OutlineEffect.js 12 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. var _this = this;
  28. parameters = parameters || {};
  29. this.autoClear = parameters.autoClear !== undefined ? parameters.autoClear : true;
  30. var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
  31. var defaultColor = parameters.defaultColor !== undefined ? parameters.defaultColor : new THREE.Color( 0x000000 );
  32. var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
  33. var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
  34. // object.material.uuid -> outlineMaterial
  35. // (no mapping from children of MultiMaterial)
  36. // save at the outline material creation and release
  37. // if it's unused removeThresholdCount frames
  38. // unless keepAlive is true.
  39. var cache = {};
  40. var removeThresholdCount = 60;
  41. // outlineMaterial.uuid (or object.uuid for invisibleMaterial) -> originalMaterial
  42. // including children of MultiMaterial.
  43. // save before render and release after render.
  44. var originalMaterials = {};
  45. // object.uuid -> originalOnBeforeRender
  46. // save before render and release after render.
  47. var originalOnBeforeRenders = {};
  48. //this.cache = cache; // for debug
  49. var invisibleMaterial = new THREE.ShaderMaterial( { visible: false } );
  50. // copied from WebGLPrograms and removed some materials
  51. var shaderIDs = {
  52. MeshBasicMaterial: 'basic',
  53. MeshLambertMaterial: 'lambert',
  54. MeshPhongMaterial: '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. "uniform float outlineThickness;",
  65. "vec4 calculateOutline( vec4 pos, vec3 objectNormal, vec4 skinned ) {",
  66. " float thickness = outlineThickness;",
  67. " float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
  68. " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
  69. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  70. " vec4 norm = normalize( pos - pos2 );",
  71. " return pos + norm * thickness * pos.w * ratio;",
  72. "}",
  73. ].join( "\n" );
  74. var vertexShaderChunk2 = [
  75. "#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( PHYSICAL )",
  76. " #ifndef USE_ENVMAP",
  77. " vec3 objectNormal = normalize( normal );",
  78. " #ifdef FLIP_SIDED",
  79. " objectNormal = -objectNormal;",
  80. " #endif",
  81. " #endif",
  82. "#endif",
  83. "#ifdef USE_SKINNING",
  84. " gl_Position = calculateOutline( gl_Position, objectNormal, skinned );",
  85. "#else",
  86. " gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );",
  87. "#endif",
  88. ].join( "\n" );
  89. var fragmentShader = [
  90. "#include <common>",
  91. "#include <fog_pars_fragment>",
  92. "uniform vec3 outlineColor;",
  93. "uniform float outlineAlpha;",
  94. "void main() {",
  95. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  96. " #include <fog_fragment>",
  97. "}",
  98. ].join( "\n" );
  99. function createMaterial( originalMaterial ) {
  100. var shaderID = shaderIDs[ originalMaterial.type ];
  101. var originalUniforms, originalVertexShader;
  102. var outlineParameters = originalMaterial.outlineParameters;
  103. if ( shaderID !== undefined ) {
  104. var shader = THREE.ShaderLib[ shaderID ];
  105. originalUniforms = shader.uniforms;
  106. originalVertexShader = shader.vertexShader;
  107. } else if ( originalMaterial.isShaderMaterial === true ) {
  108. originalUniforms = originalMaterial.uniforms;
  109. originalVertexShader = originalMaterial.vertexShader;
  110. } else {
  111. return invisibleMaterial;
  112. }
  113. var uniforms = Object.assign( {}, originalUniforms, uniformsChunk );
  114. var vertexShader = originalVertexShader
  115. // put vertexShaderChunk right before "void main() {...}"
  116. .replace( /void\s+main\s*\(\s*\)/, vertexShaderChunk + '\nvoid main()' )
  117. // put vertexShaderChunk2 the end of "void main() {...}"
  118. // Note: here assums originalVertexShader ends with "}" of "void main() {...}"
  119. .replace( /\}\s*$/, vertexShaderChunk2 + '\n}' )
  120. // remove any light related lines
  121. // Note: here is very sensitive to originalVertexShader
  122. // TODO: consider safer way
  123. .replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
  124. var material = new THREE.ShaderMaterial( {
  125. uniforms: uniforms,
  126. vertexShader: vertexShader,
  127. fragmentShader: fragmentShader,
  128. side: THREE.BackSide,
  129. //wireframe: true,
  130. skinning: false,
  131. morphTargets: false,
  132. morphNormals: false,
  133. fog: false
  134. } );
  135. return material;
  136. }
  137. function createMultiMaterial( originalMaterial ) {
  138. var materials = [];
  139. for ( var i = 0, il = originalMaterial.materials.length; i < il; i ++ ) {
  140. materials.push( createMaterial( originalMaterial.materials[ i ] ) );
  141. }
  142. return new THREE.MultiMaterial( materials );
  143. }
  144. function setOutlineMaterial( object ) {
  145. if ( object.material === undefined ) return;
  146. var data = cache[ object.material.uuid ];
  147. if ( data === undefined ) {
  148. data = {
  149. material: object.material.isMultiMaterial === true ? createMultiMaterial( object.material ) : createMaterial( object.material ),
  150. used: true,
  151. keepAlive: defaultKeepAlive,
  152. count: 0
  153. };
  154. cache[ object.material.uuid ] = data;
  155. }
  156. var outlineMaterial = data.material;
  157. data.used = true;
  158. var uuid= outlineMaterial !== invisibleMaterial ? outlineMaterial.uuid : object.uuid;
  159. originalMaterials[ uuid ] = object.material;
  160. if ( object.material.isMultiMaterial === true ) {
  161. for ( var i = 0, il = object.material.materials.length; i < il; i ++ ) {
  162. // originalMaterial of leaf material of MultiMaterial is used only for
  163. // updating outlineMaterial. so need not to save for invisibleMaterial.
  164. if ( outlineMaterial.materials[ i ] !== invisibleMaterial ) {
  165. originalMaterials[ outlineMaterial.materials[ i ].uuid ] = object.material.materials[ i ];
  166. }
  167. }
  168. updateOutlineMultiMaterial( outlineMaterial, object.material );
  169. } else {
  170. updateOutlineMaterial( outlineMaterial, object.material );
  171. }
  172. object.material = outlineMaterial;
  173. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  174. object.onBeforeRender = onBeforeRender;
  175. }
  176. function restoreOriginalMaterial( object ) {
  177. if ( object.material === undefined ) return;
  178. var originalMaterial = originalMaterials[ object.material.uuid ]
  179. if ( originalMaterial === undefined ) {
  180. originalMaterial = originalMaterials[ object.uuid ]
  181. if ( originalMaterial === undefined ) return;
  182. }
  183. object.material = originalMaterial;
  184. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  185. }
  186. function onBeforeRender( renderer, scene, camera, geometry, material, group ) {
  187. // check some things before updating just in case
  188. if ( material === invisibleMaterial ) return;
  189. if ( material.isMultiMaterial === true ) return;
  190. var originalMaterial = originalMaterials[ material.uuid ];
  191. if ( originalMaterial === undefined ) return;
  192. updateUniforms( material, originalMaterial );
  193. }
  194. function updateUniforms( material, originalMaterial ) {
  195. var outlineParameters = originalMaterial.outlineParameters;
  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. }
  202. }
  203. function updateOutlineMaterial( material, originalMaterial ) {
  204. if ( material === invisibleMaterial ) return;
  205. var outlineParameters = originalMaterial.outlineParameters;
  206. material.skinning = originalMaterial.skinning;
  207. material.morphTargets = originalMaterial.morphTargets;
  208. material.morphNormals = originalMaterial.morphNormals;
  209. material.fog = originalMaterial.fog;
  210. if ( outlineParameters !== undefined ) {
  211. if ( originalMaterial.visible === false ) {
  212. material.visible = false;
  213. } else {
  214. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  215. }
  216. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  217. // cache[ originalMaterial.uuid ] is undefined if originalMaterial is in materials of MultiMaterial
  218. if ( outlineParameters.keepAlive !== undefined && cache[ originalMaterial.uuid ] !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  219. } else {
  220. material.transparent = originalMaterial.transparent;
  221. material.visible = originalMaterial.visible;
  222. }
  223. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  224. }
  225. function updateOutlineMultiMaterial( material, originalMaterial ) {
  226. if ( material === invisibleMaterial ) return;
  227. var outlineParameters = originalMaterial.outlineParameters;
  228. if ( outlineParameters !== undefined ) {
  229. if ( originalMaterial.visible === false ) {
  230. material.visible = false;
  231. } else {
  232. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  233. }
  234. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  235. } else {
  236. material.visible = originalMaterial.visible;
  237. }
  238. for ( var i = 0, il = material.materials.length; i < il; i ++ ) {
  239. updateOutlineMaterial( material.materials[ i ], originalMaterial.materials[ i ] );
  240. }
  241. }
  242. function cleanupCache() {
  243. var keys;
  244. // clear originialMaterials
  245. keys = Object.keys( originalMaterials );
  246. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  247. originalMaterials[ keys[ i ] ] = undefined;
  248. }
  249. // clear originalOnBeforeRenders
  250. keys = Object.keys( originalOnBeforeRenders );
  251. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  252. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  253. }
  254. // remove unused outlineMaterial from cache
  255. keys = Object.keys( cache );
  256. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  257. var key = keys[ i ];
  258. if ( cache[ key ].used === false ) {
  259. cache[ key ].count++;
  260. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  261. delete cache[ key ];
  262. }
  263. } else {
  264. cache[ key ].used = false;
  265. cache[ key ].count = 0;
  266. }
  267. }
  268. }
  269. this.setSize = function ( width, height ) {
  270. renderer.setSize( width, height );
  271. };
  272. this.render = function ( scene, camera, renderTarget, forceClear ) {
  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. };