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