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. MeshToonMaterial: 'toon',
  56. MeshStandardMaterial: 'physical',
  57. MeshPhysicalMaterial: 'physical'
  58. };
  59. var uniformsChunk = {
  60. outlineThickness: { type: "f", value: defaultThickness },
  61. outlineColor: { type: "c", value: defaultColor },
  62. outlineAlpha: { type: "f", value: defaultAlpha }
  63. };
  64. var vertexShaderChunk = [
  65. "uniform float outlineThickness;",
  66. "vec4 calculateOutline( vec4 pos, vec3 objectNormal, vec4 skinned ) {",
  67. " float thickness = outlineThickness;",
  68. " float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
  69. " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
  70. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  71. " vec4 norm = normalize( pos - pos2 );",
  72. " return pos + norm * thickness * pos.w * ratio;",
  73. "}"
  74. ].join( "\n" );
  75. var vertexShaderChunk2 = [
  76. "#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( TOON ) && ! defined( PHYSICAL )",
  77. " #ifndef USE_ENVMAP",
  78. " vec3 objectNormal = normalize( normal );",
  79. " #ifdef FLIP_SIDED",
  80. " objectNormal = -objectNormal;",
  81. " #endif",
  82. " #endif",
  83. "#endif",
  84. "#ifdef USE_SKINNING",
  85. " gl_Position = calculateOutline( gl_Position, objectNormal, skinned );",
  86. "#else",
  87. " gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );",
  88. "#endif"
  89. ].join( "\n" );
  90. var fragmentShader = [
  91. "#include <common>",
  92. "#include <fog_pars_fragment>",
  93. "uniform vec3 outlineColor;",
  94. "uniform float outlineAlpha;",
  95. "void main() {",
  96. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  97. " #include <fog_fragment>",
  98. "}"
  99. ].join( "\n" );
  100. function createMaterial( originalMaterial ) {
  101. var shaderID = shaderIDs[ originalMaterial.type ];
  102. var originalUniforms, originalVertexShader;
  103. var outlineParameters = originalMaterial.outlineParameters;
  104. if ( shaderID !== undefined ) {
  105. var shader = THREE.ShaderLib[ shaderID ];
  106. originalUniforms = shader.uniforms;
  107. originalVertexShader = shader.vertexShader;
  108. } else if ( originalMaterial.isShaderMaterial === true ) {
  109. originalUniforms = originalMaterial.uniforms;
  110. originalVertexShader = originalMaterial.vertexShader;
  111. } else {
  112. return invisibleMaterial;
  113. }
  114. var uniforms = Object.assign( {}, originalUniforms, uniformsChunk );
  115. var vertexShader = originalVertexShader
  116. // put vertexShaderChunk right before "void main() {...}"
  117. .replace( /void\s+main\s*\(\s*\)/, vertexShaderChunk + '\nvoid main()' )
  118. // put vertexShaderChunk2 the end of "void main() {...}"
  119. // Note: here assums originalVertexShader ends with "}" of "void main() {...}"
  120. .replace( /\}\s*$/, vertexShaderChunk2 + '\n}' )
  121. // remove any light related lines
  122. // Note: here is very sensitive to originalVertexShader
  123. // TODO: consider safer way
  124. .replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
  125. var material = new THREE.ShaderMaterial( {
  126. uniforms: uniforms,
  127. vertexShader: vertexShader,
  128. fragmentShader: fragmentShader,
  129. side: THREE.BackSide,
  130. //wireframe: true,
  131. skinning: false,
  132. morphTargets: false,
  133. morphNormals: false,
  134. fog: false
  135. } );
  136. return material;
  137. }
  138. function createMultiMaterial( originalMaterial ) {
  139. var materials = [];
  140. for ( var i = 0, il = originalMaterial.materials.length; i < il; i ++ ) {
  141. materials.push( createMaterial( originalMaterial.materials[ i ] ) );
  142. }
  143. return new THREE.MultiMaterial( materials );
  144. }
  145. function setOutlineMaterial( object ) {
  146. if ( object.material === undefined ) return;
  147. var data = cache[ object.material.uuid ];
  148. if ( data === undefined ) {
  149. data = {
  150. material: object.material.isMultiMaterial === true ? createMultiMaterial( object.material ) : createMaterial( object.material ),
  151. used: true,
  152. keepAlive: defaultKeepAlive,
  153. count: 0
  154. };
  155. cache[ object.material.uuid ] = data;
  156. }
  157. var outlineMaterial = data.material;
  158. data.used = true;
  159. var uuid= outlineMaterial !== invisibleMaterial ? outlineMaterial.uuid : object.uuid;
  160. originalMaterials[ uuid ] = object.material;
  161. if ( object.material.isMultiMaterial === true ) {
  162. for ( var i = 0, il = object.material.materials.length; i < il; i ++ ) {
  163. // originalMaterial of leaf material of MultiMaterial is used only for
  164. // updating outlineMaterial. so need not to save for invisibleMaterial.
  165. if ( outlineMaterial.materials[ i ] !== invisibleMaterial ) {
  166. originalMaterials[ outlineMaterial.materials[ i ].uuid ] = object.material.materials[ i ];
  167. }
  168. }
  169. updateOutlineMultiMaterial( outlineMaterial, object.material );
  170. } else {
  171. updateOutlineMaterial( outlineMaterial, object.material );
  172. }
  173. object.material = outlineMaterial;
  174. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  175. object.onBeforeRender = onBeforeRender;
  176. }
  177. function restoreOriginalMaterial( object ) {
  178. if ( object.material === undefined ) return;
  179. var originalMaterial = originalMaterials[ object.material.uuid ];
  180. if ( originalMaterial === undefined ) {
  181. originalMaterial = originalMaterials[ object.uuid ];
  182. if ( originalMaterial === undefined ) return;
  183. }
  184. object.material = originalMaterial;
  185. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  186. }
  187. function onBeforeRender( renderer, scene, camera, geometry, material, group ) {
  188. // check some things before updating just in case
  189. if ( material === invisibleMaterial ) return;
  190. if ( material.isMultiMaterial === true ) return;
  191. var originalMaterial = originalMaterials[ material.uuid ];
  192. if ( originalMaterial === undefined ) return;
  193. updateUniforms( material, originalMaterial );
  194. }
  195. function updateUniforms( material, originalMaterial ) {
  196. var outlineParameters = originalMaterial.outlineParameters;
  197. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  198. if ( outlineParameters !== undefined ) {
  199. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  200. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.copy( outlineParameters.color );
  201. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  202. }
  203. }
  204. function updateOutlineMaterial( material, originalMaterial ) {
  205. if ( material === invisibleMaterial ) return;
  206. var outlineParameters = originalMaterial.outlineParameters;
  207. material.skinning = originalMaterial.skinning;
  208. material.morphTargets = originalMaterial.morphTargets;
  209. material.morphNormals = originalMaterial.morphNormals;
  210. material.fog = originalMaterial.fog;
  211. if ( outlineParameters !== undefined ) {
  212. if ( originalMaterial.visible === false ) {
  213. material.visible = false;
  214. } else {
  215. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  216. }
  217. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  218. // cache[ originalMaterial.uuid ] is undefined if originalMaterial is in materials of MultiMaterial
  219. if ( outlineParameters.keepAlive !== undefined && cache[ originalMaterial.uuid ] !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  220. } else {
  221. material.transparent = originalMaterial.transparent;
  222. material.visible = originalMaterial.visible;
  223. }
  224. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  225. }
  226. function updateOutlineMultiMaterial( material, originalMaterial ) {
  227. if ( material === invisibleMaterial ) return;
  228. var outlineParameters = originalMaterial.outlineParameters;
  229. if ( outlineParameters !== undefined ) {
  230. if ( originalMaterial.visible === false ) {
  231. material.visible = false;
  232. } else {
  233. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  234. }
  235. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  236. } else {
  237. material.visible = originalMaterial.visible;
  238. }
  239. for ( var i = 0, il = material.materials.length; i < il; i ++ ) {
  240. updateOutlineMaterial( material.materials[ i ], originalMaterial.materials[ i ] );
  241. }
  242. }
  243. function cleanupCache() {
  244. var keys;
  245. // clear originialMaterials
  246. keys = Object.keys( originalMaterials );
  247. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  248. originalMaterials[ keys[ i ] ] = undefined;
  249. }
  250. // clear originalOnBeforeRenders
  251. keys = Object.keys( originalOnBeforeRenders );
  252. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  253. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  254. }
  255. // remove unused outlineMaterial from cache
  256. keys = Object.keys( cache );
  257. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  258. var key = keys[ i ];
  259. if ( cache[ key ].used === false ) {
  260. cache[ key ].count++;
  261. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  262. delete cache[ key ];
  263. }
  264. } else {
  265. cache[ key ].used = false;
  266. cache[ key ].count = 0;
  267. }
  268. }
  269. }
  270. this.setSize = function ( width, height ) {
  271. renderer.setSize( width, height );
  272. };
  273. this.render = function ( scene, camera, renderTarget, forceClear ) {
  274. var currentAutoClear = renderer.autoClear;
  275. renderer.autoClear = this.autoClear;
  276. // 1. render normally
  277. renderer.render( scene, camera, renderTarget, forceClear );
  278. // 2. render outline
  279. var currentSceneAutoUpdate = scene.autoUpdate;
  280. var currentSceneBackground = scene.background;
  281. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  282. scene.autoUpdate = false;
  283. scene.background = null;
  284. renderer.autoClear = false;
  285. renderer.shadowMap.enabled = false;
  286. scene.traverse( setOutlineMaterial );
  287. renderer.render( scene, camera, renderTarget );
  288. scene.traverse( restoreOriginalMaterial );
  289. cleanupCache();
  290. scene.autoUpdate = currentSceneAutoUpdate;
  291. scene.background = currentSceneBackground;
  292. renderer.autoClear = currentAutoClear;
  293. renderer.shadowMap.enabled = currentShadowMapEnabled;
  294. };
  295. };