OutlineEffect.js 13 KB

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  1. /**
  2. * @author takahirox / http://github.com/takahirox/
  3. *
  4. * Reference: https://en.wikipedia.org/wiki/Cel_shading
  5. *
  6. * // How to set default outline parameters
  7. * new THREE.OutlineEffect( renderer, {
  8. * defaultThickness: 0.01,
  9. * defaultColor: [ 0, 0, 0 ],
  10. * defaultAlpha: 0.8,
  11. * defaultKeepAlive: true // keeps outline material in cache even if material is removed from scene
  12. * } );
  13. *
  14. * // How to set outline parameters for each material
  15. * material.userData.outlineParameters = {
  16. * thickness: 0.01,
  17. * color: [ 0, 0, 0 ]
  18. * alpha: 0.8,
  19. * visible: true,
  20. * keepAlive: true
  21. * };
  22. *
  23. * TODO
  24. * - support shader material without objectNormal in its vertexShader
  25. */
  26. THREE.OutlineEffect = function ( renderer, parameters ) {
  27. parameters = parameters || {};
  28. this.enabled = true;
  29. var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
  30. var defaultColor = new THREE.Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] );
  31. var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
  32. var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
  33. // object.material.uuid -> outlineMaterial or
  34. // object.material[ n ].uuid -> outlineMaterial
  35. // save at the outline material creation and release
  36. // if it's unused removeThresholdCount frames
  37. // unless keepAlive is true.
  38. var cache = {};
  39. var removeThresholdCount = 60;
  40. // outlineMaterial.uuid -> object.material or
  41. // outlineMaterial.uuid -> object.material[ n ]
  42. // save before render and release after render.
  43. var originalMaterials = {};
  44. // object.uuid -> originalOnBeforeRender
  45. // save before render and release after render.
  46. var originalOnBeforeRenders = {};
  47. //this.cache = cache; // for debug
  48. // copied from WebGLPrograms and removed some materials
  49. var shaderIDs = {
  50. MeshBasicMaterial: 'basic',
  51. MeshLambertMaterial: 'lambert',
  52. MeshPhongMaterial: 'phong',
  53. MeshToonMaterial: 'phong',
  54. MeshStandardMaterial: 'physical',
  55. MeshPhysicalMaterial: 'physical'
  56. };
  57. var uniformsChunk = {
  58. outlineThickness: { type: "f", value: defaultThickness },
  59. outlineColor: { type: "c", value: defaultColor },
  60. outlineAlpha: { type: "f", value: defaultAlpha }
  61. };
  62. var vertexShaderChunk = [
  63. "#include <fog_pars_vertex>",
  64. "uniform float outlineThickness;",
  65. "vec4 calculateOutline( vec4 pos, vec3 objectNormal, vec4 skinned ) {",
  66. " float thickness = outlineThickness;",
  67. " const float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
  68. " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
  69. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  70. " vec4 norm = normalize( pos - pos2 );",
  71. " return pos + norm * thickness * pos.w * ratio;",
  72. "}"
  73. ].join( "\n" );
  74. var vertexShaderChunk2 = [
  75. "#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( TOON ) && ! defined( PHYSICAL )",
  76. " #ifndef USE_ENVMAP",
  77. " vec3 objectNormal = normalize( normal );",
  78. " #endif",
  79. "#endif",
  80. "#ifdef FLIP_SIDED",
  81. " objectNormal = -objectNormal;",
  82. "#endif",
  83. "#ifdef DECLARE_TRANSFORMED",
  84. " vec3 transformed = vec3( position );",
  85. "#endif",
  86. "gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );",
  87. "#include <fog_vertex>"
  88. ].join( "\n" );
  89. var fragmentShader = [
  90. "#include <common>",
  91. "#include <fog_pars_fragment>",
  92. "uniform vec3 outlineColor;",
  93. "uniform float outlineAlpha;",
  94. "void main() {",
  95. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  96. " #include <fog_fragment>",
  97. "}"
  98. ].join( "\n" );
  99. function createInvisibleMaterial() {
  100. return new THREE.ShaderMaterial( { name: 'invisible', visible: false } );
  101. }
  102. function createMaterial( originalMaterial ) {
  103. var shaderID = shaderIDs[ originalMaterial.type ];
  104. var originalUniforms, originalVertexShader;
  105. var outlineParameters = originalMaterial.userData.outlineParameters;
  106. if ( shaderID !== undefined ) {
  107. var shader = THREE.ShaderLib[ shaderID ];
  108. originalUniforms = shader.uniforms;
  109. originalVertexShader = shader.vertexShader;
  110. } else if ( originalMaterial.isRawShaderMaterial === true ) {
  111. originalUniforms = originalMaterial.uniforms;
  112. originalVertexShader = originalMaterial.vertexShader;
  113. if ( ! /attribute\s+vec3\s+position\s*;/.test( originalVertexShader ) ||
  114. ! /attribute\s+vec3\s+normal\s*;/.test( originalVertexShader ) ) {
  115. console.warn( 'THREE.OutlineEffect requires both vec3 position and normal attributes in vertex shader, ' +
  116. 'does not draw outline for ' + originalMaterial.name + '(uuid:' + originalMaterial.uuid + ') material.' );
  117. return createInvisibleMaterial();
  118. }
  119. } else if ( originalMaterial.isShaderMaterial === true ) {
  120. originalUniforms = originalMaterial.uniforms;
  121. originalVertexShader = originalMaterial.vertexShader;
  122. } else {
  123. return createInvisibleMaterial();
  124. }
  125. var uniforms = Object.assign( {}, originalUniforms, uniformsChunk );
  126. var vertexShader = originalVertexShader
  127. // put vertexShaderChunk right before "void main() {...}"
  128. .replace( /void\s+main\s*\(\s*\)/, vertexShaderChunk + '\nvoid main()' )
  129. // put vertexShaderChunk2 the end of "void main() {...}"
  130. // Note: here assums originalVertexShader ends with "}" of "void main() {...}"
  131. .replace( /\}\s*$/, vertexShaderChunk2 + '\n}' )
  132. // remove any light related lines
  133. // Note: here is very sensitive to originalVertexShader
  134. // TODO: consider safer way
  135. .replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
  136. var defines = {};
  137. if ( ! /vec3\s+transformed\s*=/.test( originalVertexShader ) &&
  138. ! /#include\s+<begin_vertex>/.test( originalVertexShader ) ) defines.DECLARE_TRANSFORMED = true;
  139. return new THREE.ShaderMaterial( {
  140. defines: defines,
  141. uniforms: uniforms,
  142. vertexShader: vertexShader,
  143. fragmentShader: fragmentShader,
  144. side: THREE.BackSide,
  145. //wireframe: true,
  146. skinning: false,
  147. morphTargets: false,
  148. morphNormals: false,
  149. fog: false
  150. } );
  151. }
  152. function getOutlineMaterialFromCache( originalMaterial ) {
  153. var data = cache[ originalMaterial.uuid ];
  154. if ( data === undefined ) {
  155. data = {
  156. material: createMaterial( originalMaterial ),
  157. used: true,
  158. keepAlive: defaultKeepAlive,
  159. count: 0
  160. };
  161. cache[ originalMaterial.uuid ] = data;
  162. }
  163. data.used = true;
  164. return data.material;
  165. }
  166. function getOutlineMaterial( originalMaterial ) {
  167. var outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
  168. originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
  169. updateOutlineMaterial( outlineMaterial, originalMaterial );
  170. return outlineMaterial;
  171. }
  172. function setOutlineMaterial( object ) {
  173. if ( object.material === undefined ) return;
  174. if ( Array.isArray( object.material ) ) {
  175. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  176. object.material[ i ] = getOutlineMaterial( object.material[ i ] );
  177. }
  178. } else {
  179. object.material = getOutlineMaterial( object.material );
  180. }
  181. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  182. object.onBeforeRender = onBeforeRender;
  183. }
  184. function restoreOriginalMaterial( object ) {
  185. if ( object.material === undefined ) return;
  186. if ( Array.isArray( object.material ) ) {
  187. for ( var i = 0, il = object.material.length; i < il; i ++ ) {
  188. object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
  189. }
  190. } else {
  191. object.material = originalMaterials[ object.material.uuid ];
  192. }
  193. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  194. }
  195. function onBeforeRender( renderer, scene, camera, geometry, material, group ) {
  196. var originalMaterial = originalMaterials[ material.uuid ];
  197. // just in case
  198. if ( originalMaterial === undefined ) return;
  199. updateUniforms( material, originalMaterial );
  200. }
  201. function updateUniforms( material, originalMaterial ) {
  202. var outlineParameters = originalMaterial.userData.outlineParameters;
  203. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  204. if ( outlineParameters !== undefined ) {
  205. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  206. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.fromArray( outlineParameters.color );
  207. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  208. }
  209. }
  210. function updateOutlineMaterial( material, originalMaterial ) {
  211. if ( material.name === 'invisible' ) return;
  212. var outlineParameters = originalMaterial.userData.outlineParameters;
  213. material.skinning = originalMaterial.skinning;
  214. material.morphTargets = originalMaterial.morphTargets;
  215. material.morphNormals = originalMaterial.morphNormals;
  216. material.fog = originalMaterial.fog;
  217. if ( outlineParameters !== undefined ) {
  218. if ( originalMaterial.visible === false ) {
  219. material.visible = false;
  220. } else {
  221. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  222. }
  223. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  224. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  225. } else {
  226. material.transparent = originalMaterial.transparent;
  227. material.visible = originalMaterial.visible;
  228. }
  229. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  230. }
  231. function cleanupCache() {
  232. var keys;
  233. // clear originialMaterials
  234. keys = Object.keys( originalMaterials );
  235. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  236. originalMaterials[ keys[ i ] ] = undefined;
  237. }
  238. // clear originalOnBeforeRenders
  239. keys = Object.keys( originalOnBeforeRenders );
  240. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  241. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  242. }
  243. // remove unused outlineMaterial from cache
  244. keys = Object.keys( cache );
  245. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  246. var key = keys[ i ];
  247. if ( cache[ key ].used === false ) {
  248. cache[ key ].count++;
  249. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  250. delete cache[ key ];
  251. }
  252. } else {
  253. cache[ key ].used = false;
  254. cache[ key ].count = 0;
  255. }
  256. }
  257. }
  258. this.render = function ( scene, camera, renderTarget, forceClear ) {
  259. if ( this.enabled === false ) {
  260. renderer.render( scene, camera, renderTarget, forceClear );
  261. return;
  262. }
  263. var currentAutoClear = renderer.autoClear;
  264. renderer.autoClear = this.autoClear;
  265. // 1. render normally
  266. renderer.render( scene, camera, renderTarget, forceClear );
  267. // 2. render outline
  268. var currentSceneAutoUpdate = scene.autoUpdate;
  269. var currentSceneBackground = scene.background;
  270. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  271. scene.autoUpdate = false;
  272. scene.background = null;
  273. renderer.autoClear = false;
  274. renderer.shadowMap.enabled = false;
  275. scene.traverse( setOutlineMaterial );
  276. renderer.render( scene, camera, renderTarget );
  277. scene.traverse( restoreOriginalMaterial );
  278. cleanupCache();
  279. scene.autoUpdate = currentSceneAutoUpdate;
  280. scene.background = currentSceneBackground;
  281. renderer.autoClear = currentAutoClear;
  282. renderer.shadowMap.enabled = currentShadowMapEnabled;
  283. };
  284. /*
  285. * See #9918
  286. *
  287. * The following property copies and wrapper methods enable
  288. * THREE.OutlineEffect to be called from other *Effect, like
  289. *
  290. * effect = new THREE.StereoEffect( new THREE.OutlineEffect( renderer ) );
  291. *
  292. * function render () {
  293. *
  294. * effect.render( scene, camera );
  295. *
  296. * }
  297. */
  298. this.autoClear = renderer.autoClear;
  299. this.domElement = renderer.domElement;
  300. this.shadowMap = renderer.shadowMap;
  301. this.clear = function ( color, depth, stencil ) {
  302. renderer.clear( color, depth, stencil );
  303. };
  304. this.getPixelRatio = function () {
  305. return renderer.getPixelRatio();
  306. };
  307. this.setPixelRatio = function ( value ) {
  308. renderer.setPixelRatio( value );
  309. };
  310. this.getSize = function () {
  311. return renderer.getSize();
  312. };
  313. this.setSize = function ( width, height, updateStyle ) {
  314. renderer.setSize( width, height, updateStyle );
  315. };
  316. this.setViewport = function ( x, y, width, height ) {
  317. renderer.setViewport( x, y, width, height );
  318. };
  319. this.setScissor = function ( x, y, width, height ) {
  320. renderer.setScissor( x, y, width, height );
  321. };
  322. this.setScissorTest = function ( boolean ) {
  323. renderer.setScissorTest( boolean );
  324. };
  325. this.setRenderTarget = function ( renderTarget ) {
  326. renderer.setRenderTarget( renderTarget );
  327. };
  328. };