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6 months ago
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 };