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 OutlineEffect( renderer );
  11. *
  12. * function render() {
  13. *
  14. * effect.render( scene, camera );
  15. *
  16. * }
  17. *
  18. * 2. VR compatible
  19. *
  20. * var effect = new 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 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. import {
  62. BackSide,
  63. Color,
  64. ShaderLib,
  65. ShaderMaterial
  66. } from "../../../build/three.module.js";
  67. var OutlineEffect = function ( renderer, parameters ) {
  68. parameters = parameters || {};
  69. this.enabled = true;
  70. var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
  71. var defaultColor = new Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] );
  72. var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
  73. var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
  74. // object.material.uuid -> outlineMaterial or
  75. // object.material[ n ].uuid -> outlineMaterial
  76. // save at the outline material creation and release
  77. // if it's unused removeThresholdCount frames
  78. // unless keepAlive is true.
  79. var cache = {};
  80. var removeThresholdCount = 60;
  81. // outlineMaterial.uuid -> object.material or
  82. // outlineMaterial.uuid -> object.material[ n ]
  83. // save before render and release after render.
  84. var originalMaterials = {};
  85. // object.uuid -> originalOnBeforeRender
  86. // save before render and release after render.
  87. var originalOnBeforeRenders = {};
  88. //this.cache = cache; // for debug
  89. // copied from WebGLPrograms and removed some materials
  90. var shaderIDs = {
  91. MeshBasicMaterial: 'basic',
  92. MeshLambertMaterial: 'lambert',
  93. MeshPhongMaterial: 'phong',
  94. MeshToonMaterial: 'phong',
  95. MeshStandardMaterial: 'physical',
  96. MeshPhysicalMaterial: 'physical'
  97. };
  98. var uniformsChunk = {
  99. outlineThickness: { value: defaultThickness },
  100. outlineColor: { value: defaultColor },
  101. outlineAlpha: { value: defaultAlpha }
  102. };
  103. var vertexShaderChunk = [
  104. "uniform float outlineThickness;",
  105. "vec4 calculateOutline( vec4 pos, vec3 objectNormal, vec4 skinned ) {",
  106. " float thickness = outlineThickness;",
  107. " const float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
  108. " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
  109. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  110. " vec4 norm = normalize( pos - pos2 );",
  111. " return pos + norm * thickness * pos.w * ratio;",
  112. "}"
  113. ].join( "\n" );
  114. var vertexShaderChunk2 = [
  115. "#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( TOON ) && ! defined( STANDARD )",
  116. " #ifndef USE_ENVMAP",
  117. " vec3 objectNormal = normalize( normal );",
  118. " #endif",
  119. "#endif",
  120. "#ifdef FLIP_SIDED",
  121. " objectNormal = -objectNormal;",
  122. "#endif",
  123. "#ifdef DECLARE_TRANSFORMED",
  124. " vec3 transformed = vec3( position );",
  125. "#endif",
  126. "gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );",
  127. "#include <fog_vertex>"
  128. ].join( "\n" );
  129. var fragmentShader = [
  130. "#include <common>",
  131. "#include <fog_pars_fragment>",
  132. "uniform vec3 outlineColor;",
  133. "uniform float outlineAlpha;",
  134. "void main() {",
  135. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  136. " #include <fog_fragment>",
  137. "}"
  138. ].join( "\n" );
  139. function createInvisibleMaterial() {
  140. return new ShaderMaterial( { name: 'invisible', visible: false } );
  141. }
  142. function createMaterial( originalMaterial ) {
  143. var shaderID = shaderIDs[ originalMaterial.type ];
  144. var originalUniforms, originalVertexShader;
  145. if ( shaderID !== undefined ) {
  146. var shader = ShaderLib[ shaderID ];
  147. originalUniforms = shader.uniforms;
  148. originalVertexShader = shader.vertexShader;
  149. } else if ( originalMaterial.isRawShaderMaterial === true ) {
  150. originalUniforms = originalMaterial.uniforms;
  151. originalVertexShader = originalMaterial.vertexShader;
  152. if ( ! /attribute\s+vec3\s+position\s*;/.test( originalVertexShader ) ||
  153. ! /attribute\s+vec3\s+normal\s*;/.test( originalVertexShader ) ) {
  154. console.warn( 'THREE.OutlineEffect requires both vec3 position and normal attributes in vertex shader, ' +
  155. 'does not draw outline for ' + originalMaterial.name + '(uuid:' + originalMaterial.uuid + ') material.' );
  156. return createInvisibleMaterial();
  157. }
  158. } else if ( originalMaterial.isShaderMaterial === true ) {
  159. originalUniforms = originalMaterial.uniforms;
  160. originalVertexShader = originalMaterial.vertexShader;
  161. } else {
  162. return createInvisibleMaterial();
  163. }
  164. var uniforms = Object.assign( {}, originalUniforms, uniformsChunk );
  165. var vertexShader = originalVertexShader
  166. // put vertexShaderChunk right before "void main() {...}"
  167. .replace( /void\s+main\s*\(\s*\)/, vertexShaderChunk + '\nvoid main()' )
  168. // put vertexShaderChunk2 the end of "void main() {...}"
  169. // Note: here assums originalVertexShader ends with "}" of "void main() {...}"
  170. .replace( /\}\s*$/, vertexShaderChunk2 + '\n}' )
  171. // remove any light related lines
  172. // Note: here is very sensitive to originalVertexShader
  173. // TODO: consider safer way
  174. .replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
  175. var defines = {};
  176. if ( ! /vec3\s+transformed\s*=/.test( originalVertexShader ) &&
  177. ! /#include\s+<begin_vertex>/.test( originalVertexShader ) ) defines.DECLARE_TRANSFORMED = true;
  178. return new ShaderMaterial( {
  179. defines: defines,
  180. uniforms: uniforms,
  181. vertexShader: vertexShader,
  182. fragmentShader: fragmentShader,
  183. side: BackSide,
  184. //wireframe: true,
  185. skinning: false,
  186. morphTargets: false,
  187. morphNormals: false,
  188. fog: false
  189. } );
  190. }
  191. function getOutlineMaterialFromCache( originalMaterial ) {
  192. var data = cache[ originalMaterial.uuid ];
  193. if ( data === undefined ) {
  194. data = {
  195. material: createMaterial( originalMaterial ),
  196. used: true,
  197. keepAlive: defaultKeepAlive,
  198. count: 0
  199. };
  200. cache[ originalMaterial.uuid ] = data;
  201. }
  202. data.used = true;
  203. return data.material;
  204. }
  205. function getOutlineMaterial( originalMaterial ) {
  206. var outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
  207. originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
  208. updateOutlineMaterial( outlineMaterial, originalMaterial );
  209. return outlineMaterial;
  210. }
  211. function setOutlineMaterial( object ) {
  212. if ( object.material === undefined ) return;
  213. if ( Array.isArray( object.material ) ) {
  214. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  215. object.material[ i ] = getOutlineMaterial( object.material[ i ] );
  216. }
  217. } else {
  218. object.material = getOutlineMaterial( object.material );
  219. }
  220. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  221. object.onBeforeRender = onBeforeRender;
  222. }
  223. function restoreOriginalMaterial( object ) {
  224. if ( object.material === undefined ) return;
  225. if ( Array.isArray( object.material ) ) {
  226. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  227. object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
  228. }
  229. } else {
  230. object.material = originalMaterials[ object.material.uuid ];
  231. }
  232. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  233. }
  234. function onBeforeRender( renderer, scene, camera, geometry, material ) {
  235. var originalMaterial = originalMaterials[ material.uuid ];
  236. // just in case
  237. if ( originalMaterial === undefined ) return;
  238. updateUniforms( material, originalMaterial );
  239. }
  240. function updateUniforms( material, originalMaterial ) {
  241. var outlineParameters = originalMaterial.userData.outlineParameters;
  242. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  243. if ( outlineParameters !== undefined ) {
  244. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  245. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.fromArray( outlineParameters.color );
  246. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  247. }
  248. }
  249. function updateOutlineMaterial( material, originalMaterial ) {
  250. if ( material.name === 'invisible' ) return;
  251. var outlineParameters = originalMaterial.userData.outlineParameters;
  252. material.skinning = originalMaterial.skinning;
  253. material.morphTargets = originalMaterial.morphTargets;
  254. material.morphNormals = originalMaterial.morphNormals;
  255. material.fog = originalMaterial.fog;
  256. if ( outlineParameters !== undefined ) {
  257. if ( originalMaterial.visible === false ) {
  258. material.visible = false;
  259. } else {
  260. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  261. }
  262. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  263. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  264. } else {
  265. material.transparent = originalMaterial.transparent;
  266. material.visible = originalMaterial.visible;
  267. }
  268. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  269. }
  270. function cleanupCache() {
  271. var keys;
  272. // clear originialMaterials
  273. keys = Object.keys( originalMaterials );
  274. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  275. originalMaterials[ keys[ i ] ] = undefined;
  276. }
  277. // clear originalOnBeforeRenders
  278. keys = Object.keys( originalOnBeforeRenders );
  279. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  280. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  281. }
  282. // remove unused outlineMaterial from cache
  283. keys = Object.keys( cache );
  284. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  285. var key = keys[ i ];
  286. if ( cache[ key ].used === false ) {
  287. cache[ key ].count ++;
  288. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  289. delete cache[ key ];
  290. }
  291. } else {
  292. cache[ key ].used = false;
  293. cache[ key ].count = 0;
  294. }
  295. }
  296. }
  297. this.render = function ( scene, camera ) {
  298. var renderTarget;
  299. var forceClear = false;
  300. if ( arguments[ 2 ] !== undefined ) {
  301. console.warn( 'THREE.OutlineEffect.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  302. renderTarget = arguments[ 2 ];
  303. }
  304. if ( arguments[ 3 ] !== undefined ) {
  305. console.warn( 'THREE.OutlineEffect.render(): the forceClear argument has been removed. Use .clear() instead.' );
  306. forceClear = arguments[ 3 ];
  307. }
  308. if ( renderTarget !== undefined ) renderer.setRenderTarget( renderTarget );
  309. if ( forceClear ) renderer.clear();
  310. if ( this.enabled === false ) {
  311. renderer.render( scene, camera );
  312. return;
  313. }
  314. var currentAutoClear = renderer.autoClear;
  315. renderer.autoClear = this.autoClear;
  316. renderer.render( scene, camera );
  317. renderer.autoClear = currentAutoClear;
  318. this.renderOutline( scene, camera );
  319. };
  320. this.renderOutline = function ( scene, camera ) {
  321. var currentAutoClear = renderer.autoClear;
  322. var currentSceneAutoUpdate = scene.autoUpdate;
  323. var currentSceneBackground = scene.background;
  324. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  325. scene.autoUpdate = false;
  326. scene.background = null;
  327. renderer.autoClear = false;
  328. renderer.shadowMap.enabled = false;
  329. scene.traverse( setOutlineMaterial );
  330. renderer.render( scene, camera );
  331. scene.traverse( restoreOriginalMaterial );
  332. cleanupCache();
  333. scene.autoUpdate = currentSceneAutoUpdate;
  334. scene.background = currentSceneBackground;
  335. renderer.autoClear = currentAutoClear;
  336. renderer.shadowMap.enabled = currentShadowMapEnabled;
  337. };
  338. /*
  339. * See #9918
  340. *
  341. * The following property copies and wrapper methods enable
  342. * OutlineEffect to be called from other *Effect, like
  343. *
  344. * effect = new StereoEffect( new OutlineEffect( renderer ) );
  345. *
  346. * function render () {
  347. *
  348. * effect.render( scene, camera );
  349. *
  350. * }
  351. */
  352. this.autoClear = renderer.autoClear;
  353. this.domElement = renderer.domElement;
  354. this.shadowMap = renderer.shadowMap;
  355. this.clear = function ( color, depth, stencil ) {
  356. renderer.clear( color, depth, stencil );
  357. };
  358. this.getPixelRatio = function () {
  359. return renderer.getPixelRatio();
  360. };
  361. this.setPixelRatio = function ( value ) {
  362. renderer.setPixelRatio( value );
  363. };
  364. this.getSize = function ( target ) {
  365. return renderer.getSize( target );
  366. };
  367. this.setSize = function ( width, height, updateStyle ) {
  368. renderer.setSize( width, height, updateStyle );
  369. };
  370. this.setViewport = function ( x, y, width, height ) {
  371. renderer.setViewport( x, y, width, height );
  372. };
  373. this.setScissor = function ( x, y, width, height ) {
  374. renderer.setScissor( x, y, width, height );
  375. };
  376. this.setScissorTest = function ( boolean ) {
  377. renderer.setScissorTest( boolean );
  378. };
  379. this.setRenderTarget = function ( renderTarget ) {
  380. renderer.setRenderTarget( renderTarget );
  381. };
  382. };
  383. export { OutlineEffect };