first commit
This commit is contained in:
		
							
								
								
									
										539
									
								
								public/sdk/three/jsm/effects/OutlineEffect.js
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										539
									
								
								public/sdk/three/jsm/effects/OutlineEffect.js
									
									
									
									
									
										Normal file
									
								
							| @ -0,0 +1,539 @@ | ||||
| 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 }; | ||||
		Reference in New Issue
	
	Block a user