OutlineEffect.js 13 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. * API
  7. *
  8. * 1. Traditional
  9. *
  10. * var effect = new THREE.OutlineEffect( renderer );
  11. *
  12. * function render() {
  13. *
  14. * effect.render( scene, camera );
  15. *
  16. * }
  17. *
  18. * 2. VR compatible
  19. *
  20. * var effect = new THREE.OutlineEffect( renderer );
  21. * var renderingOutline = false;
  22. *
  23. * scene.onAfterRender = function () {
  24. *
  25. * if ( renderingOutline ) return;
  26. *
  27. * renderingOutline = true;
  28. *
  29. * effect.renderOutline( scene, camera );
  30. *
  31. * renderingOutline = false;
  32. *
  33. * };
  34. *
  35. * function render() {
  36. *
  37. * renderer.render( scene, camera );
  38. *
  39. * }
  40. *
  41. * // How to set default outline parameters
  42. * new THREE.OutlineEffect( renderer, {
  43. * defaultThickness: 0.01,
  44. * defaultColor: [ 0, 0, 0 ],
  45. * defaultAlpha: 0.8,
  46. * defaultKeepAlive: true // keeps outline material in cache even if material is removed from scene
  47. * } );
  48. *
  49. * // How to set outline parameters for each material
  50. * material.userData.outlineParameters = {
  51. * thickness: 0.01,
  52. * color: [ 0, 0, 0 ]
  53. * alpha: 0.8,
  54. * visible: true,
  55. * keepAlive: true
  56. * };
  57. */
  58. THREE.OutlineEffect = function ( renderer, parameters ) {
  59. parameters = parameters || {};
  60. this.enabled = true;
  61. var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
  62. var defaultColor = new THREE.Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] );
  63. var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
  64. var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
  65. // object.material.uuid -> outlineMaterial or
  66. // object.material[ n ].uuid -> outlineMaterial
  67. // save at the outline material creation and release
  68. // if it's unused removeThresholdCount frames
  69. // unless keepAlive is true.
  70. var cache = {};
  71. var removeThresholdCount = 60;
  72. // outlineMaterial.uuid -> object.material or
  73. // outlineMaterial.uuid -> object.material[ n ]
  74. // save before render and release after render.
  75. var originalMaterials = {};
  76. // object.uuid -> originalOnBeforeRender
  77. // save before render and release after render.
  78. var originalOnBeforeRenders = {};
  79. //this.cache = cache; // for debug
  80. var uniformsOutline = {
  81. outlineThickness: { value: defaultThickness },
  82. outlineColor: { value: defaultColor },
  83. outlineAlpha: { value: defaultAlpha }
  84. };
  85. var vertexShader = [
  86. "#include <common>",
  87. "#include <uv_pars_vertex>",
  88. "#include <displacementmap_pars_vertex>",
  89. "#include <fog_pars_vertex>",
  90. "#include <morphtarget_pars_vertex>",
  91. "#include <skinning_pars_vertex>",
  92. "#include <logdepthbuf_pars_vertex>",
  93. "#include <clipping_planes_pars_vertex>",
  94. "uniform float outlineThickness;",
  95. "vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {",
  96. " float thickness = outlineThickness;",
  97. " const float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
  98. " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );",
  99. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  100. " vec4 norm = normalize( pos - pos2 );",
  101. " return pos + norm * thickness * pos.w * ratio;",
  102. "}",
  103. "void main() {",
  104. " #include <uv_vertex>",
  105. " #include <beginnormal_vertex>",
  106. " #include <morphnormal_vertex>",
  107. " #include <skinbase_vertex>",
  108. " #include <skinnormal_vertex>",
  109. " #include <begin_vertex>",
  110. " #include <morphtarget_vertex>",
  111. " #include <skinning_vertex>",
  112. " #include <displacementmap_vertex>",
  113. " #include <project_vertex>",
  114. " vec3 outlineNormal = - objectNormal;", // the outline material is always rendered with THREE.BackSide
  115. " gl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );",
  116. " #include <logdepthbuf_vertex>",
  117. " #include <clipping_planes_vertex>",
  118. " #include <fog_vertex>",
  119. "}",
  120. ].join( "\n" );
  121. var fragmentShader = [
  122. "#include <common>",
  123. "#include <fog_pars_fragment>",
  124. "#include <logdepthbuf_pars_fragment>",
  125. "#include <clipping_planes_pars_fragment>",
  126. "uniform vec3 outlineColor;",
  127. "uniform float outlineAlpha;",
  128. "void main() {",
  129. " #include <clipping_planes_fragment>",
  130. " #include <logdepthbuf_fragment>",
  131. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  132. " #include <premultiplied_alpha_fragment>",
  133. " #include <tonemapping_fragment>",
  134. " #include <encodings_fragment>",
  135. " #include <fog_fragment>",
  136. "}"
  137. ].join( "\n" );
  138. function createMaterial() {
  139. return new THREE.ShaderMaterial( {
  140. type: 'OutlineEffect',
  141. uniforms: THREE.UniformsUtils.merge( [
  142. THREE.UniformsLib[ 'fog' ],
  143. THREE.UniformsLib[ 'displacementmap' ],
  144. uniformsOutline
  145. ] ),
  146. vertexShader: vertexShader,
  147. fragmentShader: fragmentShader,
  148. side: THREE.BackSide
  149. } );
  150. }
  151. function getOutlineMaterialFromCache( originalMaterial ) {
  152. var data = cache[ originalMaterial.uuid ];
  153. if ( data === undefined ) {
  154. data = {
  155. material: createMaterial(),
  156. used: true,
  157. keepAlive: defaultKeepAlive,
  158. count: 0
  159. };
  160. cache[ originalMaterial.uuid ] = data;
  161. }
  162. data.used = true;
  163. return data.material;
  164. }
  165. function getOutlineMaterial( originalMaterial ) {
  166. var outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
  167. originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
  168. updateOutlineMaterial( outlineMaterial, originalMaterial );
  169. return outlineMaterial;
  170. }
  171. function isCompatible( object ) {
  172. var geometry = object.geometry;
  173. var hasNormals = false;
  174. if ( object.geometry !== undefined ) {
  175. if ( geometry.isBufferGeometry ) {
  176. hasNormals = geometry.attributes.normal !== undefined;
  177. } else {
  178. hasNormals = true; // the renderer always produces a normal attribute for Geometry
  179. }
  180. }
  181. return ( object.isMesh === true && object.material !== undefined && hasNormals === true );
  182. }
  183. function setOutlineMaterial( object ) {
  184. if ( isCompatible( object ) === false ) return;
  185. if ( Array.isArray( object.material ) ) {
  186. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  187. object.material[ i ] = getOutlineMaterial( object.material[ i ] );
  188. }
  189. } else {
  190. object.material = getOutlineMaterial( object.material );
  191. }
  192. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  193. object.onBeforeRender = onBeforeRender;
  194. }
  195. function restoreOriginalMaterial( object ) {
  196. if ( isCompatible( object ) === false ) return;
  197. if ( Array.isArray( object.material ) ) {
  198. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  199. object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
  200. }
  201. } else {
  202. object.material = originalMaterials[ object.material.uuid ];
  203. }
  204. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  205. }
  206. function onBeforeRender( renderer, scene, camera, geometry, material ) {
  207. var originalMaterial = originalMaterials[ material.uuid ];
  208. // just in case
  209. if ( originalMaterial === undefined ) return;
  210. updateUniforms( material, originalMaterial );
  211. }
  212. function updateUniforms( material, originalMaterial ) {
  213. var outlineParameters = originalMaterial.userData.outlineParameters;
  214. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  215. if ( outlineParameters !== undefined ) {
  216. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  217. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.fromArray( outlineParameters.color );
  218. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  219. }
  220. if ( originalMaterial.displacementMap ) {
  221. material.uniforms.displacementMap.value = originalMaterial.displacementMap;
  222. material.uniforms.displacementScale.value = originalMaterial.displacementScale;
  223. material.uniforms.displacementBias.value = originalMaterial.displacementBias;
  224. }
  225. }
  226. function updateOutlineMaterial( material, originalMaterial ) {
  227. if ( material.name === 'invisible' ) return;
  228. var outlineParameters = originalMaterial.userData.outlineParameters;
  229. material.skinning = originalMaterial.skinning;
  230. material.morphTargets = originalMaterial.morphTargets;
  231. material.morphNormals = originalMaterial.morphNormals;
  232. material.fog = originalMaterial.fog;
  233. material.toneMapped = originalMaterial.toneMapped;
  234. material.premultipliedAlpha = originalMaterial.premultipliedAlpha;
  235. material.displacementMap = originalMaterial.displacementMap;
  236. if ( outlineParameters !== undefined ) {
  237. if ( originalMaterial.visible === false ) {
  238. material.visible = false;
  239. } else {
  240. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  241. }
  242. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  243. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  244. } else {
  245. material.transparent = originalMaterial.transparent;
  246. material.visible = originalMaterial.visible;
  247. }
  248. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  249. if ( originalMaterial.clippingPlanes ) {
  250. material.clipping = true;
  251. material.clippingPlanes = originalMaterial.clippingPlanes;
  252. material.clipIntersection = originalMaterial.clipIntersection;
  253. material.clipShadows = originalMaterial.clipShadows;
  254. }
  255. material.version = originalMaterial.version; // update outline material if necessary
  256. }
  257. function cleanupCache() {
  258. var keys;
  259. // clear originialMaterials
  260. keys = Object.keys( originalMaterials );
  261. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  262. originalMaterials[ keys[ i ] ] = undefined;
  263. }
  264. // clear originalOnBeforeRenders
  265. keys = Object.keys( originalOnBeforeRenders );
  266. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  267. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  268. }
  269. // remove unused outlineMaterial from cache
  270. keys = Object.keys( cache );
  271. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  272. var key = keys[ i ];
  273. if ( cache[ key ].used === false ) {
  274. cache[ key ].count ++;
  275. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  276. delete cache[ key ];
  277. }
  278. } else {
  279. cache[ key ].used = false;
  280. cache[ key ].count = 0;
  281. }
  282. }
  283. }
  284. this.render = function ( scene, camera ) {
  285. var renderTarget;
  286. var forceClear = false;
  287. if ( arguments[ 2 ] !== undefined ) {
  288. console.warn( 'THREE.OutlineEffect.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  289. renderTarget = arguments[ 2 ];
  290. }
  291. if ( arguments[ 3 ] !== undefined ) {
  292. console.warn( 'THREE.OutlineEffect.render(): the forceClear argument has been removed. Use .clear() instead.' );
  293. forceClear = arguments[ 3 ];
  294. }
  295. if ( renderTarget !== undefined ) renderer.setRenderTarget( renderTarget );
  296. if ( forceClear ) renderer.clear();
  297. if ( this.enabled === false ) {
  298. renderer.render( scene, camera );
  299. return;
  300. }
  301. var currentAutoClear = renderer.autoClear;
  302. renderer.autoClear = this.autoClear;
  303. renderer.render( scene, camera );
  304. renderer.autoClear = currentAutoClear;
  305. this.renderOutline( scene, camera );
  306. };
  307. this.renderOutline = function ( scene, camera ) {
  308. var currentAutoClear = renderer.autoClear;
  309. var currentSceneAutoUpdate = scene.autoUpdate;
  310. var currentSceneBackground = scene.background;
  311. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  312. scene.autoUpdate = false;
  313. scene.background = null;
  314. renderer.autoClear = false;
  315. renderer.shadowMap.enabled = false;
  316. scene.traverse( setOutlineMaterial );
  317. renderer.render( scene, camera );
  318. scene.traverse( restoreOriginalMaterial );
  319. cleanupCache();
  320. scene.autoUpdate = currentSceneAutoUpdate;
  321. scene.background = currentSceneBackground;
  322. renderer.autoClear = currentAutoClear;
  323. renderer.shadowMap.enabled = currentShadowMapEnabled;
  324. };
  325. /*
  326. * See #9918
  327. *
  328. * The following property copies and wrapper methods enable
  329. * THREE.OutlineEffect to be called from other *Effect, like
  330. *
  331. * effect = new THREE.StereoEffect( new THREE.OutlineEffect( renderer ) );
  332. *
  333. * function render () {
  334. *
  335. * effect.render( scene, camera );
  336. *
  337. * }
  338. */
  339. this.autoClear = renderer.autoClear;
  340. this.domElement = renderer.domElement;
  341. this.shadowMap = renderer.shadowMap;
  342. this.clear = function ( color, depth, stencil ) {
  343. renderer.clear( color, depth, stencil );
  344. };
  345. this.getPixelRatio = function () {
  346. return renderer.getPixelRatio();
  347. };
  348. this.setPixelRatio = function ( value ) {
  349. renderer.setPixelRatio( value );
  350. };
  351. this.getSize = function ( target ) {
  352. return renderer.getSize( target );
  353. };
  354. this.setSize = function ( width, height, updateStyle ) {
  355. renderer.setSize( width, height, updateStyle );
  356. };
  357. this.setViewport = function ( x, y, width, height ) {
  358. renderer.setViewport( x, y, width, height );
  359. };
  360. this.setScissor = function ( x, y, width, height ) {
  361. renderer.setScissor( x, y, width, height );
  362. };
  363. this.setScissorTest = function ( boolean ) {
  364. renderer.setScissorTest( boolean );
  365. };
  366. this.setRenderTarget = function ( renderTarget ) {
  367. renderer.setRenderTarget( renderTarget );
  368. };
  369. };