OutlineEffect.js 13 KB

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  1. /**
  2. * Reference: https://en.wikipedia.org/wiki/Cel_shading
  3. *
  4. * API
  5. *
  6. * 1. Traditional
  7. *
  8. * var effect = new THREE.OutlineEffect( renderer );
  9. *
  10. * function render() {
  11. *
  12. * effect.render( scene, camera );
  13. *
  14. * }
  15. *
  16. * 2. VR compatible
  17. *
  18. * var effect = new THREE.OutlineEffect( renderer );
  19. * var renderingOutline = false;
  20. *
  21. * scene.onAfterRender = function () {
  22. *
  23. * if ( renderingOutline ) return;
  24. *
  25. * renderingOutline = true;
  26. *
  27. * effect.renderOutline( scene, camera );
  28. *
  29. * renderingOutline = false;
  30. *
  31. * };
  32. *
  33. * function render() {
  34. *
  35. * renderer.render( scene, camera );
  36. *
  37. * }
  38. *
  39. * // How to set default outline parameters
  40. * new THREE.OutlineEffect( renderer, {
  41. * defaultThickness: 0.01,
  42. * defaultColor: [ 0, 0, 0 ],
  43. * defaultAlpha: 0.8,
  44. * defaultKeepAlive: true // keeps outline material in cache even if material is removed from scene
  45. * } );
  46. *
  47. * // How to set outline parameters for each material
  48. * material.userData.outlineParameters = {
  49. * thickness: 0.01,
  50. * color: [ 0, 0, 0 ]
  51. * alpha: 0.8,
  52. * visible: true,
  53. * keepAlive: true
  54. * };
  55. */
  56. THREE.OutlineEffect = function ( renderer, parameters ) {
  57. parameters = parameters || {};
  58. this.enabled = true;
  59. var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
  60. var defaultColor = new THREE.Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] );
  61. var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
  62. var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
  63. // object.material.uuid -> outlineMaterial or
  64. // object.material[ n ].uuid -> outlineMaterial
  65. // save at the outline material creation and release
  66. // if it's unused removeThresholdCount frames
  67. // unless keepAlive is true.
  68. var cache = {};
  69. var removeThresholdCount = 60;
  70. // outlineMaterial.uuid -> object.material or
  71. // outlineMaterial.uuid -> object.material[ n ]
  72. // save before render and release after render.
  73. var originalMaterials = {};
  74. // object.uuid -> originalOnBeforeRender
  75. // save before render and release after render.
  76. var originalOnBeforeRenders = {};
  77. //this.cache = cache; // for debug
  78. var uniformsOutline = {
  79. outlineThickness: { value: defaultThickness },
  80. outlineColor: { value: defaultColor },
  81. outlineAlpha: { value: defaultAlpha }
  82. };
  83. var vertexShader = [
  84. '#include <common>',
  85. '#include <uv_pars_vertex>',
  86. '#include <displacementmap_pars_vertex>',
  87. '#include <fog_pars_vertex>',
  88. '#include <morphtarget_pars_vertex>',
  89. '#include <skinning_pars_vertex>',
  90. '#include <logdepthbuf_pars_vertex>',
  91. '#include <clipping_planes_pars_vertex>',
  92. 'uniform float outlineThickness;',
  93. 'vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {',
  94. ' float thickness = outlineThickness;',
  95. ' const float ratio = 1.0;', // TODO: support outline thickness ratio for each vertex
  96. ' vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );',
  97. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  98. ' vec4 norm = normalize( pos - pos2 );',
  99. ' return pos + norm * thickness * pos.w * ratio;',
  100. '}',
  101. 'void main() {',
  102. ' #include <uv_vertex>',
  103. ' #include <beginnormal_vertex>',
  104. ' #include <morphnormal_vertex>',
  105. ' #include <skinbase_vertex>',
  106. ' #include <skinnormal_vertex>',
  107. ' #include <begin_vertex>',
  108. ' #include <morphtarget_vertex>',
  109. ' #include <skinning_vertex>',
  110. ' #include <displacementmap_vertex>',
  111. ' #include <project_vertex>',
  112. ' vec3 outlineNormal = - objectNormal;', // the outline material is always rendered with THREE.BackSide
  113. ' gl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );',
  114. ' #include <logdepthbuf_vertex>',
  115. ' #include <clipping_planes_vertex>',
  116. ' #include <fog_vertex>',
  117. '}',
  118. ].join( '\n' );
  119. var fragmentShader = [
  120. '#include <common>',
  121. '#include <fog_pars_fragment>',
  122. '#include <logdepthbuf_pars_fragment>',
  123. '#include <clipping_planes_pars_fragment>',
  124. 'uniform vec3 outlineColor;',
  125. 'uniform float outlineAlpha;',
  126. 'void main() {',
  127. ' #include <clipping_planes_fragment>',
  128. ' #include <logdepthbuf_fragment>',
  129. ' gl_FragColor = vec4( outlineColor, outlineAlpha );',
  130. ' #include <tonemapping_fragment>',
  131. ' #include <encodings_fragment>',
  132. ' #include <fog_fragment>',
  133. ' #include <premultiplied_alpha_fragment>',
  134. '}'
  135. ].join( '\n' );
  136. function createMaterial() {
  137. return new THREE.ShaderMaterial( {
  138. type: 'OutlineEffect',
  139. uniforms: THREE.UniformsUtils.merge( [
  140. THREE.UniformsLib[ 'fog' ],
  141. THREE.UniformsLib[ 'displacementmap' ],
  142. uniformsOutline
  143. ] ),
  144. vertexShader: vertexShader,
  145. fragmentShader: fragmentShader,
  146. side: THREE.BackSide
  147. } );
  148. }
  149. function getOutlineMaterialFromCache( originalMaterial ) {
  150. var data = cache[ originalMaterial.uuid ];
  151. if ( data === undefined ) {
  152. data = {
  153. material: createMaterial(),
  154. used: true,
  155. keepAlive: defaultKeepAlive,
  156. count: 0
  157. };
  158. cache[ originalMaterial.uuid ] = data;
  159. }
  160. data.used = true;
  161. return data.material;
  162. }
  163. function getOutlineMaterial( originalMaterial ) {
  164. var outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
  165. originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
  166. updateOutlineMaterial( outlineMaterial, originalMaterial );
  167. return outlineMaterial;
  168. }
  169. function isCompatible( object ) {
  170. var geometry = object.geometry;
  171. var hasNormals = false;
  172. if ( object.geometry !== undefined ) {
  173. if ( geometry.isBufferGeometry ) {
  174. hasNormals = geometry.attributes.normal !== undefined;
  175. } else {
  176. hasNormals = true; // the renderer always produces a normal attribute for Geometry
  177. }
  178. }
  179. return ( object.isMesh === true && object.material !== undefined && hasNormals === true );
  180. }
  181. function setOutlineMaterial( object ) {
  182. if ( isCompatible( object ) === false ) return;
  183. if ( Array.isArray( object.material ) ) {
  184. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  185. object.material[ i ] = getOutlineMaterial( object.material[ i ] );
  186. }
  187. } else {
  188. object.material = getOutlineMaterial( object.material );
  189. }
  190. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  191. object.onBeforeRender = onBeforeRender;
  192. }
  193. function restoreOriginalMaterial( object ) {
  194. if ( isCompatible( object ) === false ) return;
  195. if ( Array.isArray( object.material ) ) {
  196. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  197. object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
  198. }
  199. } else {
  200. object.material = originalMaterials[ object.material.uuid ];
  201. }
  202. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  203. }
  204. function onBeforeRender( renderer, scene, camera, geometry, material ) {
  205. var originalMaterial = originalMaterials[ material.uuid ];
  206. // just in case
  207. if ( originalMaterial === undefined ) return;
  208. updateUniforms( material, originalMaterial );
  209. }
  210. function updateUniforms( material, originalMaterial ) {
  211. var outlineParameters = originalMaterial.userData.outlineParameters;
  212. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  213. if ( outlineParameters !== undefined ) {
  214. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  215. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.fromArray( outlineParameters.color );
  216. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  217. }
  218. if ( originalMaterial.displacementMap ) {
  219. material.uniforms.displacementMap.value = originalMaterial.displacementMap;
  220. material.uniforms.displacementScale.value = originalMaterial.displacementScale;
  221. material.uniforms.displacementBias.value = originalMaterial.displacementBias;
  222. }
  223. }
  224. function updateOutlineMaterial( material, originalMaterial ) {
  225. if ( material.name === 'invisible' ) return;
  226. var outlineParameters = originalMaterial.userData.outlineParameters;
  227. material.skinning = originalMaterial.skinning;
  228. material.morphTargets = originalMaterial.morphTargets;
  229. material.morphNormals = originalMaterial.morphNormals;
  230. material.fog = originalMaterial.fog;
  231. material.toneMapped = originalMaterial.toneMapped;
  232. material.premultipliedAlpha = originalMaterial.premultipliedAlpha;
  233. material.displacementMap = originalMaterial.displacementMap;
  234. if ( outlineParameters !== undefined ) {
  235. if ( originalMaterial.visible === false ) {
  236. material.visible = false;
  237. } else {
  238. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  239. }
  240. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  241. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  242. } else {
  243. material.transparent = originalMaterial.transparent;
  244. material.visible = originalMaterial.visible;
  245. }
  246. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  247. if ( originalMaterial.clippingPlanes ) {
  248. material.clipping = true;
  249. material.clippingPlanes = originalMaterial.clippingPlanes;
  250. material.clipIntersection = originalMaterial.clipIntersection;
  251. material.clipShadows = originalMaterial.clipShadows;
  252. }
  253. material.version = originalMaterial.version; // update outline material if necessary
  254. }
  255. function cleanupCache() {
  256. var keys;
  257. // clear originialMaterials
  258. keys = Object.keys( originalMaterials );
  259. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  260. originalMaterials[ keys[ i ] ] = undefined;
  261. }
  262. // clear originalOnBeforeRenders
  263. keys = Object.keys( originalOnBeforeRenders );
  264. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  265. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  266. }
  267. // remove unused outlineMaterial from cache
  268. keys = Object.keys( cache );
  269. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  270. var key = keys[ i ];
  271. if ( cache[ key ].used === false ) {
  272. cache[ key ].count ++;
  273. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  274. delete cache[ key ];
  275. }
  276. } else {
  277. cache[ key ].used = false;
  278. cache[ key ].count = 0;
  279. }
  280. }
  281. }
  282. this.render = function ( scene, camera ) {
  283. var renderTarget;
  284. var forceClear = false;
  285. if ( arguments[ 2 ] !== undefined ) {
  286. console.warn( 'THREE.OutlineEffect.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  287. renderTarget = arguments[ 2 ];
  288. }
  289. if ( arguments[ 3 ] !== undefined ) {
  290. console.warn( 'THREE.OutlineEffect.render(): the forceClear argument has been removed. Use .clear() instead.' );
  291. forceClear = arguments[ 3 ];
  292. }
  293. if ( renderTarget !== undefined ) renderer.setRenderTarget( renderTarget );
  294. if ( forceClear ) renderer.clear();
  295. if ( this.enabled === false ) {
  296. renderer.render( scene, camera );
  297. return;
  298. }
  299. var currentAutoClear = renderer.autoClear;
  300. renderer.autoClear = this.autoClear;
  301. renderer.render( scene, camera );
  302. renderer.autoClear = currentAutoClear;
  303. this.renderOutline( scene, camera );
  304. };
  305. this.renderOutline = function ( scene, camera ) {
  306. var currentAutoClear = renderer.autoClear;
  307. var currentSceneAutoUpdate = scene.autoUpdate;
  308. var currentSceneBackground = scene.background;
  309. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  310. scene.autoUpdate = false;
  311. scene.background = null;
  312. renderer.autoClear = false;
  313. renderer.shadowMap.enabled = false;
  314. scene.traverse( setOutlineMaterial );
  315. renderer.render( scene, camera );
  316. scene.traverse( restoreOriginalMaterial );
  317. cleanupCache();
  318. scene.autoUpdate = currentSceneAutoUpdate;
  319. scene.background = currentSceneBackground;
  320. renderer.autoClear = currentAutoClear;
  321. renderer.shadowMap.enabled = currentShadowMapEnabled;
  322. };
  323. /*
  324. * See #9918
  325. *
  326. * The following property copies and wrapper methods enable
  327. * THREE.OutlineEffect to be called from other *Effect, like
  328. *
  329. * effect = new THREE.StereoEffect( new THREE.OutlineEffect( renderer ) );
  330. *
  331. * function render () {
  332. *
  333. * effect.render( scene, camera );
  334. *
  335. * }
  336. */
  337. this.autoClear = renderer.autoClear;
  338. this.domElement = renderer.domElement;
  339. this.shadowMap = renderer.shadowMap;
  340. this.clear = function ( color, depth, stencil ) {
  341. renderer.clear( color, depth, stencil );
  342. };
  343. this.getPixelRatio = function () {
  344. return renderer.getPixelRatio();
  345. };
  346. this.setPixelRatio = function ( value ) {
  347. renderer.setPixelRatio( value );
  348. };
  349. this.getSize = function ( target ) {
  350. return renderer.getSize( target );
  351. };
  352. this.setSize = function ( width, height, updateStyle ) {
  353. renderer.setSize( width, height, updateStyle );
  354. };
  355. this.setViewport = function ( x, y, width, height ) {
  356. renderer.setViewport( x, y, width, height );
  357. };
  358. this.setScissor = function ( x, y, width, height ) {
  359. renderer.setScissor( x, y, width, height );
  360. };
  361. this.setScissorTest = function ( boolean ) {
  362. renderer.setScissorTest( boolean );
  363. };
  364. this.setRenderTarget = function ( renderTarget ) {
  365. renderer.setRenderTarget( renderTarget );
  366. };
  367. };