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- /**
- * @author takahirox / http://github.com/takahirox/
- *
- * Reference: https://en.wikipedia.org/wiki/Cel_shading
- *
- * // How to set default outline parameters
- * new THREE.OutlineEffect( renderer, {
- * defaultThickNess: 0.01,
- * defaultColor: new THREE.Color( 0x888888 ),
- * defaultAlpha: 0.8,
- * defaultKeepAlive: true // keeps outline material in cache even if material is removed from scene
- * } );
- *
- * // How to set outline parameters for each material
- * material.outlineParameters = {
- * thickNess: 0.01, // this paremeter won't work for MultiMaterial
- * color: new THREE.Color( 0x888888 ), // this paremeter won't work for MultiMaterial
- * alpha: 0.8, // this paremeter won't work for MultiMaterial
- * visible: true,
- * keepAlive: true // this paremeter won't work for Material in materials of MultiMaterial
- * };
- *
- * TODO
- * - support shader material without objectNormal in its vertexShader
- */
- THREE.OutlineEffect = function ( renderer, parameters ) {
- parameters = parameters || {};
- this.enabled = true;
- var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
- var defaultColor = parameters.defaultColor !== undefined ? parameters.defaultColor : new THREE.Color( 0x000000 );
- var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
- var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
- // object.material.uuid -> outlineMaterial
- // (no mapping from children of MultiMaterial)
- // save at the outline material creation and release
- // if it's unused removeThresholdCount frames
- // unless keepAlive is true.
- var cache = {};
- var removeThresholdCount = 60;
- // outlineMaterial.uuid (or object.uuid for invisibleMaterial) -> originalMaterial
- // including children of MultiMaterial.
- // save before render and release after render.
- var originalMaterials = {};
- // object.uuid -> originalOnBeforeRender
- // save before render and release after render.
- var originalOnBeforeRenders = {};
- //this.cache = cache; // for debug
- var invisibleMaterial = new THREE.ShaderMaterial( { visible: false } );
- // copied from WebGLPrograms and removed some materials
- var shaderIDs = {
- MeshBasicMaterial: 'basic',
- MeshLambertMaterial: 'lambert',
- MeshPhongMaterial: 'phong',
- MeshToonMaterial: 'phong',
- MeshStandardMaterial: 'physical',
- MeshPhysicalMaterial: 'physical'
- };
- var uniformsChunk = {
- outlineThickness: { type: "f", value: defaultThickness },
- outlineColor: { type: "c", value: defaultColor },
- outlineAlpha: { type: "f", value: defaultAlpha }
- };
- var vertexShaderChunk = [
- "#include <fog_pars_vertex>",
- "uniform float outlineThickness;",
- "vec4 calculateOutline( vec4 pos, vec3 objectNormal, vec4 skinned ) {",
- " float thickness = outlineThickness;",
- " const float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
- " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
- // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
- " vec4 norm = normalize( pos - pos2 );",
- " return pos + norm * thickness * pos.w * ratio;",
- "}"
- ].join( "\n" );
- var vertexShaderChunk2 = [
- "#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( TOON ) && ! defined( PHYSICAL )",
- " #ifndef USE_ENVMAP",
- " vec3 objectNormal = normalize( normal );",
- " #ifdef FLIP_SIDED",
- " objectNormal = -objectNormal;",
- " #endif",
- " #endif",
- "#endif",
- "#ifdef DECLARE_TRANSFORMED",
- " vec3 transformed = vec3( position );",
- "#endif",
- "#ifdef USE_SKINNING",
- " gl_Position = calculateOutline( gl_Position, objectNormal, skinned );",
- "#else",
- " gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );",
- "#endif",
- "#include <fog_vertex>"
- ].join( "\n" );
- var fragmentShader = [
- "#include <common>",
- "#include <fog_pars_fragment>",
- "uniform vec3 outlineColor;",
- "uniform float outlineAlpha;",
- "void main() {",
- " gl_FragColor = vec4( outlineColor, outlineAlpha );",
- " #include <fog_fragment>",
- "}"
- ].join( "\n" );
- function createMaterial( originalMaterial ) {
- var shaderID = shaderIDs[ originalMaterial.type ];
- var originalUniforms, originalVertexShader;
- var outlineParameters = originalMaterial.outlineParameters;
- if ( shaderID !== undefined ) {
- var shader = THREE.ShaderLib[ shaderID ];
- originalUniforms = shader.uniforms;
- originalVertexShader = shader.vertexShader;
- } else if ( originalMaterial.isRawShaderMaterial === true ) {
- originalUniforms = originalMaterial.uniforms;
- originalVertexShader = originalMaterial.vertexShader;
- if ( ! /attribute\s+vec3\s+position\s*;/.test( originalVertexShader ) ||
- ! /attribute\s+vec3\s+normal\s*;/.test( originalVertexShader ) ) {
- console.warn( 'THREE.OutlineEffect requires both vec3 position and normal attributes in vertex shader, ' +
- 'does not draw outline for ' + originalMaterial.name + '(uuid:' + originalMaterial.uuid + ') material.' );
- return invisibleMaterial;
- }
- } else if ( originalMaterial.isShaderMaterial === true ) {
- originalUniforms = originalMaterial.uniforms;
- originalVertexShader = originalMaterial.vertexShader;
- } else {
- return invisibleMaterial;
- }
- var uniforms = Object.assign( {}, originalUniforms, uniformsChunk );
- var vertexShader = originalVertexShader
- // put vertexShaderChunk right before "void main() {...}"
- .replace( /void\s+main\s*\(\s*\)/, vertexShaderChunk + '\nvoid main()' )
- // put vertexShaderChunk2 the end of "void main() {...}"
- // Note: here assums originalVertexShader ends with "}" of "void main() {...}"
- .replace( /\}\s*$/, vertexShaderChunk2 + '\n}' )
- // remove any light related lines
- // Note: here is very sensitive to originalVertexShader
- // TODO: consider safer way
- .replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
- var defines = {};
- if ( ! /vec3\s+transformed\s*=/.test( originalVertexShader ) &&
- ! /#include\s+<begin_vertex>/.test( originalVertexShader ) ) defines.DECLARE_TRANSFORMED = true;
- var material = new THREE.ShaderMaterial( {
- defines: defines,
- uniforms: uniforms,
- vertexShader: vertexShader,
- fragmentShader: fragmentShader,
- side: THREE.BackSide,
- //wireframe: true,
- skinning: false,
- morphTargets: false,
- morphNormals: false,
- fog: false
- } );
- return material;
- }
- function createMultiMaterial( originalMaterial ) {
- var materials = [];
- for ( var i = 0, il = originalMaterial.materials.length; i < il; i ++ ) {
- materials.push( createMaterial( originalMaterial.materials[ i ] ) );
- }
- return new THREE.MultiMaterial( materials );
- }
- function setOutlineMaterial( object ) {
- if ( object.material === undefined ) return;
- var data = cache[ object.material.uuid ];
- if ( data === undefined ) {
- data = {
- material: object.material.isMultiMaterial === true ? createMultiMaterial( object.material ) : createMaterial( object.material ),
- used: true,
- keepAlive: defaultKeepAlive,
- count: 0
- };
- cache[ object.material.uuid ] = data;
- }
- var outlineMaterial = data.material;
- data.used = true;
- var uuid = outlineMaterial !== invisibleMaterial ? outlineMaterial.uuid : object.uuid;
- originalMaterials[ uuid ] = object.material;
- if ( object.material.isMultiMaterial === true ) {
- for ( var i = 0, il = object.material.materials.length; i < il; i ++ ) {
- // originalMaterial of leaf material of MultiMaterial is used only for
- // updating outlineMaterial. so need not to save for invisibleMaterial.
- if ( outlineMaterial.materials[ i ] !== invisibleMaterial ) {
- originalMaterials[ outlineMaterial.materials[ i ].uuid ] = object.material.materials[ i ];
- }
- }
- updateOutlineMultiMaterial( outlineMaterial, object.material );
- } else {
- updateOutlineMaterial( outlineMaterial, object.material );
- }
- object.material = outlineMaterial;
- originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
- object.onBeforeRender = onBeforeRender;
- }
- function restoreOriginalMaterial( object ) {
- if ( object.material === undefined ) return;
- var originalMaterial = originalMaterials[ object.material.uuid ];
- if ( originalMaterial === undefined ) {
- originalMaterial = originalMaterials[ object.uuid ];
- if ( originalMaterial === undefined ) return;
- }
- object.material = originalMaterial;
- object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
- }
- function onBeforeRender( renderer, scene, camera, geometry, material, group ) {
- // check some things before updating just in case
- if ( material === invisibleMaterial ) return;
- if ( material.isMultiMaterial === true ) return;
- var originalMaterial = originalMaterials[ material.uuid ];
- if ( originalMaterial === undefined ) return;
- updateUniforms( material, originalMaterial );
- }
- function updateUniforms( material, originalMaterial ) {
- var outlineParameters = originalMaterial.outlineParameters;
- material.uniforms.outlineAlpha.value = originalMaterial.opacity;
- if ( outlineParameters !== undefined ) {
- if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
- if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.copy( outlineParameters.color );
- if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
- }
- }
- function updateOutlineMaterial( material, originalMaterial ) {
- if ( material === invisibleMaterial ) return;
- var outlineParameters = originalMaterial.outlineParameters;
- material.skinning = originalMaterial.skinning;
- material.morphTargets = originalMaterial.morphTargets;
- material.morphNormals = originalMaterial.morphNormals;
- material.fog = originalMaterial.fog;
- if ( outlineParameters !== undefined ) {
- if ( originalMaterial.visible === false ) {
- material.visible = false;
- } else {
- material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
- }
- material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
- // cache[ originalMaterial.uuid ] is undefined if originalMaterial is in materials of MultiMaterial
- if ( outlineParameters.keepAlive !== undefined && cache[ originalMaterial.uuid ] !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
- } else {
- material.transparent = originalMaterial.transparent;
- material.visible = originalMaterial.visible;
- }
- if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
- }
- function updateOutlineMultiMaterial( material, originalMaterial ) {
- if ( material === invisibleMaterial ) return;
- var outlineParameters = originalMaterial.outlineParameters;
- if ( outlineParameters !== undefined ) {
- if ( originalMaterial.visible === false ) {
- material.visible = false;
- } else {
- material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
- }
- if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
- } else {
- material.visible = originalMaterial.visible;
- }
- for ( var i = 0, il = material.materials.length; i < il; i ++ ) {
- updateOutlineMaterial( material.materials[ i ], originalMaterial.materials[ i ] );
- }
- }
- function cleanupCache() {
- var keys;
- // clear originialMaterials
- keys = Object.keys( originalMaterials );
- for ( var i = 0, il = keys.length; i < il; i ++ ) {
- originalMaterials[ keys[ i ] ] = undefined;
- }
- // clear originalOnBeforeRenders
- keys = Object.keys( originalOnBeforeRenders );
- for ( var i = 0, il = keys.length; i < il; i ++ ) {
- originalOnBeforeRenders[ keys[ i ] ] = undefined;
- }
- // remove unused outlineMaterial from cache
- keys = Object.keys( cache );
- for ( var i = 0, il = keys.length; i < il; i ++ ) {
- var key = keys[ i ];
- if ( cache[ key ].used === false ) {
- cache[ key ].count++;
- if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
- delete cache[ key ];
- }
- } else {
- cache[ key ].used = false;
- cache[ key ].count = 0;
- }
- }
- }
- this.render = function ( scene, camera, renderTarget, forceClear ) {
- if ( this.enabled === false ) {
- renderer.render( scene, camera, renderTarget, forceClear );
- return;
- }
- var currentAutoClear = renderer.autoClear;
- renderer.autoClear = this.autoClear;
- // 1. render normally
- renderer.render( scene, camera, renderTarget, forceClear );
- // 2. render outline
- var currentSceneAutoUpdate = scene.autoUpdate;
- var currentSceneBackground = scene.background;
- var currentShadowMapEnabled = renderer.shadowMap.enabled;
- scene.autoUpdate = false;
- scene.background = null;
- renderer.autoClear = false;
- renderer.shadowMap.enabled = false;
- scene.traverse( setOutlineMaterial );
- renderer.render( scene, camera, renderTarget );
- scene.traverse( restoreOriginalMaterial );
- cleanupCache();
- scene.autoUpdate = currentSceneAutoUpdate;
- scene.background = currentSceneBackground;
- renderer.autoClear = currentAutoClear;
- renderer.shadowMap.enabled = currentShadowMapEnabled;
- };
- /*
- * See #9918
- *
- * The following property copies and wrapper methods enable
- * THREE.OutlineEffect to be called from other *Effect, like
- *
- * effect = new THREE.VREffect( new THREE.OutlineEffect( renderer ) );
- *
- * function render () {
- *
- * effect.render( scene, camera );
- *
- * }
- */
- this.autoClear = renderer.autoClear;
- this.domElement = renderer.domElement;
- this.shadowMap = renderer.shadowMap;
- this.clear = function ( color, depth, stencil ) {
- renderer.clear( color, depth, stencil );
- };
- this.getPixelRatio = function () {
- return renderer.getPixelRatio();
- };
- this.setPixelRatio = function ( value ) {
- renderer.setPixelRatio( value );
- };
- this.getSize = function () {
- return renderer.getSize();
- };
- this.setSize = function ( width, height, updateStyle ) {
- renderer.setSize( width, height, updateStyle );
- };
- this.setViewport = function ( x, y, width, height ) {
- renderer.setViewport( x, y, width, height );
- };
- this.setScissor = function ( x, y, width, height ) {
- renderer.setScissor( x, y, width, height );
- };
- this.setScissorTest = function ( boolean ) {
- renderer.setScissorTest( boolean );
- };
- this.setRenderTarget = function ( renderTarget ) {
- renderer.setRenderTarget( renderTarget );
- };
- };
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