OutlineEffect.js 13 KB

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  1. console.warn( "THREE.OutlineEffect: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. /**
  3. * Reference: https://en.wikipedia.org/wiki/Cel_shading
  4. *
  5. * API
  6. *
  7. * 1. Traditional
  8. *
  9. * var effect = new THREE.OutlineEffect( renderer );
  10. *
  11. * function render() {
  12. *
  13. * effect.render( scene, camera );
  14. *
  15. * }
  16. *
  17. * 2. VR compatible
  18. *
  19. * var effect = new THREE.OutlineEffect( renderer );
  20. * var renderingOutline = false;
  21. *
  22. * scene.onAfterRender = function () {
  23. *
  24. * if ( renderingOutline ) return;
  25. *
  26. * renderingOutline = true;
  27. *
  28. * effect.renderOutline( scene, camera );
  29. *
  30. * renderingOutline = false;
  31. *
  32. * };
  33. *
  34. * function render() {
  35. *
  36. * renderer.render( scene, camera );
  37. *
  38. * }
  39. *
  40. * // How to set default outline parameters
  41. * new THREE.OutlineEffect( renderer, {
  42. * defaultThickness: 0.01,
  43. * defaultColor: [ 0, 0, 0 ],
  44. * defaultAlpha: 0.8,
  45. * defaultKeepAlive: true // keeps outline material in cache even if material is removed from scene
  46. * } );
  47. *
  48. * // How to set outline parameters for each material
  49. * material.userData.outlineParameters = {
  50. * thickness: 0.01,
  51. * color: [ 0, 0, 0 ]
  52. * alpha: 0.8,
  53. * visible: true,
  54. * keepAlive: true
  55. * };
  56. */
  57. THREE.OutlineEffect = function ( renderer, parameters ) {
  58. parameters = parameters || {};
  59. this.enabled = true;
  60. var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
  61. var defaultColor = new THREE.Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] );
  62. var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
  63. var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
  64. // object.material.uuid -> outlineMaterial or
  65. // object.material[ n ].uuid -> outlineMaterial
  66. // save at the outline material creation and release
  67. // if it's unused removeThresholdCount frames
  68. // unless keepAlive is true.
  69. var cache = {};
  70. var removeThresholdCount = 60;
  71. // outlineMaterial.uuid -> object.material or
  72. // outlineMaterial.uuid -> object.material[ n ]
  73. // save before render and release after render.
  74. var originalMaterials = {};
  75. // object.uuid -> originalOnBeforeRender
  76. // save before render and release after render.
  77. var originalOnBeforeRenders = {};
  78. //this.cache = cache; // for debug
  79. var uniformsOutline = {
  80. outlineThickness: { value: defaultThickness },
  81. outlineColor: { value: defaultColor },
  82. outlineAlpha: { value: defaultAlpha }
  83. };
  84. var vertexShader = [
  85. "#include <common>",
  86. "#include <uv_pars_vertex>",
  87. "#include <displacementmap_pars_vertex>",
  88. "#include <fog_pars_vertex>",
  89. "#include <morphtarget_pars_vertex>",
  90. "#include <skinning_pars_vertex>",
  91. "#include <logdepthbuf_pars_vertex>",
  92. "#include <clipping_planes_pars_vertex>",
  93. "uniform float outlineThickness;",
  94. "vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {",
  95. " float thickness = outlineThickness;",
  96. " const float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
  97. " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );",
  98. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  99. " vec4 norm = normalize( pos - pos2 );",
  100. " return pos + norm * thickness * pos.w * ratio;",
  101. "}",
  102. "void main() {",
  103. " #include <uv_vertex>",
  104. " #include <beginnormal_vertex>",
  105. " #include <morphnormal_vertex>",
  106. " #include <skinbase_vertex>",
  107. " #include <skinnormal_vertex>",
  108. " #include <begin_vertex>",
  109. " #include <morphtarget_vertex>",
  110. " #include <skinning_vertex>",
  111. " #include <displacementmap_vertex>",
  112. " #include <project_vertex>",
  113. " vec3 outlineNormal = - objectNormal;", // the outline material is always rendered with THREE.BackSide
  114. " gl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );",
  115. " #include <logdepthbuf_vertex>",
  116. " #include <clipping_planes_vertex>",
  117. " #include <fog_vertex>",
  118. "}",
  119. ].join( "\n" );
  120. var fragmentShader = [
  121. "#include <common>",
  122. "#include <fog_pars_fragment>",
  123. "#include <logdepthbuf_pars_fragment>",
  124. "#include <clipping_planes_pars_fragment>",
  125. "uniform vec3 outlineColor;",
  126. "uniform float outlineAlpha;",
  127. "void main() {",
  128. " #include <clipping_planes_fragment>",
  129. " #include <logdepthbuf_fragment>",
  130. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  131. " #include <tonemapping_fragment>",
  132. " #include <encodings_fragment>",
  133. " #include <fog_fragment>",
  134. " #include <premultiplied_alpha_fragment>",
  135. "}"
  136. ].join( "\n" );
  137. function createMaterial() {
  138. return new THREE.ShaderMaterial( {
  139. type: 'OutlineEffect',
  140. uniforms: THREE.UniformsUtils.merge( [
  141. THREE.UniformsLib[ 'fog' ],
  142. THREE.UniformsLib[ 'displacementmap' ],
  143. uniformsOutline
  144. ] ),
  145. vertexShader: vertexShader,
  146. fragmentShader: fragmentShader,
  147. side: THREE.BackSide
  148. } );
  149. }
  150. function getOutlineMaterialFromCache( originalMaterial ) {
  151. var data = cache[ originalMaterial.uuid ];
  152. if ( data === undefined ) {
  153. data = {
  154. material: createMaterial(),
  155. used: true,
  156. keepAlive: defaultKeepAlive,
  157. count: 0
  158. };
  159. cache[ originalMaterial.uuid ] = data;
  160. }
  161. data.used = true;
  162. return data.material;
  163. }
  164. function getOutlineMaterial( originalMaterial ) {
  165. var outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
  166. originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
  167. updateOutlineMaterial( outlineMaterial, originalMaterial );
  168. return outlineMaterial;
  169. }
  170. function isCompatible( object ) {
  171. var geometry = object.geometry;
  172. var hasNormals = false;
  173. if ( object.geometry !== undefined ) {
  174. if ( geometry.isBufferGeometry ) {
  175. hasNormals = geometry.attributes.normal !== undefined;
  176. } else {
  177. hasNormals = true; // the renderer always produces a normal attribute for Geometry
  178. }
  179. }
  180. return ( object.isMesh === true && object.material !== undefined && hasNormals === true );
  181. }
  182. function setOutlineMaterial( object ) {
  183. if ( isCompatible( object ) === false ) return;
  184. if ( Array.isArray( object.material ) ) {
  185. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  186. object.material[ i ] = getOutlineMaterial( object.material[ i ] );
  187. }
  188. } else {
  189. object.material = getOutlineMaterial( object.material );
  190. }
  191. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  192. object.onBeforeRender = onBeforeRender;
  193. }
  194. function restoreOriginalMaterial( object ) {
  195. if ( isCompatible( object ) === false ) return;
  196. if ( Array.isArray( object.material ) ) {
  197. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  198. object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
  199. }
  200. } else {
  201. object.material = originalMaterials[ object.material.uuid ];
  202. }
  203. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  204. }
  205. function onBeforeRender( renderer, scene, camera, geometry, material ) {
  206. var originalMaterial = originalMaterials[ material.uuid ];
  207. // just in case
  208. if ( originalMaterial === undefined ) return;
  209. updateUniforms( material, originalMaterial );
  210. }
  211. function updateUniforms( material, originalMaterial ) {
  212. var outlineParameters = originalMaterial.userData.outlineParameters;
  213. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  214. if ( outlineParameters !== undefined ) {
  215. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  216. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.fromArray( outlineParameters.color );
  217. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  218. }
  219. if ( originalMaterial.displacementMap ) {
  220. material.uniforms.displacementMap.value = originalMaterial.displacementMap;
  221. material.uniforms.displacementScale.value = originalMaterial.displacementScale;
  222. material.uniforms.displacementBias.value = originalMaterial.displacementBias;
  223. }
  224. }
  225. function updateOutlineMaterial( material, originalMaterial ) {
  226. if ( material.name === 'invisible' ) return;
  227. var outlineParameters = originalMaterial.userData.outlineParameters;
  228. material.skinning = originalMaterial.skinning;
  229. material.morphTargets = originalMaterial.morphTargets;
  230. material.morphNormals = originalMaterial.morphNormals;
  231. material.fog = originalMaterial.fog;
  232. material.toneMapped = originalMaterial.toneMapped;
  233. material.premultipliedAlpha = originalMaterial.premultipliedAlpha;
  234. material.displacementMap = originalMaterial.displacementMap;
  235. if ( outlineParameters !== undefined ) {
  236. if ( originalMaterial.visible === false ) {
  237. material.visible = false;
  238. } else {
  239. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  240. }
  241. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  242. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  243. } else {
  244. material.transparent = originalMaterial.transparent;
  245. material.visible = originalMaterial.visible;
  246. }
  247. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  248. if ( originalMaterial.clippingPlanes ) {
  249. material.clipping = true;
  250. material.clippingPlanes = originalMaterial.clippingPlanes;
  251. material.clipIntersection = originalMaterial.clipIntersection;
  252. material.clipShadows = originalMaterial.clipShadows;
  253. }
  254. material.version = originalMaterial.version; // update outline material if necessary
  255. }
  256. function cleanupCache() {
  257. var keys;
  258. // clear originialMaterials
  259. keys = Object.keys( originalMaterials );
  260. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  261. originalMaterials[ keys[ i ] ] = undefined;
  262. }
  263. // clear originalOnBeforeRenders
  264. keys = Object.keys( originalOnBeforeRenders );
  265. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  266. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  267. }
  268. // remove unused outlineMaterial from cache
  269. keys = Object.keys( cache );
  270. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  271. var key = keys[ i ];
  272. if ( cache[ key ].used === false ) {
  273. cache[ key ].count ++;
  274. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  275. delete cache[ key ];
  276. }
  277. } else {
  278. cache[ key ].used = false;
  279. cache[ key ].count = 0;
  280. }
  281. }
  282. }
  283. this.render = function ( scene, camera ) {
  284. var renderTarget;
  285. var forceClear = false;
  286. if ( arguments[ 2 ] !== undefined ) {
  287. console.warn( 'THREE.OutlineEffect.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  288. renderTarget = arguments[ 2 ];
  289. }
  290. if ( arguments[ 3 ] !== undefined ) {
  291. console.warn( 'THREE.OutlineEffect.render(): the forceClear argument has been removed. Use .clear() instead.' );
  292. forceClear = arguments[ 3 ];
  293. }
  294. if ( renderTarget !== undefined ) renderer.setRenderTarget( renderTarget );
  295. if ( forceClear ) renderer.clear();
  296. if ( this.enabled === false ) {
  297. renderer.render( scene, camera );
  298. return;
  299. }
  300. var currentAutoClear = renderer.autoClear;
  301. renderer.autoClear = this.autoClear;
  302. renderer.render( scene, camera );
  303. renderer.autoClear = currentAutoClear;
  304. this.renderOutline( scene, camera );
  305. };
  306. this.renderOutline = function ( scene, camera ) {
  307. var currentAutoClear = renderer.autoClear;
  308. var currentSceneAutoUpdate = scene.autoUpdate;
  309. var currentSceneBackground = scene.background;
  310. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  311. scene.autoUpdate = false;
  312. scene.background = null;
  313. renderer.autoClear = false;
  314. renderer.shadowMap.enabled = false;
  315. scene.traverse( setOutlineMaterial );
  316. renderer.render( scene, camera );
  317. scene.traverse( restoreOriginalMaterial );
  318. cleanupCache();
  319. scene.autoUpdate = currentSceneAutoUpdate;
  320. scene.background = currentSceneBackground;
  321. renderer.autoClear = currentAutoClear;
  322. renderer.shadowMap.enabled = currentShadowMapEnabled;
  323. };
  324. /*
  325. * See #9918
  326. *
  327. * The following property copies and wrapper methods enable
  328. * THREE.OutlineEffect to be called from other *Effect, like
  329. *
  330. * effect = new THREE.StereoEffect( new THREE.OutlineEffect( renderer ) );
  331. *
  332. * function render () {
  333. *
  334. * effect.render( scene, camera );
  335. *
  336. * }
  337. */
  338. this.autoClear = renderer.autoClear;
  339. this.domElement = renderer.domElement;
  340. this.shadowMap = renderer.shadowMap;
  341. this.clear = function ( color, depth, stencil ) {
  342. renderer.clear( color, depth, stencil );
  343. };
  344. this.getPixelRatio = function () {
  345. return renderer.getPixelRatio();
  346. };
  347. this.setPixelRatio = function ( value ) {
  348. renderer.setPixelRatio( value );
  349. };
  350. this.getSize = function ( target ) {
  351. return renderer.getSize( target );
  352. };
  353. this.setSize = function ( width, height, updateStyle ) {
  354. renderer.setSize( width, height, updateStyle );
  355. };
  356. this.setViewport = function ( x, y, width, height ) {
  357. renderer.setViewport( x, y, width, height );
  358. };
  359. this.setScissor = function ( x, y, width, height ) {
  360. renderer.setScissor( x, y, width, height );
  361. };
  362. this.setScissorTest = function ( boolean ) {
  363. renderer.setScissorTest( boolean );
  364. };
  365. this.setRenderTarget = function ( renderTarget ) {
  366. renderer.setRenderTarget( renderTarget );
  367. };
  368. };