540 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			540 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	BackSide, | ||
|  | 	Color, | ||
|  | 	ShaderMaterial, | ||
|  | 	UniformsLib, | ||
|  | 	UniformsUtils | ||
|  | } from 'three'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * Reference: https://en.wikipedia.org/wiki/Cel_shading
 | ||
|  |  * | ||
|  |  * API | ||
|  |  * | ||
|  |  * 1. Traditional | ||
|  |  * | ||
|  |  * const effect = new OutlineEffect( renderer ); | ||
|  |  * | ||
|  |  * function render() { | ||
|  |  * | ||
|  |  * 	effect.render( scene, camera ); | ||
|  |  * | ||
|  |  * } | ||
|  |  * | ||
|  |  * 2. VR compatible | ||
|  |  * | ||
|  |  * const effect = new OutlineEffect( renderer ); | ||
|  |  * let renderingOutline = false; | ||
|  |  * | ||
|  |  * scene.onAfterRender = function () { | ||
|  |  * | ||
|  |  * 	if ( renderingOutline ) return; | ||
|  |  * | ||
|  |  * 	renderingOutline = true; | ||
|  |  * | ||
|  |  * 	effect.renderOutline( scene, camera ); | ||
|  |  * | ||
|  |  * 	renderingOutline = false; | ||
|  |  * | ||
|  |  * }; | ||
|  |  * | ||
|  |  * function render() { | ||
|  |  * | ||
|  |  * 	renderer.render( scene, camera ); | ||
|  |  * | ||
|  |  * } | ||
|  |  * | ||
|  |  * // How to set default outline parameters
 | ||
|  |  * new 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 | ||
|  |  * }; | ||
|  |  */ | ||
|  | 
 | ||
|  | class OutlineEffect { | ||
|  | 
 | ||
|  | 	constructor( renderer, parameters = {} ) { | ||
|  | 
 | ||
|  | 		this.enabled = true; | ||
|  | 
 | ||
|  | 		const defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003; | ||
|  | 		const defaultColor = new Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] ); | ||
|  | 		const defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0; | ||
|  | 		const 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.
 | ||
|  | 		const cache = {}; | ||
|  | 
 | ||
|  | 		const removeThresholdCount = 60; | ||
|  | 
 | ||
|  | 		// outlineMaterial.uuid -> object.material or
 | ||
|  | 		// outlineMaterial.uuid -> object.material[ n ]
 | ||
|  | 		// save before render and release after render.
 | ||
|  | 		const originalMaterials = {}; | ||
|  | 
 | ||
|  | 		// object.uuid -> originalOnBeforeRender
 | ||
|  | 		// save before render and release after render.
 | ||
|  | 		const originalOnBeforeRenders = {}; | ||
|  | 
 | ||
|  | 		//this.cache = cache;  // for debug
 | ||
|  | 
 | ||
|  | 		const uniformsOutline = { | ||
|  | 			outlineThickness: { value: defaultThickness }, | ||
|  | 			outlineColor: { value: defaultColor }, | ||
|  | 			outlineAlpha: { value: defaultAlpha } | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		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;', // TODO: support outline thickness ratio for each vertex
 | ||
|  | 			'	vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );', | ||
|  | 			// NOTE: subtract pos2 from pos because BackSide objectNormal is negative
 | ||
|  | 			'	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;', // the outline material is always rendered with BackSide
 | ||
|  | 
 | ||
|  | 			'	gl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );', | ||
|  | 
 | ||
|  | 			'	#include <logdepthbuf_vertex>', | ||
|  | 			'	#include <clipping_planes_vertex>', | ||
|  | 			'	#include <fog_vertex>', | ||
|  | 
 | ||
|  | 			'}', | ||
|  | 
 | ||
|  | 		].join( '\n' ); | ||
|  | 
 | ||
|  | 		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 <colorspace_fragment>', | ||
|  | 			'	#include <fog_fragment>', | ||
|  | 			'	#include <premultiplied_alpha_fragment>', | ||
|  | 
 | ||
|  | 			'}' | ||
|  | 
 | ||
|  | 		].join( '\n' ); | ||
|  | 
 | ||
|  | 		function createMaterial() { | ||
|  | 
 | ||
|  | 			return new ShaderMaterial( { | ||
|  | 				type: 'OutlineEffect', | ||
|  | 				uniforms: UniformsUtils.merge( [ | ||
|  | 					UniformsLib[ 'fog' ], | ||
|  | 					UniformsLib[ 'displacementmap' ], | ||
|  | 					uniformsOutline | ||
|  | 				] ), | ||
|  | 				vertexShader: vertexShader, | ||
|  | 				fragmentShader: fragmentShader, | ||
|  | 				side: BackSide | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function getOutlineMaterialFromCache( originalMaterial ) { | ||
|  | 
 | ||
|  | 			let data = cache[ originalMaterial.uuid ]; | ||
|  | 
 | ||
|  | 			if ( data === undefined ) { | ||
|  | 
 | ||
|  | 				data = { | ||
|  | 					material: createMaterial(), | ||
|  | 					used: true, | ||
|  | 					keepAlive: defaultKeepAlive, | ||
|  | 					count: 0 | ||
|  | 				}; | ||
|  | 
 | ||
|  | 				cache[ originalMaterial.uuid ] = data; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			data.used = true; | ||
|  | 
 | ||
|  | 			return data.material; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function getOutlineMaterial( originalMaterial ) { | ||
|  | 
 | ||
|  | 			const outlineMaterial = getOutlineMaterialFromCache( originalMaterial ); | ||
|  | 
 | ||
|  | 			originalMaterials[ outlineMaterial.uuid ] = originalMaterial; | ||
|  | 
 | ||
|  | 			updateOutlineMaterial( outlineMaterial, originalMaterial ); | ||
|  | 
 | ||
|  | 			return outlineMaterial; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function isCompatible( object ) { | ||
|  | 
 | ||
|  | 			const geometry = object.geometry; | ||
|  | 			const hasNormals = ( geometry !== undefined ) && ( geometry.attributes.normal !== undefined ); | ||
|  | 
 | ||
|  | 			return ( object.isMesh === true && object.material !== undefined && hasNormals === true ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function setOutlineMaterial( object ) { | ||
|  | 
 | ||
|  | 			if ( isCompatible( object ) === false ) return; | ||
|  | 
 | ||
|  | 			if ( Array.isArray( object.material ) ) { | ||
|  | 
 | ||
|  | 				for ( let 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 ( isCompatible( object ) === false ) return; | ||
|  | 
 | ||
|  | 			if ( Array.isArray( object.material ) ) { | ||
|  | 
 | ||
|  | 				for ( let 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 ) { | ||
|  | 
 | ||
|  | 			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 }; |