ratio;",
  64. "}",
  65. ].join( "\n" );
  66. var vertexShaderChunk2 = [
  67. "#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( PHYSICAL )",
  68. " #ifndef USE_ENVMAP",
  69. " vec3 objectNormal = normalize( normal );",
  70. " #ifdef FLIP_SIDED",
  71. " objectNormal = -objectNormal;",
  72. " #endif",
  73. " #endif",
  74. "#endif",
  75. "#ifdef USE_SKINNING",
  76. " gl_Position = calculateOutline( gl_Position, objectNormal, skinned );",
  77. "#else",
  78. " gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );",
  79. "#endif",
  80. ].join( "\n" );
  81. var fragmentShader = [
  82. "#include <common>",
  83. "#include <fog_pars_fragment>",
  84. "uniform vec3 outlineColor;",
  85. "uniform float outlineAlpha;",
  86. "void main() {",
  87. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  88. " #include <fog_fragment>",
  89. "}",
  90. ].join( "\n" );
  91. function createMaterial( originalMaterial ) {
  92. var shaderID = shaderIDs[ originalMaterial.type ];
  93. var originalUniforms, originalVertexShader;
  94. var outlineParameters = originalMaterial.outlineParameters;
  95. if ( shaderID !== undefined ) {
  96. var shader = THREE.ShaderLib[ shaderID ];
  97. originalUniforms = shader.uniforms;
  98. originalVertexShader = shader.vertexShader;
  99. } else if ( originalMaterial.isShaderMaterial === true ) {
  100. originalUniforms = originalMaterial.uniforms;
  101. originalVertexShader = originalMaterial.vertexShader;
  102. } else {
  103. return invisibleMaterial;
  104. }
  105. var uniforms = THREE.UniformsUtils.merge( [
  106. originalUniforms,
  107. uniformsChunk
  108. ] );
  109. var vertexShader = originalVertexShader
  110. // put vertexShaderChunk right before "void main() {...}"
  111. .replace( /void\s+main\s*\(\s*\)/, vertexShaderChunk + '\nvoid main()' )
  112. // put vertexShaderChunk2 the end of "void main() {...}"
  113. // Note: here assums originalVertexShader ends with "}" of "void main() {...}"
  114. .replace( /\}\s*$/, vertexShaderChunk2 + '\n}' )
  115. // remove any light related lines
  116. // Note: here is very sensitive to originalVertexShader
  117. // TODO: consider safer way
  118. .replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
  119. var material = new THREE.ShaderMaterial( {
  120. uniforms: THREE.UniformsUtils.clone( uniforms ),
  121. vertexShader: vertexShader,
  122. fragmentShader: fragmentShader,
  123. side: THREE.BackSide,
  124. //wireframe: true,
  125. skinning: false,
  126. morphTargets: false,
  127. morphNormals: false,
  128. fog: false
  129. } );
  130. return material;
  131. }
  132. function createMultiMaterial( originalMaterial ) {
  133. var materials = [];
  134. for ( var i = 0, il = originalMaterial.materials.length; i < il; i ++ ) {
  135. materials.push( createMaterial( originalMaterial.materials[ i ] ) );
  136. }
  137. return new THREE.MultiMaterial( materials );
  138. }
  139. function setOutlineMaterial( object ) {
  140. if ( object.material === undefined ) return;
  141. var data = cache[ object.material.uuid ];
  142. if ( data === undefined ) {
  143. data = {
  144. material: object.material.type === 'MultiMaterial' ? createMultiMaterial( object.material ) : createMaterial( object.material ),
  145. used: true,
  146. keepAlive: defaultKeepAlive,
  147. count: 0
  148. };
  149. cache[ object.material.uuid ] = data;
  150. }
  151. var outlineMaterial = data.material;
  152. data.used = true;
  153. if ( outlineMaterial.type === 'MultiMaterial' ) {
  154. updateOutlineMultiMaterial( outlineMaterial, object.material );
  155. } else {
  156. updateOutlineMaterial( outlineMaterial, object.material );
  157. }
  158. object.userData.originalMaterial = object.material;
  159. object.material = outlineMaterial;
  160. }
  161. function updateOutlineMaterial( material, originalMaterial ) {
  162. if ( material === invisibleMaterial ) return;
  163. var outlineParameters = originalMaterial.outlineParameters;
  164. material.skinning = originalMaterial.skinning;
  165. material.morphTargets = originalMaterial.morphTargets;
  166. material.morphNormals = originalMaterial.morphNormals;
  167. material.fog = originalMaterial.fog;
  168. material.visible = originalMaterial.visible;
  169. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  170. if ( outlineParameters !== undefined ) {
  171. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  172. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.copy( outlineParameters.color );
  173. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  174. if ( outlineParameters.visible !== undefined ) material.visible = outlineParameters.visible;
  175. // cache[ originalMaterial.uuid ] is undefined if originalMaterial is in materials of MultiMaterial
  176. if ( outlineParameters.keepAlive !== undefined && cache[ originalMaterial.uuid ] !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  177. }
  178. material.transparent = ( material.uniforms.outlineAlpha.value < 1.0 ) ? true : false;
  179. }
  180. function updateOutlineMultiMaterial( material, originalMaterial ) {
  181. var outlineParameters = originalMaterial.outlineParameters;
  182. material.visible = originalMaterial.visible;
  183. if ( outlineParameters !== undefined ) {
  184. if ( outlineParameters.visible !== undefined ) material.visible = outlineParameters.visible;
  185. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  186. }
  187. for ( var i = 0, il = material.materials.length; i < il; i ++ ) {
  188. updateOutlineMaterial( material.materials[ i ], originalMaterial.materials[ i ] );
  189. }
  190. }
  191. function restoreOriginalMaterial( object ) {
  192. if ( object.userData.originalMaterial !== undefined ) {
  193. object.material = object.userData.originalMaterial;
  194. object.userData.originalMaterial = undefined;
  195. }
  196. }
  197. function removeUnusedOutlineMaterialFromCache() {
  198. var keys = Object.keys( cache );
  199. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  200. var key = keys[ i ];
  201. if ( cache[ key ].used === false ) {
  202. cache[ key ].count++;
  203. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  204. delete cache[ key ];
  205. }
  206. } else {
  207. cache[ key ].used = false;
  208. cache[ key ].count = 0;
  209. }
  210. }
  211. }
  212. this.render = function ( scene, camera, renderTarget, forceClear ) {
  213. if ( this.enabled === false ) {
  214. renderer.render( scene, camera, renderTarget, forceClear );
  215. return;
  216. }
  217. var currentAutoClear = renderer.autoClear;
  218. renderer.autoClear = this.autoClear;
  219. // 1. render normally
  220. renderer.render( scene, camera, renderTarget, forceClear );
  221. // 2. render outline
  222. var currentSceneAutoUpdate = scene.autoUpdate;
  223. var currentSceneBackground = scene.background;
  224. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  225. scene.autoUpdate = false;
  226. scene.background = null;
  227. renderer.autoClear = false;
  228. renderer.shadowMap.enabled = false;
  229. scene.traverse( setOutlineMaterial );
  230. renderer.render( scene, camera, renderTarget );
  231. scene.traverse( restoreOriginalMaterial );
  232. removeUnusedOutlineMaterialFromCache();
  233. scene.autoUpdate = currentSceneAutoUpdate;
  234. scene.background = currentSceneBackground;
  235. renderer.autoClear = currentAutoClear;
  236. renderer.shadowMap.enabled = currentShadowMapEnabled;
  237. };
  238. };
  239. THREE.OutlineEffect.prototype = Object.create( THREE.ChainableEffect.prototype );
  240. THREE.OutlineEffect.prototype.constructor = THREE.OutlineEffect;