655 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			655 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import {
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	AdditiveBlending,
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	Color,
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	DoubleSide,
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	HalfFloatType,
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	Matrix4,
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	MeshDepthMaterial,
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	NoBlending,
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	RGBADepthPacking,
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	ShaderMaterial,
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	UniformsUtils,
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	Vector2,
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	Vector3,
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	WebGLRenderTarget
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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class OutlinePass extends Pass {
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	constructor( resolution, scene, camera, selectedObjects ) {
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		super();
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		this.renderScene = scene;
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		this.renderCamera = camera;
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		this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
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		this.visibleEdgeColor = new Color( 1, 1, 1 );
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		this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 );
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		this.edgeGlow = 0.0;
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		this.usePatternTexture = false;
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		this.edgeThickness = 1.0;
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		this.edgeStrength = 3.0;
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		this.downSampleRatio = 2;
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		this.pulsePeriod = 0;
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		this._visibilityCache = new Map();
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		this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
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		const resx = Math.round( this.resolution.x / this.downSampleRatio );
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		const resy = Math.round( this.resolution.y / this.downSampleRatio );
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		this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y );
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		this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
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		this.renderTargetMaskBuffer.texture.generateMipmaps = false;
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		this.depthMaterial = new MeshDepthMaterial();
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		this.depthMaterial.side = DoubleSide;
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		this.depthMaterial.depthPacking = RGBADepthPacking;
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		this.depthMaterial.blending = NoBlending;
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		this.prepareMaskMaterial = this.getPrepareMaskMaterial();
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		this.prepareMaskMaterial.side = DoubleSide;
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		this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
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		this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { type: HalfFloatType } );
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		this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
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		this.renderTargetDepthBuffer.texture.generateMipmaps = false;
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		this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
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		this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
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		this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
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		this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
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		this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
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		this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
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		this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } );
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		this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
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		this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
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		this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
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		this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
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		this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
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		this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
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		this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } );
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		this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
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		this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
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		const MAX_EDGE_THICKNESS = 4;
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		const MAX_EDGE_GLOW = 4;
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		this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
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		this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
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		this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;
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		this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
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		this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
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		this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW;
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		// Overlay material
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		this.overlayMaterial = this.getOverlayMaterial();
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		// copy material
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		const copyShader = CopyShader;
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		this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
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		this.materialCopy = new ShaderMaterial( {
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			uniforms: this.copyUniforms,
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			vertexShader: copyShader.vertexShader,
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			fragmentShader: copyShader.fragmentShader,
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			blending: NoBlending,
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			depthTest: false,
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			depthWrite: false
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		} );
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		this.enabled = true;
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		this.needsSwap = false;
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		this._oldClearColor = new Color();
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		this.oldClearAlpha = 1;
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		this.fsQuad = new FullScreenQuad( null );
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		this.tempPulseColor1 = new Color();
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		this.tempPulseColor2 = new Color();
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		this.textureMatrix = new Matrix4();
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		function replaceDepthToViewZ( string, camera ) {
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			const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
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			return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
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		}
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	}
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	dispose() {
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		this.renderTargetMaskBuffer.dispose();
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		this.renderTargetDepthBuffer.dispose();
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		this.renderTargetMaskDownSampleBuffer.dispose();
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		this.renderTargetBlurBuffer1.dispose();
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		this.renderTargetBlurBuffer2.dispose();
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		this.renderTargetEdgeBuffer1.dispose();
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		this.renderTargetEdgeBuffer2.dispose();
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		this.depthMaterial.dispose();
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		this.prepareMaskMaterial.dispose();
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		this.edgeDetectionMaterial.dispose();
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		this.separableBlurMaterial1.dispose();
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		this.separableBlurMaterial2.dispose();
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		this.overlayMaterial.dispose();
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		this.materialCopy.dispose();
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		this.fsQuad.dispose();
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	}
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	setSize( width, height ) {
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		this.renderTargetMaskBuffer.setSize( width, height );
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		this.renderTargetDepthBuffer.setSize( width, height );
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		let resx = Math.round( width / this.downSampleRatio );
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		let resy = Math.round( height / this.downSampleRatio );
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		this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
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		this.renderTargetBlurBuffer1.setSize( resx, resy );
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		this.renderTargetEdgeBuffer1.setSize( resx, resy );
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		this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
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		resx = Math.round( resx / 2 );
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		resy = Math.round( resy / 2 );
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		this.renderTargetBlurBuffer2.setSize( resx, resy );
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		this.renderTargetEdgeBuffer2.setSize( resx, resy );
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		this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( resx, resy );
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	}
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	changeVisibilityOfSelectedObjects( bVisible ) {
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		const cache = this._visibilityCache;
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		function gatherSelectedMeshesCallBack( object ) {
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			if ( object.isMesh ) {
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				if ( bVisible === true ) {
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					object.visible = cache.get( object );
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				} else {
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					cache.set( object, object.visible );
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					object.visible = bVisible;
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				}
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			}
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		}
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		for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
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			const selectedObject = this.selectedObjects[ i ];
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			selectedObject.traverse( gatherSelectedMeshesCallBack );
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		}
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	}
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	changeVisibilityOfNonSelectedObjects( bVisible ) {
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		const cache = this._visibilityCache;
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		const selectedMeshes = [];
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		function gatherSelectedMeshesCallBack( object ) {
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			if ( object.isMesh ) selectedMeshes.push( object );
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		}
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		for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
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			const selectedObject = this.selectedObjects[ i ];
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			selectedObject.traverse( gatherSelectedMeshesCallBack );
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		}
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		function VisibilityChangeCallBack( object ) {
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			if ( object.isMesh || object.isSprite ) {
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				// only meshes and sprites are supported by OutlinePass
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				let bFound = false;
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				for ( let i = 0; i < selectedMeshes.length; i ++ ) {
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					const selectedObjectId = selectedMeshes[ i ].id;
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					if ( selectedObjectId === object.id ) {
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						bFound = true;
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						break;
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					}
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				}
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				if ( bFound === false ) {
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					const visibility = object.visible;
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					if ( bVisible === false || cache.get( object ) === true ) {
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						object.visible = bVisible;
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					}
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					cache.set( object, visibility );
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				}
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			} else if ( object.isPoints || object.isLine ) {
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				// the visibilty of points and lines is always set to false in order to
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				// not affect the outline computation
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				if ( bVisible === true ) {
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					object.visible = cache.get( object ); // restore
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				} else {
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					cache.set( object, object.visible );
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					object.visible = bVisible;
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				}
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			}
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		}
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		this.renderScene.traverse( VisibilityChangeCallBack );
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	}
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	updateTextureMatrix() {
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		this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
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			0.0, 0.5, 0.0, 0.5,
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			0.0, 0.0, 0.5, 0.5,
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			0.0, 0.0, 0.0, 1.0 );
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		this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
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		this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
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	}
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	render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
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		if ( this.selectedObjects.length > 0 ) {
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			renderer.getClearColor( this._oldClearColor );
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			this.oldClearAlpha = renderer.getClearAlpha();
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			const oldAutoClear = renderer.autoClear;
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			renderer.autoClear = false;
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			if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
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			renderer.setClearColor( 0xffffff, 1 );
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			// Make selected objects invisible
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			this.changeVisibilityOfSelectedObjects( false );
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			const currentBackground = this.renderScene.background;
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			this.renderScene.background = null;
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			// 1. Draw Non Selected objects in the depth buffer
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			this.renderScene.overrideMaterial = this.depthMaterial;
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			renderer.setRenderTarget( this.renderTargetDepthBuffer );
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			renderer.clear();
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			renderer.render( this.renderScene, this.renderCamera );
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			// Make selected objects visible
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			this.changeVisibilityOfSelectedObjects( true );
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			this._visibilityCache.clear();
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			// Update Texture Matrix for Depth compare
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			this.updateTextureMatrix();
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			// Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
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			this.changeVisibilityOfNonSelectedObjects( false );
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			this.renderScene.overrideMaterial = this.prepareMaskMaterial;
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			this.prepareMaskMaterial.uniforms[ 'cameraNearFar' ].value.set( this.renderCamera.near, this.renderCamera.far );
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			this.prepareMaskMaterial.uniforms[ 'depthTexture' ].value = this.renderTargetDepthBuffer.texture;
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			this.prepareMaskMaterial.uniforms[ 'textureMatrix' ].value = this.textureMatrix;
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			renderer.setRenderTarget( this.renderTargetMaskBuffer );
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			renderer.clear();
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			renderer.render( this.renderScene, this.renderCamera );
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			this.renderScene.overrideMaterial = null;
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			this.changeVisibilityOfNonSelectedObjects( true );
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			this._visibilityCache.clear();
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			this.renderScene.background = currentBackground;
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			// 2. Downsample to Half resolution
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			this.fsQuad.material = this.materialCopy;
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			this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetMaskBuffer.texture;
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			renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
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			renderer.clear();
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			this.fsQuad.render( renderer );
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			this.tempPulseColor1.copy( this.visibleEdgeColor );
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			this.tempPulseColor2.copy( this.hiddenEdgeColor );
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			if ( this.pulsePeriod > 0 ) {
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				const scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
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				this.tempPulseColor1.multiplyScalar( scalar );
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				this.tempPulseColor2.multiplyScalar( scalar );
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			}
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			// 3. Apply Edge Detection Pass
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			this.fsQuad.material = this.edgeDetectionMaterial;
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			this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture;
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			this.edgeDetectionMaterial.uniforms[ 'texSize' ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
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			this.edgeDetectionMaterial.uniforms[ 'visibleEdgeColor' ].value = this.tempPulseColor1;
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			this.edgeDetectionMaterial.uniforms[ 'hiddenEdgeColor' ].value = this.tempPulseColor2;
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			renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
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			renderer.clear();
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			this.fsQuad.render( renderer );
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			// 4. Apply Blur on Half res
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			this.fsQuad.material = this.separableBlurMaterial1;
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			this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
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			this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
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			this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = this.edgeThickness;
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			renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
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			renderer.clear();
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			this.fsQuad.render( renderer );
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			this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer1.texture;
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			this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
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			renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
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			renderer.clear();
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			this.fsQuad.render( renderer );
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			// Apply Blur on quarter res
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			this.fsQuad.material = this.separableBlurMaterial2;
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			this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
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			this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
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			renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
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			renderer.clear();
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			this.fsQuad.render( renderer );
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			this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture;
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			this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
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			renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
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			renderer.clear();
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			this.fsQuad.render( renderer );
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			// Blend it additively over the input texture
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			this.fsQuad.material = this.overlayMaterial;
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			this.overlayMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskBuffer.texture;
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			this.overlayMaterial.uniforms[ 'edgeTexture1' ].value = this.renderTargetEdgeBuffer1.texture;
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			this.overlayMaterial.uniforms[ 'edgeTexture2' ].value = this.renderTargetEdgeBuffer2.texture;
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			this.overlayMaterial.uniforms[ 'patternTexture' ].value = this.patternTexture;
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			this.overlayMaterial.uniforms[ 'edgeStrength' ].value = this.edgeStrength;
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			this.overlayMaterial.uniforms[ 'edgeGlow' ].value = this.edgeGlow;
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			this.overlayMaterial.uniforms[ 'usePatternTexture' ].value = this.usePatternTexture;
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						|
			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 };
 |