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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 );
};
};