540 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			540 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									BackSide,
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									Color,
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									ShaderMaterial,
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									UniformsLib,
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									UniformsUtils
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								} from 'three';
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								/**
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								 * Reference: https://en.wikipedia.org/wiki/Cel_shading
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								 *
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								 * API
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								 *
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								 * 1. Traditional
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								 *
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								 * const effect = new OutlineEffect( renderer );
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								 *
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								 * function render() {
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								 *
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								 * 	effect.render( scene, camera );
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								 *
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								 * }
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								 *
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								 * 2. VR compatible
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								 *
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								 * const effect = new OutlineEffect( renderer );
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								 * let renderingOutline = false;
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								 *
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								 * scene.onAfterRender = function () {
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								 *
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								 * 	if ( renderingOutline ) return;
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								 *
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								 * 	renderingOutline = true;
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								 *
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								 * 	effect.renderOutline( scene, camera );
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								 *
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								 * 	renderingOutline = false;
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								 *
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								 * };
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								 *
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								 * function render() {
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								 *
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								 * 	renderer.render( scene, camera );
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								 *
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								 * }
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								 *
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								 * // How to set default outline parameters
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								 * new OutlineEffect( renderer, {
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								 * 	defaultThickness: 0.01,
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								 * 	defaultColor: [ 0, 0, 0 ],
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								 * 	defaultAlpha: 0.8,
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								 * 	defaultKeepAlive: true // keeps outline material in cache even if material is removed from scene
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								 * } );
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								 *
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								 * // How to set outline parameters for each material
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								 * material.userData.outlineParameters = {
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								 * 	thickness: 0.01,
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								 * 	color: [ 0, 0, 0 ],
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								 * 	alpha: 0.8,
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								 * 	visible: true,
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								 * 	keepAlive: true
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								 * };
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								 */
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								class OutlineEffect {
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									constructor( renderer, parameters = {} ) {
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										this.enabled = true;
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										const defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
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										const defaultColor = new Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] );
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										const defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
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										const defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
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										// object.material.uuid -> outlineMaterial or
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										// object.material[ n ].uuid -> outlineMaterial
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										// save at the outline material creation and release
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										// if it's unused removeThresholdCount frames
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										// unless keepAlive is true.
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										const cache = {};
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										const removeThresholdCount = 60;
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										// outlineMaterial.uuid -> object.material or
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										// outlineMaterial.uuid -> object.material[ n ]
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										// save before render and release after render.
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										const originalMaterials = {};
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										// object.uuid -> originalOnBeforeRender
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										// save before render and release after render.
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										const originalOnBeforeRenders = {};
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										//this.cache = cache;  // for debug
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										const uniformsOutline = {
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											outlineThickness: { value: defaultThickness },
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											outlineColor: { value: defaultColor },
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											outlineAlpha: { value: defaultAlpha }
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										};
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										const vertexShader = [
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											'#include <common>',
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											'#include <uv_pars_vertex>',
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											'#include <displacementmap_pars_vertex>',
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											'#include <fog_pars_vertex>',
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											'#include <morphtarget_pars_vertex>',
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											'#include <skinning_pars_vertex>',
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											'#include <logdepthbuf_pars_vertex>',
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											'#include <clipping_planes_pars_vertex>',
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											'uniform float outlineThickness;',
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											'vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {',
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											'	float thickness = outlineThickness;',
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											'	const float ratio = 1.0;', // TODO: support outline thickness ratio for each vertex
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											'	vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );',
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											// NOTE: subtract pos2 from pos because BackSide objectNormal is negative
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											'	vec4 norm = normalize( pos - pos2 );',
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											'	return pos + norm * thickness * pos.w * ratio;',
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											'}',
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											'void main() {',
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											'	#include <uv_vertex>',
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											'	#include <beginnormal_vertex>',
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											'	#include <morphnormal_vertex>',
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											'	#include <skinbase_vertex>',
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											'	#include <skinnormal_vertex>',
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											'	#include <begin_vertex>',
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											'	#include <morphtarget_vertex>',
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											'	#include <skinning_vertex>',
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											'	#include <displacementmap_vertex>',
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											'	#include <project_vertex>',
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											'	vec3 outlineNormal = - objectNormal;', // the outline material is always rendered with BackSide
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											'	gl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );',
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											'	#include <logdepthbuf_vertex>',
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											'	#include <clipping_planes_vertex>',
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											'	#include <fog_vertex>',
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											'}',
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										].join( '\n' );
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										const fragmentShader = [
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											'#include <common>',
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											'#include <fog_pars_fragment>',
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											'#include <logdepthbuf_pars_fragment>',
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											'#include <clipping_planes_pars_fragment>',
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											'uniform vec3 outlineColor;',
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											'uniform float outlineAlpha;',
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											'void main() {',
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											'	#include <clipping_planes_fragment>',
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											'	#include <logdepthbuf_fragment>',
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											'	gl_FragColor = vec4( outlineColor, outlineAlpha );',
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											'	#include <tonemapping_fragment>',
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											'	#include <colorspace_fragment>',
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											'	#include <fog_fragment>',
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											'	#include <premultiplied_alpha_fragment>',
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											'}'
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										].join( '\n' );
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										function createMaterial() {
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											return new ShaderMaterial( {
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												type: 'OutlineEffect',
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												uniforms: UniformsUtils.merge( [
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													UniformsLib[ 'fog' ],
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													UniformsLib[ 'displacementmap' ],
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													uniformsOutline
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												] ),
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												vertexShader: vertexShader,
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												fragmentShader: fragmentShader,
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												side: BackSide
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											} );
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										}
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										function getOutlineMaterialFromCache( originalMaterial ) {
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											let data = cache[ originalMaterial.uuid ];
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											if ( data === undefined ) {
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												data = {
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													material: createMaterial(),
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													used: true,
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													keepAlive: defaultKeepAlive,
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													count: 0
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												};
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												cache[ originalMaterial.uuid ] = data;
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											}
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											data.used = true;
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											return data.material;
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										}
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										function getOutlineMaterial( originalMaterial ) {
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											const outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
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											originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
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											updateOutlineMaterial( outlineMaterial, originalMaterial );
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											return outlineMaterial;
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										}
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										function isCompatible( object ) {
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											const geometry = object.geometry;
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											const hasNormals = ( geometry !== undefined ) && ( geometry.attributes.normal !== undefined );
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											return ( object.isMesh === true && object.material !== undefined && hasNormals === true );
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										}
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										function setOutlineMaterial( object ) {
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											if ( isCompatible( object ) === false ) return;
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											if ( Array.isArray( object.material ) ) {
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												for ( let i = 0, il = object.material.length; i < il; i ++ ) {
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													object.material[ i ] = getOutlineMaterial( object.material[ i ] );
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												}
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											} else {
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												object.material = getOutlineMaterial( object.material );
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											}
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											originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
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											object.onBeforeRender = onBeforeRender;
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										}
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										function restoreOriginalMaterial( object ) {
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											if ( isCompatible( object ) === false ) return;
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											if ( Array.isArray( object.material ) ) {
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												for ( let i = 0, il = object.material.length; i < il; i ++ ) {
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													object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
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												}
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											} else {
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												object.material = originalMaterials[ object.material.uuid ];
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											}
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											object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
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										}
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										function onBeforeRender( renderer, scene, camera, geometry, material ) {
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								 | 
							
											const originalMaterial = originalMaterials[ material.uuid ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// just in case
							 | 
						||
| 
								 | 
							
											if ( originalMaterial === undefined ) return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											updateUniforms( material, originalMaterial );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function updateUniforms( material, originalMaterial ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const 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;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( originalMaterial.displacementMap ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												material.uniforms.displacementMap.value = originalMaterial.displacementMap;
							 | 
						||
| 
								 | 
							
												material.uniforms.displacementScale.value = originalMaterial.displacementScale;
							 | 
						||
| 
								 | 
							
												material.uniforms.displacementBias.value = originalMaterial.displacementBias;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function updateOutlineMaterial( material, originalMaterial ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( material.name === 'invisible' ) return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const outlineParameters = originalMaterial.userData.outlineParameters;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											material.fog = originalMaterial.fog;
							 | 
						||
| 
								 | 
							
											material.toneMapped = originalMaterial.toneMapped;
							 | 
						||
| 
								 | 
							
											material.premultipliedAlpha = originalMaterial.premultipliedAlpha;
							 | 
						||
| 
								 | 
							
											material.displacementMap = originalMaterial.displacementMap;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											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;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( originalMaterial.clippingPlanes ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												material.clipping = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												material.clippingPlanes = originalMaterial.clippingPlanes;
							 | 
						||
| 
								 | 
							
												material.clipIntersection = originalMaterial.clipIntersection;
							 | 
						||
| 
								 | 
							
												material.clipShadows = originalMaterial.clipShadows;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											material.version = originalMaterial.version; // update outline material if necessary
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function cleanupCache() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											let keys;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// clear originialMaterials
							 | 
						||
| 
								 | 
							
											keys = Object.keys( originalMaterials );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, il = keys.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												originalMaterials[ keys[ i ] ] = undefined;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// clear originalOnBeforeRenders
							 | 
						||
| 
								 | 
							
											keys = Object.keys( originalOnBeforeRenders );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, il = keys.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												originalOnBeforeRenders[ keys[ i ] ] = undefined;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// remove unused outlineMaterial from cache
							 | 
						||
| 
								 | 
							
											keys = Object.keys( cache );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0, il = keys.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const 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 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( this.enabled === false ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
												return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const currentAutoClear = renderer.autoClear;
							 | 
						||
| 
								 | 
							
											renderer.autoClear = this.autoClear;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											renderer.autoClear = currentAutoClear;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.renderOutline( scene, camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.renderOutline = function ( scene, camera ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const currentAutoClear = renderer.autoClear;
							 | 
						||
| 
								 | 
							
											const currentSceneAutoUpdate = scene.matrixWorldAutoUpdate;
							 | 
						||
| 
								 | 
							
											const currentSceneBackground = scene.background;
							 | 
						||
| 
								 | 
							
											const currentShadowMapEnabled = renderer.shadowMap.enabled;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											scene.matrixWorldAutoUpdate = false;
							 | 
						||
| 
								 | 
							
											scene.background = null;
							 | 
						||
| 
								 | 
							
											renderer.autoClear = false;
							 | 
						||
| 
								 | 
							
											renderer.shadowMap.enabled = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											scene.traverse( setOutlineMaterial );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											scene.traverse( restoreOriginalMaterial );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											cleanupCache();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											scene.matrixWorldAutoUpdate = currentSceneAutoUpdate;
							 | 
						||
| 
								 | 
							
											scene.background = currentSceneBackground;
							 | 
						||
| 
								 | 
							
											renderer.autoClear = currentAutoClear;
							 | 
						||
| 
								 | 
							
											renderer.shadowMap.enabled = currentShadowMapEnabled;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										/*
							 | 
						||
| 
								 | 
							
										 * See #9918
							 | 
						||
| 
								 | 
							
										 *
							 | 
						||
| 
								 | 
							
										 * The following property copies and wrapper methods enable
							 | 
						||
| 
								 | 
							
										 * OutlineEffect to be called from other *Effect, like
							 | 
						||
| 
								 | 
							
										 *
							 | 
						||
| 
								 | 
							
										 * effect = new StereoEffect( new 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 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { OutlineEffect };
							 |