OutlineEffect.js 13 KB

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