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. * 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. * TODO
  59. * - support shader material without objectNormal in its vertexShader
  60. */
  61. THREE.OutlineEffect = function ( renderer, parameters ) {
  62. parameters = parameters || {};
  63. this.enabled = true;
  64. var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
  65. var defaultColor = new THREE.Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] );
  66. var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
  67. var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
  68. // object.material.uuid -> outlineMaterial or
  69. // object.material[ n ].uuid -> outlineMaterial
  70. // save at the outline material creation and release
  71. // if it's unused removeThresholdCount frames
  72. // unless keepAlive is true.
  73. var cache = {};
  74. var removeThresholdCount = 60;
  75. // outlineMaterial.uuid -> object.material or
  76. // outlineMaterial.uuid -> object.material[ n ]
  77. // save before render and release after render.
  78. var originalMaterials = {};
  79. // object.uuid -> originalOnBeforeRender
  80. // save before render and release after render.
  81. var originalOnBeforeRenders = {};
  82. //this.cache = cache; // for debug
  83. // copied from WebGLPrograms and removed some materials
  84. var shaderIDs = {
  85. MeshBasicMaterial: 'basic',
  86. MeshLambertMaterial: 'lambert',
  87. MeshPhongMaterial: 'phong',
  88. MeshToonMaterial: 'phong',
  89. MeshStandardMaterial: 'physical',
  90. MeshPhysicalMaterial: 'physical'
  91. };
  92. var uniformsChunk = {
  93. outlineThickness: { value: defaultThickness },
  94. outlineColor: { value: defaultColor },
  95. outlineAlpha: { value: defaultAlpha }
  96. };
  97. var vertexShaderChunk = [
  98. "#include <fog_pars_vertex>",
  99. "uniform float outlineThickness;",
  100. "vec4 calculateOutline( vec4 pos, vec3 objectNormal, vec4 skinned ) {",
  101. " float thickness = outlineThickness;",
  102. " const float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
  103. " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
  104. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  105. " vec4 norm = normalize( pos - pos2 );",
  106. " return pos + norm * thickness * pos.w * ratio;",
  107. "}"
  108. ].join( "\n" );
  109. var vertexShaderChunk2 = [
  110. "#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( TOON ) && ! defined( PHYSICAL )",
  111. " #ifndef USE_ENVMAP",
  112. " vec3 objectNormal = normalize( normal );",
  113. " #endif",
  114. "#endif",
  115. "#ifdef FLIP_SIDED",
  116. " objectNormal = -objectNormal;",
  117. "#endif",
  118. "#ifdef DECLARE_TRANSFORMED",
  119. " vec3 transformed = vec3( position );",
  120. "#endif",
  121. "gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );",
  122. "#include <fog_vertex>"
  123. ].join( "\n" );
  124. var fragmentShader = [
  125. "#include <common>",
  126. "#include <fog_pars_fragment>",
  127. "uniform vec3 outlineColor;",
  128. "uniform float outlineAlpha;",
  129. "void main() {",
  130. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  131. " #include <fog_fragment>",
  132. "}"
  133. ].join( "\n" );
  134. function createInvisibleMaterial() {
  135. return new THREE.ShaderMaterial( { name: 'invisible', visible: false } );
  136. }
  137. function createMaterial( originalMaterial ) {
  138. var shaderID = shaderIDs[ originalMaterial.type ];
  139. var originalUniforms, originalVertexShader;
  140. var outlineParameters = originalMaterial.userData.outlineParameters;
  141. if ( shaderID !== undefined ) {
  142. var shader = THREE.ShaderLib[ shaderID ];
  143. originalUniforms = shader.uniforms;
  144. originalVertexShader = shader.vertexShader;
  145. } else if ( originalMaterial.isRawShaderMaterial === true ) {
  146. originalUniforms = originalMaterial.uniforms;
  147. originalVertexShader = originalMaterial.vertexShader;
  148. if ( ! /attribute\s+vec3\s+position\s*;/.test( originalVertexShader ) ||
  149. ! /attribute\s+vec3\s+normal\s*;/.test( originalVertexShader ) ) {
  150. console.warn( 'THREE.OutlineEffect requires both vec3 position and normal attributes in vertex shader, ' +
  151. 'does not draw outline for ' + originalMaterial.name + '(uuid:' + originalMaterial.uuid + ') material.' );
  152. return createInvisibleMaterial();
  153. }
  154. } else if ( originalMaterial.isShaderMaterial === true ) {
  155. originalUniforms = originalMaterial.uniforms;
  156. originalVertexShader = originalMaterial.vertexShader;
  157. } else {
  158. return createInvisibleMaterial();
  159. }
  160. var uniforms = Object.assign( {}, originalUniforms, uniformsChunk );
  161. var vertexShader = originalVertexShader
  162. // put vertexShaderChunk right before "void main() {...}"
  163. .replace( /void\s+main\s*\(\s*\)/, vertexShaderChunk + '\nvoid main()' )
  164. // put vertexShaderChunk2 the end of "void main() {...}"
  165. // Note: here assums originalVertexShader ends with "}" of "void main() {...}"
  166. .replace( /\}\s*$/, vertexShaderChunk2 + '\n}' )
  167. // remove any light related lines
  168. // Note: here is very sensitive to originalVertexShader
  169. // TODO: consider safer way
  170. .replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
  171. var defines = {};
  172. if ( ! /vec3\s+transformed\s*=/.test( originalVertexShader ) &&
  173. ! /#include\s+<begin_vertex>/.test( originalVertexShader ) ) defines.DECLARE_TRANSFORMED = true;
  174. return new THREE.ShaderMaterial( {
  175. defines: defines,
  176. uniforms: uniforms,
  177. vertexShader: vertexShader,
  178. fragmentShader: fragmentShader,
  179. side: THREE.BackSide,
  180. //wireframe: true,
  181. skinning: false,
  182. morphTargets: false,
  183. morphNormals: false,
  184. fog: false
  185. } );
  186. }
  187. function getOutlineMaterialFromCache( originalMaterial ) {
  188. var data = cache[ originalMaterial.uuid ];
  189. if ( data === undefined ) {
  190. data = {
  191. material: createMaterial( originalMaterial ),
  192. used: true,
  193. keepAlive: defaultKeepAlive,
  194. count: 0
  195. };
  196. cache[ originalMaterial.uuid ] = data;
  197. }
  198. data.used = true;
  199. return data.material;
  200. }
  201. function getOutlineMaterial( originalMaterial ) {
  202. var outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
  203. originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
  204. updateOutlineMaterial( outlineMaterial, originalMaterial );
  205. return outlineMaterial;
  206. }
  207. function setOutlineMaterial( object ) {
  208. if ( object.material === undefined ) return;
  209. if ( Array.isArray( object.material ) ) {
  210. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  211. object.material[ i ] = getOutlineMaterial( object.material[ i ] );
  212. }
  213. } else {
  214. object.material = getOutlineMaterial( object.material );
  215. }
  216. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  217. object.onBeforeRender = onBeforeRender;
  218. }
  219. function restoreOriginalMaterial( object ) {
  220. if ( object.material === undefined ) return;
  221. if ( Array.isArray( object.material ) ) {
  222. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  223. object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
  224. }
  225. } else {
  226. object.material = originalMaterials[ object.material.uuid ];
  227. }
  228. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  229. }
  230. function onBeforeRender( renderer, scene, camera, geometry, material, group ) {
  231. var originalMaterial = originalMaterials[ material.uuid ];
  232. // just in case
  233. if ( originalMaterial === undefined ) return;
  234. updateUniforms( material, originalMaterial );
  235. }
  236. function updateUniforms( material, originalMaterial ) {
  237. var outlineParameters = originalMaterial.userData.outlineParameters;
  238. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  239. if ( outlineParameters !== undefined ) {
  240. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  241. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.fromArray( outlineParameters.color );
  242. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  243. }
  244. }
  245. function updateOutlineMaterial( material, originalMaterial ) {
  246. if ( material.name === 'invisible' ) return;
  247. var outlineParameters = originalMaterial.userData.outlineParameters;
  248. material.skinning = originalMaterial.skinning;
  249. material.morphTargets = originalMaterial.morphTargets;
  250. material.morphNormals = originalMaterial.morphNormals;
  251. material.fog = originalMaterial.fog;
  252. if ( outlineParameters !== undefined ) {
  253. if ( originalMaterial.visible === false ) {
  254. material.visible = false;
  255. } else {
  256. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  257. }
  258. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  259. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  260. } else {
  261. material.transparent = originalMaterial.transparent;
  262. material.visible = originalMaterial.visible;
  263. }
  264. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  265. }
  266. function cleanupCache() {
  267. var keys;
  268. // clear originialMaterials
  269. keys = Object.keys( originalMaterials );
  270. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  271. originalMaterials[ keys[ i ] ] = undefined;
  272. }
  273. // clear originalOnBeforeRenders
  274. keys = Object.keys( originalOnBeforeRenders );
  275. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  276. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  277. }
  278. // remove unused outlineMaterial from cache
  279. keys = Object.keys( cache );
  280. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  281. var key = keys[ i ];
  282. if ( cache[ key ].used === false ) {
  283. cache[ key ].count++;
  284. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  285. delete cache[ key ];
  286. }
  287. } else {
  288. cache[ key ].used = false;
  289. cache[ key ].count = 0;
  290. }
  291. }
  292. }
  293. this.render = function ( scene, camera ) {
  294. var renderTarget;
  295. var forceClear = false;
  296. if ( arguments[ 2 ] !== undefined ) {
  297. console.warn( 'THREE.OutlineEffect.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  298. renderTarget = arguments[ 2 ];
  299. }
  300. if ( arguments[ 3 ] !== undefined ) {
  301. console.warn( 'THREE.OutlineEffect.render(): the forceClear argument has been removed. Use .clear() instead.' );
  302. forceClear = arguments[ 3 ];
  303. }
  304. if ( renderTarget !== undefined ) renderer.setRenderTarget( renderTarget );
  305. if ( forceClear ) renderer.clear();
  306. if ( this.enabled === false ) {
  307. renderer.render( scene, camera );
  308. return;
  309. }
  310. var currentAutoClear = renderer.autoClear;
  311. renderer.autoClear = this.autoClear;
  312. renderer.render( scene, camera );
  313. renderer.autoClear = currentAutoClear;
  314. this.renderOutline( scene, camera );
  315. };
  316. this.renderOutline = function ( scene, camera ) {
  317. var currentAutoClear = renderer.autoClear;
  318. var currentSceneAutoUpdate = scene.autoUpdate;
  319. var currentSceneBackground = scene.background;
  320. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  321. scene.autoUpdate = false;
  322. scene.background = null;
  323. renderer.autoClear = false;
  324. renderer.shadowMap.enabled = false;
  325. scene.traverse( setOutlineMaterial );
  326. renderer.render( scene, camera );
  327. scene.traverse( restoreOriginalMaterial );
  328. cleanupCache();
  329. scene.autoUpdate = currentSceneAutoUpdate;
  330. scene.background = currentSceneBackground;
  331. renderer.autoClear = currentAutoClear;
  332. renderer.shadowMap.enabled = currentShadowMapEnabled;
  333. };
  334. /*
  335. * See #9918
  336. *
  337. * The following property copies and wrapper methods enable
  338. * THREE.OutlineEffect to be called from other *Effect, like
  339. *
  340. * effect = new THREE.StereoEffect( new THREE.OutlineEffect( renderer ) );
  341. *
  342. * function render () {
  343. *
  344. * effect.render( scene, camera );
  345. *
  346. * }
  347. */
  348. this.autoClear = renderer.autoClear;
  349. this.domElement = renderer.domElement;
  350. this.shadowMap = renderer.shadowMap;
  351. this.clear = function ( color, depth, stencil ) {
  352. renderer.clear( color, depth, stencil );
  353. };
  354. this.getPixelRatio = function () {
  355. return renderer.getPixelRatio();
  356. };
  357. this.setPixelRatio = function ( value ) {
  358. renderer.setPixelRatio( value );
  359. };
  360. this.getSize = function ( target ) {
  361. return renderer.getSize( target );
  362. };
  363. this.setSize = function ( width, height, updateStyle ) {
  364. renderer.setSize( width, height, updateStyle );
  365. };
  366. this.setViewport = function ( x, y, width, height ) {
  367. renderer.setViewport( x, y, width, height );
  368. };
  369. this.setScissor = function ( x, y, width, height ) {
  370. renderer.setScissor( x, y, width, height );
  371. };
  372. this.setScissorTest = function ( boolean ) {
  373. renderer.setScissorTest( boolean );
  374. };
  375. this.setRenderTarget = function ( renderTarget ) {
  376. renderer.setRenderTarget( renderTarget );
  377. };
  378. };