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OutlineEffect.js 13 KB

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  1. import {
  2. BackSide,
  3. Color,
  4. ShaderMaterial,
  5. UniformsLib,
  6. UniformsUtils
  7. } from '../../../build/three.module.js';
  8. /**
  9. * Reference: https://en.wikipedia.org/wiki/Cel_shading
  10. *
  11. * API
  12. *
  13. * 1. Traditional
  14. *
  15. * var effect = new OutlineEffect( renderer );
  16. *
  17. * function render() {
  18. *
  19. * effect.render( scene, camera );
  20. *
  21. * }
  22. *
  23. * 2. VR compatible
  24. *
  25. * var effect = new OutlineEffect( renderer );
  26. * var renderingOutline = false;
  27. *
  28. * scene.onAfterRender = function () {
  29. *
  30. * if ( renderingOutline ) return;
  31. *
  32. * renderingOutline = true;
  33. *
  34. * effect.renderOutline( scene, camera );
  35. *
  36. * renderingOutline = false;
  37. *
  38. * };
  39. *
  40. * function render() {
  41. *
  42. * renderer.render( scene, camera );
  43. *
  44. * }
  45. *
  46. * // How to set default outline parameters
  47. * new OutlineEffect( renderer, {
  48. * defaultThickness: 0.01,
  49. * defaultColor: [ 0, 0, 0 ],
  50. * defaultAlpha: 0.8,
  51. * defaultKeepAlive: true // keeps outline material in cache even if material is removed from scene
  52. * } );
  53. *
  54. * // How to set outline parameters for each material
  55. * material.userData.outlineParameters = {
  56. * thickness: 0.01,
  57. * color: [ 0, 0, 0 ]
  58. * alpha: 0.8,
  59. * visible: true,
  60. * keepAlive: true
  61. * };
  62. */
  63. var OutlineEffect = function ( renderer, parameters ) {
  64. parameters = parameters || {};
  65. this.enabled = true;
  66. var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
  67. var defaultColor = new Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] );
  68. var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
  69. var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
  70. // object.material.uuid -> outlineMaterial or
  71. // object.material[ n ].uuid -> outlineMaterial
  72. // save at the outline material creation and release
  73. // if it's unused removeThresholdCount frames
  74. // unless keepAlive is true.
  75. var cache = {};
  76. var removeThresholdCount = 60;
  77. // outlineMaterial.uuid -> object.material or
  78. // outlineMaterial.uuid -> object.material[ n ]
  79. // save before render and release after render.
  80. var originalMaterials = {};
  81. // object.uuid -> originalOnBeforeRender
  82. // save before render and release after render.
  83. var originalOnBeforeRenders = {};
  84. //this.cache = cache; // for debug
  85. var uniformsOutline = {
  86. outlineThickness: { value: defaultThickness },
  87. outlineColor: { value: defaultColor },
  88. outlineAlpha: { value: defaultAlpha }
  89. };
  90. var vertexShader = [
  91. '#include <common>',
  92. '#include <uv_pars_vertex>',
  93. '#include <displacementmap_pars_vertex>',
  94. '#include <fog_pars_vertex>',
  95. '#include <morphtarget_pars_vertex>',
  96. '#include <skinning_pars_vertex>',
  97. '#include <logdepthbuf_pars_vertex>',
  98. '#include <clipping_planes_pars_vertex>',
  99. 'uniform float outlineThickness;',
  100. 'vec4 calculateOutline( vec4 pos, vec3 normal, 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 + normal, 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. 'void main() {',
  109. ' #include <uv_vertex>',
  110. ' #include <beginnormal_vertex>',
  111. ' #include <morphnormal_vertex>',
  112. ' #include <skinbase_vertex>',
  113. ' #include <skinnormal_vertex>',
  114. ' #include <begin_vertex>',
  115. ' #include <morphtarget_vertex>',
  116. ' #include <skinning_vertex>',
  117. ' #include <displacementmap_vertex>',
  118. ' #include <project_vertex>',
  119. ' vec3 outlineNormal = - objectNormal;', // the outline material is always rendered with BackSide
  120. ' gl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );',
  121. ' #include <logdepthbuf_vertex>',
  122. ' #include <clipping_planes_vertex>',
  123. ' #include <fog_vertex>',
  124. '}',
  125. ].join( '\n' );
  126. var fragmentShader = [
  127. '#include <common>',
  128. '#include <fog_pars_fragment>',
  129. '#include <logdepthbuf_pars_fragment>',
  130. '#include <clipping_planes_pars_fragment>',
  131. 'uniform vec3 outlineColor;',
  132. 'uniform float outlineAlpha;',
  133. 'void main() {',
  134. ' #include <clipping_planes_fragment>',
  135. ' #include <logdepthbuf_fragment>',
  136. ' gl_FragColor = vec4( outlineColor, outlineAlpha );',
  137. ' #include <tonemapping_fragment>',
  138. ' #include <encodings_fragment>',
  139. ' #include <fog_fragment>',
  140. ' #include <premultiplied_alpha_fragment>',
  141. '}'
  142. ].join( '\n' );
  143. function createMaterial() {
  144. return new ShaderMaterial( {
  145. type: 'OutlineEffect',
  146. uniforms: UniformsUtils.merge( [
  147. UniformsLib[ 'fog' ],
  148. UniformsLib[ 'displacementmap' ],
  149. uniformsOutline
  150. ] ),
  151. vertexShader: vertexShader,
  152. fragmentShader: fragmentShader,
  153. side: BackSide
  154. } );
  155. }
  156. function getOutlineMaterialFromCache( originalMaterial ) {
  157. var data = cache[ originalMaterial.uuid ];
  158. if ( data === undefined ) {
  159. data = {
  160. material: createMaterial(),
  161. used: true,
  162. keepAlive: defaultKeepAlive,
  163. count: 0
  164. };
  165. cache[ originalMaterial.uuid ] = data;
  166. }
  167. data.used = true;
  168. return data.material;
  169. }
  170. function getOutlineMaterial( originalMaterial ) {
  171. var outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
  172. originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
  173. updateOutlineMaterial( outlineMaterial, originalMaterial );
  174. return outlineMaterial;
  175. }
  176. function isCompatible( object ) {
  177. var geometry = object.geometry;
  178. var hasNormals = false;
  179. if ( object.geometry !== undefined ) {
  180. if ( geometry.isBufferGeometry ) {
  181. hasNormals = geometry.attributes.normal !== undefined;
  182. } else {
  183. hasNormals = true; // the renderer always produces a normal attribute for Geometry
  184. }
  185. }
  186. return ( object.isMesh === true && object.material !== undefined && hasNormals === true );
  187. }
  188. function setOutlineMaterial( object ) {
  189. if ( isCompatible( object ) === false ) return;
  190. if ( Array.isArray( object.material ) ) {
  191. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  192. object.material[ i ] = getOutlineMaterial( object.material[ i ] );
  193. }
  194. } else {
  195. object.material = getOutlineMaterial( object.material );
  196. }
  197. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  198. object.onBeforeRender = onBeforeRender;
  199. }
  200. function restoreOriginalMaterial( object ) {
  201. if ( isCompatible( object ) === false ) return;
  202. if ( Array.isArray( object.material ) ) {
  203. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  204. object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
  205. }
  206. } else {
  207. object.material = originalMaterials[ object.material.uuid ];
  208. }
  209. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  210. }
  211. function onBeforeRender( renderer, scene, camera, geometry, material ) {
  212. var originalMaterial = originalMaterials[ material.uuid ];
  213. // just in case
  214. if ( originalMaterial === undefined ) return;
  215. updateUniforms( material, originalMaterial );
  216. }
  217. function updateUniforms( material, originalMaterial ) {
  218. var outlineParameters = originalMaterial.userData.outlineParameters;
  219. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  220. if ( outlineParameters !== undefined ) {
  221. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  222. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.fromArray( outlineParameters.color );
  223. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  224. }
  225. if ( originalMaterial.displacementMap ) {
  226. material.uniforms.displacementMap.value = originalMaterial.displacementMap;
  227. material.uniforms.displacementScale.value = originalMaterial.displacementScale;
  228. material.uniforms.displacementBias.value = originalMaterial.displacementBias;
  229. }
  230. }
  231. function updateOutlineMaterial( material, originalMaterial ) {
  232. if ( material.name === 'invisible' ) return;
  233. var outlineParameters = originalMaterial.userData.outlineParameters;
  234. material.skinning = originalMaterial.skinning;
  235. material.morphTargets = originalMaterial.morphTargets;
  236. material.morphNormals = originalMaterial.morphNormals;
  237. material.fog = originalMaterial.fog;
  238. material.toneMapped = originalMaterial.toneMapped;
  239. material.premultipliedAlpha = originalMaterial.premultipliedAlpha;
  240. material.displacementMap = originalMaterial.displacementMap;
  241. if ( outlineParameters !== undefined ) {
  242. if ( originalMaterial.visible === false ) {
  243. material.visible = false;
  244. } else {
  245. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  246. }
  247. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  248. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  249. } else {
  250. material.transparent = originalMaterial.transparent;
  251. material.visible = originalMaterial.visible;
  252. }
  253. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  254. if ( originalMaterial.clippingPlanes ) {
  255. material.clipping = true;
  256. material.clippingPlanes = originalMaterial.clippingPlanes;
  257. material.clipIntersection = originalMaterial.clipIntersection;
  258. material.clipShadows = originalMaterial.clipShadows;
  259. }
  260. material.version = originalMaterial.version; // update outline material if necessary
  261. }
  262. function cleanupCache() {
  263. var keys;
  264. // clear originialMaterials
  265. keys = Object.keys( originalMaterials );
  266. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  267. originalMaterials[ keys[ i ] ] = undefined;
  268. }
  269. // clear originalOnBeforeRenders
  270. keys = Object.keys( originalOnBeforeRenders );
  271. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  272. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  273. }
  274. // remove unused outlineMaterial from cache
  275. keys = Object.keys( cache );
  276. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  277. var key = keys[ i ];
  278. if ( cache[ key ].used === false ) {
  279. cache[ key ].count ++;
  280. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  281. delete cache[ key ];
  282. }
  283. } else {
  284. cache[ key ].used = false;
  285. cache[ key ].count = 0;
  286. }
  287. }
  288. }
  289. this.render = function ( scene, camera ) {
  290. var renderTarget;
  291. var forceClear = false;
  292. if ( arguments[ 2 ] !== undefined ) {
  293. console.warn( 'THREE.OutlineEffect.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  294. renderTarget = arguments[ 2 ];
  295. }
  296. if ( arguments[ 3 ] !== undefined ) {
  297. console.warn( 'THREE.OutlineEffect.render(): the forceClear argument has been removed. Use .clear() instead.' );
  298. forceClear = arguments[ 3 ];
  299. }
  300. if ( renderTarget !== undefined ) renderer.setRenderTarget( renderTarget );
  301. if ( forceClear ) renderer.clear();
  302. if ( this.enabled === false ) {
  303. renderer.render( scene, camera );
  304. return;
  305. }
  306. var currentAutoClear = renderer.autoClear;
  307. renderer.autoClear = this.autoClear;
  308. renderer.render( scene, camera );
  309. renderer.autoClear = currentAutoClear;
  310. this.renderOutline( scene, camera );
  311. };
  312. this.renderOutline = function ( scene, camera ) {
  313. var currentAutoClear = renderer.autoClear;
  314. var currentSceneAutoUpdate = scene.autoUpdate;
  315. var currentSceneBackground = scene.background;
  316. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  317. scene.autoUpdate = false;
  318. scene.background = null;
  319. renderer.autoClear = false;
  320. renderer.shadowMap.enabled = false;
  321. scene.traverse( setOutlineMaterial );
  322. renderer.render( scene, camera );
  323. scene.traverse( restoreOriginalMaterial );
  324. cleanupCache();
  325. scene.autoUpdate = currentSceneAutoUpdate;
  326. scene.background = currentSceneBackground;
  327. renderer.autoClear = currentAutoClear;
  328. renderer.shadowMap.enabled = currentShadowMapEnabled;
  329. };
  330. /*
  331. * See #9918
  332. *
  333. * The following property copies and wrapper methods enable
  334. * OutlineEffect to be called from other *Effect, like
  335. *
  336. * effect = new StereoEffect( new OutlineEffect( renderer ) );
  337. *
  338. * function render () {
  339. *
  340. * effect.render( scene, camera );
  341. *
  342. * }
  343. */
  344. this.autoClear = renderer.autoClear;
  345. this.domElement = renderer.domElement;
  346. this.shadowMap = renderer.shadowMap;
  347. this.clear = function ( color, depth, stencil ) {
  348. renderer.clear( color, depth, stencil );
  349. };
  350. this.getPixelRatio = function () {
  351. return renderer.getPixelRatio();
  352. };
  353. this.setPixelRatio = function ( value ) {
  354. renderer.setPixelRatio( value );
  355. };
  356. this.getSize = function ( target ) {
  357. return renderer.getSize( target );
  358. };
  359. this.setSize = function ( width, height, updateStyle ) {
  360. renderer.setSize( width, height, updateStyle );
  361. };
  362. this.setViewport = function ( x, y, width, height ) {
  363. renderer.setViewport( x, y, width, height );
  364. };
  365. this.setScissor = function ( x, y, width, height ) {
  366. renderer.setScissor( x, y, width, height );
  367. };
  368. this.setScissorTest = function ( boolean ) {
  369. renderer.setScissorTest( boolean );
  370. };
  371. this.setRenderTarget = function ( renderTarget ) {
  372. renderer.setRenderTarget( renderTarget );
  373. };
  374. };
  375. export { OutlineEffect };