655 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			655 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	AdditiveBlending, | ||
|  | 	Color, | ||
|  | 	DoubleSide, | ||
|  | 	HalfFloatType, | ||
|  | 	Matrix4, | ||
|  | 	MeshDepthMaterial, | ||
|  | 	NoBlending, | ||
|  | 	RGBADepthPacking, | ||
|  | 	ShaderMaterial, | ||
|  | 	UniformsUtils, | ||
|  | 	Vector2, | ||
|  | 	Vector3, | ||
|  | 	WebGLRenderTarget | ||
|  | } from 'three'; | ||
|  | import { Pass, FullScreenQuad } from './Pass.js'; | ||
|  | import { CopyShader } from '../shaders/CopyShader.js'; | ||
|  | 
 | ||
|  | class OutlinePass extends Pass { | ||
|  | 
 | ||
|  | 	constructor( resolution, scene, camera, selectedObjects ) { | ||
|  | 
 | ||
|  | 		super(); | ||
|  | 
 | ||
|  | 		this.renderScene = scene; | ||
|  | 		this.renderCamera = camera; | ||
|  | 		this.selectedObjects = selectedObjects !== undefined ? selectedObjects : []; | ||
|  | 		this.visibleEdgeColor = new Color( 1, 1, 1 ); | ||
|  | 		this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 ); | ||
|  | 		this.edgeGlow = 0.0; | ||
|  | 		this.usePatternTexture = false; | ||
|  | 		this.edgeThickness = 1.0; | ||
|  | 		this.edgeStrength = 3.0; | ||
|  | 		this.downSampleRatio = 2; | ||
|  | 		this.pulsePeriod = 0; | ||
|  | 
 | ||
|  | 		this._visibilityCache = new Map(); | ||
|  | 
 | ||
|  | 
 | ||
|  | 		this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 ); | ||
|  | 
 | ||
|  | 		const resx = Math.round( this.resolution.x / this.downSampleRatio ); | ||
|  | 		const resy = Math.round( this.resolution.y / this.downSampleRatio ); | ||
|  | 
 | ||
|  | 		this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y ); | ||
|  | 		this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask'; | ||
|  | 		this.renderTargetMaskBuffer.texture.generateMipmaps = false; | ||
|  | 
 | ||
|  | 		this.depthMaterial = new MeshDepthMaterial(); | ||
|  | 		this.depthMaterial.side = DoubleSide; | ||
|  | 		this.depthMaterial.depthPacking = RGBADepthPacking; | ||
|  | 		this.depthMaterial.blending = NoBlending; | ||
|  | 
 | ||
|  | 		this.prepareMaskMaterial = this.getPrepareMaskMaterial(); | ||
|  | 		this.prepareMaskMaterial.side = DoubleSide; | ||
|  | 		this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera ); | ||
|  | 
 | ||
|  | 		this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { type: HalfFloatType } ); | ||
|  | 		this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth'; | ||
|  | 		this.renderTargetDepthBuffer.texture.generateMipmaps = false; | ||
|  | 
 | ||
|  | 		this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } ); | ||
|  | 		this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample'; | ||
|  | 		this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false; | ||
|  | 
 | ||
|  | 		this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } ); | ||
|  | 		this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1'; | ||
|  | 		this.renderTargetBlurBuffer1.texture.generateMipmaps = false; | ||
|  | 		this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } ); | ||
|  | 		this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2'; | ||
|  | 		this.renderTargetBlurBuffer2.texture.generateMipmaps = false; | ||
|  | 
 | ||
|  | 		this.edgeDetectionMaterial = this.getEdgeDetectionMaterial(); | ||
|  | 		this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } ); | ||
|  | 		this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1'; | ||
|  | 		this.renderTargetEdgeBuffer1.texture.generateMipmaps = false; | ||
|  | 		this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } ); | ||
|  | 		this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2'; | ||
|  | 		this.renderTargetEdgeBuffer2.texture.generateMipmaps = false; | ||
|  | 
 | ||
|  | 		const MAX_EDGE_THICKNESS = 4; | ||
|  | 		const MAX_EDGE_GLOW = 4; | ||
|  | 
 | ||
|  | 		this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS ); | ||
|  | 		this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy ); | ||
|  | 		this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1; | ||
|  | 		this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW ); | ||
|  | 		this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) ); | ||
|  | 		this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW; | ||
|  | 
 | ||
|  | 		// Overlay material
 | ||
|  | 		this.overlayMaterial = this.getOverlayMaterial(); | ||
|  | 
 | ||
|  | 		// copy material
 | ||
|  | 
 | ||
|  | 		const copyShader = CopyShader; | ||
|  | 
 | ||
|  | 		this.copyUniforms = UniformsUtils.clone( copyShader.uniforms ); | ||
|  | 
 | ||
|  | 		this.materialCopy = new ShaderMaterial( { | ||
|  | 			uniforms: this.copyUniforms, | ||
|  | 			vertexShader: copyShader.vertexShader, | ||
|  | 			fragmentShader: copyShader.fragmentShader, | ||
|  | 			blending: NoBlending, | ||
|  | 			depthTest: false, | ||
|  | 			depthWrite: false | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		this.enabled = true; | ||
|  | 		this.needsSwap = false; | ||
|  | 
 | ||
|  | 		this._oldClearColor = new Color(); | ||
|  | 		this.oldClearAlpha = 1; | ||
|  | 
 | ||
|  | 		this.fsQuad = new FullScreenQuad( null ); | ||
|  | 
 | ||
|  | 		this.tempPulseColor1 = new Color(); | ||
|  | 		this.tempPulseColor2 = new Color(); | ||
|  | 		this.textureMatrix = new Matrix4(); | ||
|  | 
 | ||
|  | 		function replaceDepthToViewZ( string, camera ) { | ||
|  | 
 | ||
|  | 			const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic'; | ||
|  | 
 | ||
|  | 			return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	dispose() { | ||
|  | 
 | ||
|  | 		this.renderTargetMaskBuffer.dispose(); | ||
|  | 		this.renderTargetDepthBuffer.dispose(); | ||
|  | 		this.renderTargetMaskDownSampleBuffer.dispose(); | ||
|  | 		this.renderTargetBlurBuffer1.dispose(); | ||
|  | 		this.renderTargetBlurBuffer2.dispose(); | ||
|  | 		this.renderTargetEdgeBuffer1.dispose(); | ||
|  | 		this.renderTargetEdgeBuffer2.dispose(); | ||
|  | 
 | ||
|  | 		this.depthMaterial.dispose(); | ||
|  | 		this.prepareMaskMaterial.dispose(); | ||
|  | 		this.edgeDetectionMaterial.dispose(); | ||
|  | 		this.separableBlurMaterial1.dispose(); | ||
|  | 		this.separableBlurMaterial2.dispose(); | ||
|  | 		this.overlayMaterial.dispose(); | ||
|  | 		this.materialCopy.dispose(); | ||
|  | 
 | ||
|  | 		this.fsQuad.dispose(); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	setSize( width, height ) { | ||
|  | 
 | ||
|  | 		this.renderTargetMaskBuffer.setSize( width, height ); | ||
|  | 		this.renderTargetDepthBuffer.setSize( width, height ); | ||
|  | 
 | ||
|  | 		let resx = Math.round( width / this.downSampleRatio ); | ||
|  | 		let resy = Math.round( height / this.downSampleRatio ); | ||
|  | 		this.renderTargetMaskDownSampleBuffer.setSize( resx, resy ); | ||
|  | 		this.renderTargetBlurBuffer1.setSize( resx, resy ); | ||
|  | 		this.renderTargetEdgeBuffer1.setSize( resx, resy ); | ||
|  | 		this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy ); | ||
|  | 
 | ||
|  | 		resx = Math.round( resx / 2 ); | ||
|  | 		resy = Math.round( resy / 2 ); | ||
|  | 
 | ||
|  | 		this.renderTargetBlurBuffer2.setSize( resx, resy ); | ||
|  | 		this.renderTargetEdgeBuffer2.setSize( resx, resy ); | ||
|  | 
 | ||
|  | 		this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( resx, resy ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	changeVisibilityOfSelectedObjects( bVisible ) { | ||
|  | 
 | ||
|  | 		const cache = this._visibilityCache; | ||
|  | 
 | ||
|  | 		function gatherSelectedMeshesCallBack( object ) { | ||
|  | 
 | ||
|  | 			if ( object.isMesh ) { | ||
|  | 
 | ||
|  | 				if ( bVisible === true ) { | ||
|  | 
 | ||
|  | 					object.visible = cache.get( object ); | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					cache.set( object, object.visible ); | ||
|  | 					object.visible = bVisible; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < this.selectedObjects.length; i ++ ) { | ||
|  | 
 | ||
|  | 			const selectedObject = this.selectedObjects[ i ]; | ||
|  | 			selectedObject.traverse( gatherSelectedMeshesCallBack ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	changeVisibilityOfNonSelectedObjects( bVisible ) { | ||
|  | 
 | ||
|  | 		const cache = this._visibilityCache; | ||
|  | 		const selectedMeshes = []; | ||
|  | 
 | ||
|  | 		function gatherSelectedMeshesCallBack( object ) { | ||
|  | 
 | ||
|  | 			if ( object.isMesh ) selectedMeshes.push( object ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < this.selectedObjects.length; i ++ ) { | ||
|  | 
 | ||
|  | 			const selectedObject = this.selectedObjects[ i ]; | ||
|  | 			selectedObject.traverse( gatherSelectedMeshesCallBack ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function VisibilityChangeCallBack( object ) { | ||
|  | 
 | ||
|  | 			if ( object.isMesh || object.isSprite ) { | ||
|  | 
 | ||
|  | 				// only meshes and sprites are supported by OutlinePass
 | ||
|  | 
 | ||
|  | 				let bFound = false; | ||
|  | 
 | ||
|  | 				for ( let i = 0; i < selectedMeshes.length; i ++ ) { | ||
|  | 
 | ||
|  | 					const selectedObjectId = selectedMeshes[ i ].id; | ||
|  | 
 | ||
|  | 					if ( selectedObjectId === object.id ) { | ||
|  | 
 | ||
|  | 						bFound = true; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				if ( bFound === false ) { | ||
|  | 
 | ||
|  | 					const visibility = object.visible; | ||
|  | 
 | ||
|  | 					if ( bVisible === false || cache.get( object ) === true ) { | ||
|  | 
 | ||
|  | 						object.visible = bVisible; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					cache.set( object, visibility ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} else if ( object.isPoints || object.isLine ) { | ||
|  | 
 | ||
|  | 				// the visibilty of points and lines is always set to false in order to
 | ||
|  | 				// not affect the outline computation
 | ||
|  | 
 | ||
|  | 				if ( bVisible === true ) { | ||
|  | 
 | ||
|  | 					object.visible = cache.get( object ); // restore
 | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					cache.set( object, object.visible ); | ||
|  | 					object.visible = bVisible; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		this.renderScene.traverse( VisibilityChangeCallBack ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	updateTextureMatrix() { | ||
|  | 
 | ||
|  | 		this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5, | ||
|  | 			0.0, 0.5, 0.0, 0.5, | ||
|  | 			0.0, 0.0, 0.5, 0.5, | ||
|  | 			0.0, 0.0, 0.0, 1.0 ); | ||
|  | 		this.textureMatrix.multiply( this.renderCamera.projectionMatrix ); | ||
|  | 		this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) { | ||
|  | 
 | ||
|  | 		if ( this.selectedObjects.length > 0 ) { | ||
|  | 
 | ||
|  | 			renderer.getClearColor( this._oldClearColor ); | ||
|  | 			this.oldClearAlpha = renderer.getClearAlpha(); | ||
|  | 			const oldAutoClear = renderer.autoClear; | ||
|  | 
 | ||
|  | 			renderer.autoClear = false; | ||
|  | 
 | ||
|  | 			if ( maskActive ) renderer.state.buffers.stencil.setTest( false ); | ||
|  | 
 | ||
|  | 			renderer.setClearColor( 0xffffff, 1 ); | ||
|  | 
 | ||
|  | 			// Make selected objects invisible
 | ||
|  | 			this.changeVisibilityOfSelectedObjects( false ); | ||
|  | 
 | ||
|  | 			const currentBackground = this.renderScene.background; | ||
|  | 			this.renderScene.background = null; | ||
|  | 
 | ||
|  | 			// 1. Draw Non Selected objects in the depth buffer
 | ||
|  | 			this.renderScene.overrideMaterial = this.depthMaterial; | ||
|  | 			renderer.setRenderTarget( this.renderTargetDepthBuffer ); | ||
|  | 			renderer.clear(); | ||
|  | 			renderer.render( this.renderScene, this.renderCamera ); | ||
|  | 
 | ||
|  | 			// Make selected objects visible
 | ||
|  | 			this.changeVisibilityOfSelectedObjects( true ); | ||
|  | 			this._visibilityCache.clear(); | ||
|  | 
 | ||
|  | 			// Update Texture Matrix for Depth compare
 | ||
|  | 			this.updateTextureMatrix(); | ||
|  | 
 | ||
|  | 			// Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
 | ||
|  | 			this.changeVisibilityOfNonSelectedObjects( false ); | ||
|  | 			this.renderScene.overrideMaterial = this.prepareMaskMaterial; | ||
|  | 			this.prepareMaskMaterial.uniforms[ 'cameraNearFar' ].value.set( this.renderCamera.near, this.renderCamera.far ); | ||
|  | 			this.prepareMaskMaterial.uniforms[ 'depthTexture' ].value = this.renderTargetDepthBuffer.texture; | ||
|  | 			this.prepareMaskMaterial.uniforms[ 'textureMatrix' ].value = this.textureMatrix; | ||
|  | 			renderer.setRenderTarget( this.renderTargetMaskBuffer ); | ||
|  | 			renderer.clear(); | ||
|  | 			renderer.render( this.renderScene, this.renderCamera ); | ||
|  | 			this.renderScene.overrideMaterial = null; | ||
|  | 			this.changeVisibilityOfNonSelectedObjects( true ); | ||
|  | 			this._visibilityCache.clear(); | ||
|  | 
 | ||
|  | 			this.renderScene.background = currentBackground; | ||
|  | 
 | ||
|  | 			// 2. Downsample to Half resolution
 | ||
|  | 			this.fsQuad.material = this.materialCopy; | ||
|  | 			this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetMaskBuffer.texture; | ||
|  | 			renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer ); | ||
|  | 			renderer.clear(); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 			this.tempPulseColor1.copy( this.visibleEdgeColor ); | ||
|  | 			this.tempPulseColor2.copy( this.hiddenEdgeColor ); | ||
|  | 
 | ||
|  | 			if ( this.pulsePeriod > 0 ) { | ||
|  | 
 | ||
|  | 				const scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2; | ||
|  | 				this.tempPulseColor1.multiplyScalar( scalar ); | ||
|  | 				this.tempPulseColor2.multiplyScalar( scalar ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// 3. Apply Edge Detection Pass
 | ||
|  | 			this.fsQuad.material = this.edgeDetectionMaterial; | ||
|  | 			this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture; | ||
|  | 			this.edgeDetectionMaterial.uniforms[ 'texSize' ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height ); | ||
|  | 			this.edgeDetectionMaterial.uniforms[ 'visibleEdgeColor' ].value = this.tempPulseColor1; | ||
|  | 			this.edgeDetectionMaterial.uniforms[ 'hiddenEdgeColor' ].value = this.tempPulseColor2; | ||
|  | 			renderer.setRenderTarget( this.renderTargetEdgeBuffer1 ); | ||
|  | 			renderer.clear(); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 			// 4. Apply Blur on Half res
 | ||
|  | 			this.fsQuad.material = this.separableBlurMaterial1; | ||
|  | 			this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture; | ||
|  | 			this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX; | ||
|  | 			this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = this.edgeThickness; | ||
|  | 			renderer.setRenderTarget( this.renderTargetBlurBuffer1 ); | ||
|  | 			renderer.clear(); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 			this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer1.texture; | ||
|  | 			this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY; | ||
|  | 			renderer.setRenderTarget( this.renderTargetEdgeBuffer1 ); | ||
|  | 			renderer.clear(); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 			// Apply Blur on quarter res
 | ||
|  | 			this.fsQuad.material = this.separableBlurMaterial2; | ||
|  | 			this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture; | ||
|  | 			this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX; | ||
|  | 			renderer.setRenderTarget( this.renderTargetBlurBuffer2 ); | ||
|  | 			renderer.clear(); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 			this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture; | ||
|  | 			this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY; | ||
|  | 			renderer.setRenderTarget( this.renderTargetEdgeBuffer2 ); | ||
|  | 			renderer.clear(); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 			// Blend it additively over the input texture
 | ||
|  | 			this.fsQuad.material = this.overlayMaterial; | ||
|  | 			this.overlayMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskBuffer.texture; | ||
|  | 			this.overlayMaterial.uniforms[ 'edgeTexture1' ].value = this.renderTargetEdgeBuffer1.texture; | ||
|  | 			this.overlayMaterial.uniforms[ 'edgeTexture2' ].value = this.renderTargetEdgeBuffer2.texture; | ||
|  | 			this.overlayMaterial.uniforms[ 'patternTexture' ].value = this.patternTexture; | ||
|  | 			this.overlayMaterial.uniforms[ 'edgeStrength' ].value = this.edgeStrength; | ||
|  | 			this.overlayMaterial.uniforms[ 'edgeGlow' ].value = this.edgeGlow; | ||
|  | 			this.overlayMaterial.uniforms[ 'usePatternTexture' ].value = this.usePatternTexture; | ||
|  | 
 | ||
|  | 
 | ||
|  | 			if ( maskActive ) renderer.state.buffers.stencil.setTest( true ); | ||
|  | 
 | ||
|  | 			renderer.setRenderTarget( readBuffer ); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 			renderer.setClearColor( this._oldClearColor, this.oldClearAlpha ); | ||
|  | 			renderer.autoClear = oldAutoClear; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( this.renderToScreen ) { | ||
|  | 
 | ||
|  | 			this.fsQuad.material = this.materialCopy; | ||
|  | 			this.copyUniforms[ 'tDiffuse' ].value = readBuffer.texture; | ||
|  | 			renderer.setRenderTarget( null ); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getPrepareMaskMaterial() { | ||
|  | 
 | ||
|  | 		return new ShaderMaterial( { | ||
|  | 
 | ||
|  | 			uniforms: { | ||
|  | 				'depthTexture': { value: null }, | ||
|  | 				'cameraNearFar': { value: new Vector2( 0.5, 0.5 ) }, | ||
|  | 				'textureMatrix': { value: null } | ||
|  | 			}, | ||
|  | 
 | ||
|  | 			vertexShader: | ||
|  | 				`#include <morphtarget_pars_vertex>
 | ||
|  | 				#include <skinning_pars_vertex> | ||
|  | 
 | ||
|  | 				varying vec4 projTexCoord; | ||
|  | 				varying vec4 vPosition; | ||
|  | 				uniform mat4 textureMatrix; | ||
|  | 
 | ||
|  | 				void main() { | ||
|  | 
 | ||
|  | 					#include <skinbase_vertex> | ||
|  | 					#include <begin_vertex> | ||
|  | 					#include <morphtarget_vertex> | ||
|  | 					#include <skinning_vertex> | ||
|  | 					#include <project_vertex> | ||
|  | 
 | ||
|  | 					vPosition = mvPosition; | ||
|  | 
 | ||
|  | 					vec4 worldPosition = vec4( transformed, 1.0 ); | ||
|  | 
 | ||
|  | 					#ifdef USE_INSTANCING | ||
|  | 
 | ||
|  | 						worldPosition = instanceMatrix * worldPosition; | ||
|  | 
 | ||
|  | 					#endif | ||
|  | 					 | ||
|  | 					worldPosition = modelMatrix * worldPosition; | ||
|  | 
 | ||
|  | 					projTexCoord = textureMatrix * worldPosition; | ||
|  | 
 | ||
|  | 				}`,
 | ||
|  | 
 | ||
|  | 			fragmentShader: | ||
|  | 				`#include <packing>
 | ||
|  | 				varying vec4 vPosition; | ||
|  | 				varying vec4 projTexCoord; | ||
|  | 				uniform sampler2D depthTexture; | ||
|  | 				uniform vec2 cameraNearFar; | ||
|  | 
 | ||
|  | 				void main() { | ||
|  | 
 | ||
|  | 					float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord )); | ||
|  | 					float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y ); | ||
|  | 					float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0; | ||
|  | 					gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0); | ||
|  | 
 | ||
|  | 				}`
 | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getEdgeDetectionMaterial() { | ||
|  | 
 | ||
|  | 		return new ShaderMaterial( { | ||
|  | 
 | ||
|  | 			uniforms: { | ||
|  | 				'maskTexture': { value: null }, | ||
|  | 				'texSize': { value: new Vector2( 0.5, 0.5 ) }, | ||
|  | 				'visibleEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) }, | ||
|  | 				'hiddenEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) }, | ||
|  | 			}, | ||
|  | 
 | ||
|  | 			vertexShader: | ||
|  | 				`varying vec2 vUv;
 | ||
|  | 
 | ||
|  | 				void main() { | ||
|  | 					vUv = uv; | ||
|  | 					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | ||
|  | 				}`,
 | ||
|  | 
 | ||
|  | 			fragmentShader: | ||
|  | 				`varying vec2 vUv;
 | ||
|  | 
 | ||
|  | 				uniform sampler2D maskTexture; | ||
|  | 				uniform vec2 texSize; | ||
|  | 				uniform vec3 visibleEdgeColor; | ||
|  | 				uniform vec3 hiddenEdgeColor; | ||
|  | 
 | ||
|  | 				void main() { | ||
|  | 					vec2 invSize = 1.0 / texSize; | ||
|  | 					vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize); | ||
|  | 					vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy); | ||
|  | 					vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy); | ||
|  | 					vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw); | ||
|  | 					vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw); | ||
|  | 					float diff1 = (c1.r - c2.r)*0.5; | ||
|  | 					float diff2 = (c3.r - c4.r)*0.5; | ||
|  | 					float d = length( vec2(diff1, diff2) ); | ||
|  | 					float a1 = min(c1.g, c2.g); | ||
|  | 					float a2 = min(c3.g, c4.g); | ||
|  | 					float visibilityFactor = min(a1, a2); | ||
|  | 					vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor; | ||
|  | 					gl_FragColor = vec4(edgeColor, 1.0) * vec4(d); | ||
|  | 				}`
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getSeperableBlurMaterial( maxRadius ) { | ||
|  | 
 | ||
|  | 		return new ShaderMaterial( { | ||
|  | 
 | ||
|  | 			defines: { | ||
|  | 				'MAX_RADIUS': maxRadius, | ||
|  | 			}, | ||
|  | 
 | ||
|  | 			uniforms: { | ||
|  | 				'colorTexture': { value: null }, | ||
|  | 				'texSize': { value: new Vector2( 0.5, 0.5 ) }, | ||
|  | 				'direction': { value: new Vector2( 0.5, 0.5 ) }, | ||
|  | 				'kernelRadius': { value: 1.0 } | ||
|  | 			}, | ||
|  | 
 | ||
|  | 			vertexShader: | ||
|  | 				`varying vec2 vUv;
 | ||
|  | 
 | ||
|  | 				void main() { | ||
|  | 					vUv = uv; | ||
|  | 					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | ||
|  | 				}`,
 | ||
|  | 
 | ||
|  | 			fragmentShader: | ||
|  | 				`#include <common>
 | ||
|  | 				varying vec2 vUv; | ||
|  | 				uniform sampler2D colorTexture; | ||
|  | 				uniform vec2 texSize; | ||
|  | 				uniform vec2 direction; | ||
|  | 				uniform float kernelRadius; | ||
|  | 
 | ||
|  | 				float gaussianPdf(in float x, in float sigma) { | ||
|  | 					return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma; | ||
|  | 				} | ||
|  | 
 | ||
|  | 				void main() { | ||
|  | 					vec2 invSize = 1.0 / texSize; | ||
|  | 					float sigma = kernelRadius/2.0; | ||
|  | 					float weightSum = gaussianPdf(0.0, sigma); | ||
|  | 					vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum; | ||
|  | 					vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS); | ||
|  | 					vec2 uvOffset = delta; | ||
|  | 					for( int i = 1; i <= MAX_RADIUS; i ++ ) { | ||
|  | 						float x = kernelRadius * float(i) / float(MAX_RADIUS); | ||
|  | 						float w = gaussianPdf(x, sigma); | ||
|  | 						vec4 sample1 = texture2D( colorTexture, vUv + uvOffset); | ||
|  | 						vec4 sample2 = texture2D( colorTexture, vUv - uvOffset); | ||
|  | 						diffuseSum += ((sample1 + sample2) * w); | ||
|  | 						weightSum += (2.0 * w); | ||
|  | 						uvOffset += delta; | ||
|  | 					} | ||
|  | 					gl_FragColor = diffuseSum/weightSum; | ||
|  | 				}`
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getOverlayMaterial() { | ||
|  | 
 | ||
|  | 		return new ShaderMaterial( { | ||
|  | 
 | ||
|  | 			uniforms: { | ||
|  | 				'maskTexture': { value: null }, | ||
|  | 				'edgeTexture1': { value: null }, | ||
|  | 				'edgeTexture2': { value: null }, | ||
|  | 				'patternTexture': { value: null }, | ||
|  | 				'edgeStrength': { value: 1.0 }, | ||
|  | 				'edgeGlow': { value: 1.0 }, | ||
|  | 				'usePatternTexture': { value: 0.0 } | ||
|  | 			}, | ||
|  | 
 | ||
|  | 			vertexShader: | ||
|  | 				`varying vec2 vUv;
 | ||
|  | 
 | ||
|  | 				void main() { | ||
|  | 					vUv = uv; | ||
|  | 					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | ||
|  | 				}`,
 | ||
|  | 
 | ||
|  | 			fragmentShader: | ||
|  | 				`varying vec2 vUv;
 | ||
|  | 
 | ||
|  | 				uniform sampler2D maskTexture; | ||
|  | 				uniform sampler2D edgeTexture1; | ||
|  | 				uniform sampler2D edgeTexture2; | ||
|  | 				uniform sampler2D patternTexture; | ||
|  | 				uniform float edgeStrength; | ||
|  | 				uniform float edgeGlow; | ||
|  | 				uniform bool usePatternTexture; | ||
|  | 
 | ||
|  | 				void main() { | ||
|  | 					vec4 edgeValue1 = texture2D(edgeTexture1, vUv); | ||
|  | 					vec4 edgeValue2 = texture2D(edgeTexture2, vUv); | ||
|  | 					vec4 maskColor = texture2D(maskTexture, vUv); | ||
|  | 					vec4 patternColor = texture2D(patternTexture, 6.0 * vUv); | ||
|  | 					float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5; | ||
|  | 					vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow; | ||
|  | 					vec4 finalColor = edgeStrength * maskColor.r * edgeValue; | ||
|  | 					if(usePatternTexture) | ||
|  | 						finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r); | ||
|  | 					gl_FragColor = finalColor; | ||
|  | 				}`,
 | ||
|  | 			blending: AdditiveBlending, | ||
|  | 			depthTest: false, | ||
|  | 			depthWrite: false, | ||
|  | 			transparent: true | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 ); | ||
|  | OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 ); | ||
|  | 
 | ||
|  | export { OutlinePass }; |