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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 originalMaterials | |
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 }; | |