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( PHYSICAL )",
  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. var outlineParameters = originalMaterial.userData.outlineParameters;
  140. if ( shaderID !== undefined ) {
  141. var shader = THREE.ShaderLib[ shaderID ];
  142. originalUniforms = shader.uniforms;
  143. originalVertexShader = shader.vertexShader;
  144. } else if ( originalMaterial.isRawShaderMaterial === true ) {
  145. originalUniforms = originalMaterial.uniforms;
  146. originalVertexShader = originalMaterial.vertexShader;
  147. if ( ! /attribute\s+vec3\s+position\s*;/.test( originalVertexShader ) ||
  148. ! /attribute\s+vec3\s+normal\s*;/.test( originalVertexShader ) ) {
  149. console.warn( 'THREE.OutlineEffect requires both vec3 position and normal attributes in vertex shader, ' +
  150. 'does not draw outline for ' + originalMaterial.name + '(uuid:' + originalMaterial.uuid + ') material.' );
  151. return createInvisibleMaterial();
  152. }
  153. } else if ( originalMaterial.isShaderMaterial === true ) {
  154. originalUniforms = originalMaterial.uniforms;
  155. originalVertexShader = originalMaterial.vertexShader;
  156. } else {
  157. return createInvisibleMaterial();
  158. }
  159. var uniforms = Object.assign( {}, originalUniforms, uniformsChunk );
  160. var vertexShader = originalVertexShader
  161. // put vertexShaderChunk right before "void main() {...}"
  162. .replace( /void\s+main\s*\(\s*\)/, vertexShaderChunk + '\nvoid main()' )
  163. // put vertexShaderChunk2 the end of "void main() {...}"
  164. // Note: here assums originalVertexShader ends with "}" of "void main() {...}"
  165. .replace( /\}\s*$/, vertexShaderChunk2 + '\n}' )
  166. // remove any light related lines
  167. // Note: here is very sensitive to originalVertexShader
  168. // TODO: consider safer way
  169. .replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
  170. var defines = {};
  171. if ( ! /vec3\s+transformed\s*=/.test( originalVertexShader ) &&
  172. ! /#include\s+<begin_vertex>/.test( originalVertexShader ) ) defines.DECLARE_TRANSFORMED = true;
  173. return new THREE.ShaderMaterial( {
  174. defines: defines,
  175. uniforms: uniforms,
  176. vertexShader: vertexShader,
  177. fragmentShader: fragmentShader,
  178. side: THREE.BackSide,
  179. //wireframe: true,
  180. skinning: false,
  181. morphTargets: false,
  182. morphNormals: false,
  183. fog: false
  184. } );
  185. }
  186. function getOutlineMaterialFromCache( originalMaterial ) {
  187. var data = cache[ originalMaterial.uuid ];
  188. if ( data === undefined ) {
  189. data = {
  190. material: createMaterial( originalMaterial ),
  191. used: true,
  192. keepAlive: defaultKeepAlive,
  193. count: 0
  194. };
  195. cache[ originalMaterial.uuid ] = data;
  196. }
  197. data.used = true;
  198. return data.material;
  199. }
  200. function getOutlineMaterial( originalMaterial ) {
  201. var outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
  202. originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
  203. updateOutlineMaterial( outlineMaterial, originalMaterial );
  204. return outlineMaterial;
  205. }
  206. function setOutlineMaterial( object ) {
  207. if ( object.material === undefined ) return;
  208. if ( Array.isArray( object.material ) ) {
  209. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  210. object.material[ i ] = getOutlineMaterial( object.material[ i ] );
  211. }
  212. } else {
  213. object.material = getOutlineMaterial( object.material );
  214. }
  215. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  216. object.onBeforeRender = onBeforeRender;
  217. }
  218. function restoreOriginalMaterial( object ) {
  219. if ( object.material === undefined ) return;
  220. if ( Array.isArray( object.material ) ) {
  221. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  222. object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
  223. }
  224. } else {
  225. object.material = originalMaterials[ object.material.uuid ];
  226. }
  227. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  228. }
  229. function onBeforeRender( renderer, scene, camera, geometry, material, group ) {
  230. var originalMaterial = originalMaterials[ material.uuid ];
  231. // just in case
  232. if ( originalMaterial === undefined ) return;
  233. updateUniforms( material, originalMaterial );
  234. }
  235. function updateUniforms( material, originalMaterial ) {
  236. var outlineParameters = originalMaterial.userData.outlineParameters;
  237. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  238. if ( outlineParameters !== undefined ) {
  239. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  240. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.fromArray( outlineParameters.color );
  241. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  242. }
  243. }
  244. function updateOutlineMaterial( material, originalMaterial ) {
  245. if ( material.name === 'invisible' ) return;
  246. var outlineParameters = originalMaterial.userData.outlineParameters;
  247. material.skinning = originalMaterial.skinning;
  248. material.morphTargets = originalMaterial.morphTargets;
  249. material.morphNormals = originalMaterial.morphNormals;
  250. material.fog = originalMaterial.fog;
  251. if ( outlineParameters !== undefined ) {
  252. if ( originalMaterial.visible === false ) {
  253. material.visible = false;
  254. } else {
  255. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  256. }
  257. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  258. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  259. } else {
  260. material.transparent = originalMaterial.transparent;
  261. material.visible = originalMaterial.visible;
  262. }
  263. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  264. }
  265. function cleanupCache() {
  266. var keys;
  267. // clear originialMaterials
  268. keys = Object.keys( originalMaterials );
  269. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  270. originalMaterials[ keys[ i ] ] = undefined;
  271. }
  272. // clear originalOnBeforeRenders
  273. keys = Object.keys( originalOnBeforeRenders );
  274. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  275. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  276. }
  277. // remove unused outlineMaterial from cache
  278. keys = Object.keys( cache );
  279. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  280. var key = keys[ i ];
  281. if ( cache[ key ].used === false ) {
  282. cache[ key ].count++;
  283. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  284. delete cache[ key ];
  285. }
  286. } else {
  287. cache[ key ].used = false;
  288. cache[ key ].count = 0;
  289. }
  290. }
  291. }
  292. this.render = function ( scene, camera ) {
  293. var renderTarget;
  294. var forceClear = false;
  295. if ( arguments[ 2 ] !== undefined ) {
  296. console.warn( 'THREE.OutlineEffect.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  297. renderTarget = arguments[ 2 ];
  298. }
  299. if ( arguments[ 3 ] !== undefined ) {
  300. console.warn( 'THREE.OutlineEffect.render(): the forceClear argument has been removed. Use .clear() instead.' );
  301. forceClear = arguments[ 3 ];
  302. }
  303. if ( renderTarget !== undefined ) renderer.setRenderTarget( renderTarget );
  304. if ( forceClear ) renderer.clear();
  305. if ( this.enabled === false ) {
  306. renderer.render( scene, camera );
  307. return;
  308. }
  309. var currentAutoClear = renderer.autoClear;
  310. renderer.autoClear = this.autoClear;
  311. renderer.render( scene, camera );
  312. renderer.autoClear = currentAutoClear;
  313. this.renderOutline( scene, camera );
  314. };
  315. this.renderOutline = function ( scene, camera ) {
  316. var currentAutoClear = renderer.autoClear;
  317. var currentSceneAutoUpdate = scene.autoUpdate;
  318. var currentSceneBackground = scene.background;
  319. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  320. scene.autoUpdate = false;
  321. scene.background = null;
  322. renderer.autoClear = false;
  323. renderer.shadowMap.enabled = false;
  324. scene.traverse( setOutlineMaterial );
  325. renderer.render( scene, camera );
  326. scene.traverse( restoreOriginalMaterial );
  327. cleanupCache();
  328. scene.autoUpdate = currentSceneAutoUpdate;
  329. scene.background = currentSceneBackground;
  330. renderer.autoClear = currentAutoClear;
  331. renderer.shadowMap.enabled = currentShadowMapEnabled;
  332. };
  333. /*
  334. * See #9918
  335. *
  336. * The following property copies and wrapper methods enable
  337. * THREE.OutlineEffect to be called from other *Effect, like
  338. *
  339. * effect = new THREE.StereoEffect( new THREE.OutlineEffect( renderer ) );
  340. *
  341. * function render () {
  342. *
  343. * effect.render( scene, camera );
  344. *
  345. * }
  346. */
  347. this.autoClear = renderer.autoClear;
  348. this.domElement = renderer.domElement;
  349. this.shadowMap = renderer.shadowMap;
  350. this.clear = function ( color, depth, stencil ) {
  351. renderer.clear( color, depth, stencil );
  352. };
  353. this.getPixelRatio = function () {
  354. return renderer.getPixelRatio();
  355. };
  356. this.setPixelRatio = function ( value ) {
  357. renderer.setPixelRatio( value );
  358. };
  359. this.getSize = function ( target ) {
  360. return renderer.getSize( target );
  361. };
  362. this.setSize = function ( width, height, updateStyle ) {
  363. renderer.setSize( width, height, updateStyle );
  364. };
  365. this.setViewport = function ( x, y, width, height ) {
  366. renderer.setViewport( x, y, width, height );
  367. };
  368. this.setScissor = function ( x, y, width, height ) {
  369. renderer.setScissor( x, y, width, height );
  370. };
  371. this.setScissorTest = function ( boolean ) {
  372. renderer.setScissorTest( boolean );
  373. };
  374. this.setRenderTarget = function ( renderTarget ) {
  375. renderer.setRenderTarget( renderTarget );
  376. };
  377. };