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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: [ 0, 0, 0 ], | |
* 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.userData.outlineParameters = { | |
* thickness: 0.01, | |
* color: [ 0, 0, 0 ] | |
* alpha: 0.8, | |
* visible: true, | |
* keepAlive: true | |
* }; | |
* | |
* 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 = new THREE.Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] ); | |
var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0; | |
var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false; | |
// object.material.uuid -> outlineMaterial or | |
// object.material[ n ].uuid -> outlineMaterial | |
// 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 -> object.material or | |
// outlineMaterial.uuid -> object.material[ n ] | |
// 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 | |
// 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 );", | |
" #endif", | |
"#endif", | |
"#ifdef FLIP_SIDED", | |
" objectNormal = -objectNormal;", | |
"#endif", | |
"#ifdef DECLARE_TRANSFORMED", | |
" vec3 transformed = vec3( position );", | |
"#endif", | |
"gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );", | |
"#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 createInvisibleMaterial() { | |
return new THREE.ShaderMaterial( { name: 'invisible', visible: false } ); | |
} | |
function createMaterial( originalMaterial ) { | |
var shaderID = shaderIDs[ originalMaterial.type ]; | |
var originalUniforms, originalVertexShader; | |
var outlineParameters = originalMaterial.userData.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 createInvisibleMaterial(); | |
} | |
} else if ( originalMaterial.isShaderMaterial === true ) { | |
originalUniforms = originalMaterial.uniforms; | |
originalVertexShader = originalMaterial.vertexShader; | |
} else { | |
return createInvisibleMaterial(); | |
} | |
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; | |
return new THREE.ShaderMaterial( { | |
defines: defines, | |
uniforms: uniforms, | |
vertexShader: vertexShader, | |
fragmentShader: fragmentShader, | |
side: THREE.BackSide, | |
//wireframe: true, | |
skinning: false, | |
morphTargets: false, | |
morphNormals: false, | |
fog: false | |
} ); | |
} | |
function getOutlineMaterialFromCache( originalMaterial ) { | |
var data = cache[ originalMaterial.uuid ]; | |
if ( data === undefined ) { | |
data = { | |
material: createMaterial( originalMaterial ), | |
used: true, | |
keepAlive: defaultKeepAlive, | |
count: 0 | |
}; | |
cache[ originalMaterial.uuid ] = data; | |
} | |
data.used = true; | |
return data.material; | |
} | |
function getOutlineMaterial( originalMaterial ) { | |
var outlineMaterial = getOutlineMaterialFromCache( originalMaterial ); | |
originalMaterials[ outlineMaterial.uuid ] = originalMaterial; | |
updateOutlineMaterial( outlineMaterial, originalMaterial ); | |
return outlineMaterial; | |
} | |
function setOutlineMaterial( object ) { | |
if ( object.material === undefined ) return; | |
if ( Array.isArray( object.material ) ) { | |
for ( var i = 0, il = object.material.length; i < il; i ++ ) { | |
object.material[ i ] = getOutlineMaterial( object.material[ i ] ); | |
} | |
} else { | |
object.material = getOutlineMaterial( object.material ); | |
} | |
originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender; | |
object.onBeforeRender = onBeforeRender; | |
} | |
function restoreOriginalMaterial( object ) { | |
if ( object.material === undefined ) return; | |
if ( Array.isArray( object.material ) ) { | |
for ( var i = 0, il = object.material.length; i < il; i ++ ) { | |
object.material[ i ] = originalMaterials[ object.material[ i ].uuid ]; | |
} | |
} else { | |
object.material = originalMaterials[ object.material.uuid ]; | |
} | |
object.onBeforeRender = originalOnBeforeRenders[ object.uuid ]; | |
} | |
function onBeforeRender( renderer, scene, camera, geometry, material, group ) { | |
var originalMaterial = originalMaterials[ material.uuid ]; | |
// just in case | |
if ( originalMaterial === undefined ) return; | |
updateUniforms( material, originalMaterial ); | |
} | |
function updateUniforms( material, originalMaterial ) { | |
var outlineParameters = originalMaterial.userData.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.fromArray( outlineParameters.color ); | |
if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha; | |
} | |
} | |
function updateOutlineMaterial( material, originalMaterial ) { | |
if ( material.name === 'invisible' ) return; | |
var outlineParameters = originalMaterial.userData.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; | |
if ( outlineParameters.keepAlive !== 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 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 ) { | |
var renderTarget = null; | |
var forceClear = false; | |
if ( arguments[ 2 ] !== undefined ) { | |
console.warn( 'THREE.OutlineEffect.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' ); | |
renderTarget = arguments[ 2 ]; | |
} | |
if ( arguments[ 3 ] !== undefined ) { | |
console.warn( 'THREE.OutlineEffect.render(): the forceClear argument has been removed. Use .clear() instead.' ); | |
forceClear = arguments[ 3 ]; | |
} | |
renderer.setRenderTarget( renderTarget ); | |
if ( forceClear ) renderer.clear(); | |
if ( this.enabled === false ) { | |
renderer.render( scene, camera ); | |
return; | |
} | |
var currentAutoClear = renderer.autoClear; | |
renderer.autoClear = this.autoClear; | |
// 1. render normally | |
renderer.render( scene, camera ); | |
// 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 ); | |
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.StereoEffect( 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 ( target ) { | |
return renderer.getSize( target ); | |
}; | |
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 ); | |
}; | |
}; | |