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540 lines
13 KiB
540 lines
13 KiB
6 months ago
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import {
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BackSide,
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Color,
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ShaderMaterial,
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UniformsLib,
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UniformsUtils
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} from 'three';
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/**
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* Reference: https://en.wikipedia.org/wiki/Cel_shading
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*
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* API
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*
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* 1. Traditional
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*
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* const effect = new OutlineEffect( renderer );
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*
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* function render() {
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*
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* effect.render( scene, camera );
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*
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* }
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*
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* 2. VR compatible
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*
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* const effect = new OutlineEffect( renderer );
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* let renderingOutline = false;
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*
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* scene.onAfterRender = function () {
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*
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* if ( renderingOutline ) return;
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*
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* renderingOutline = true;
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*
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* effect.renderOutline( scene, camera );
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*
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* renderingOutline = false;
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*
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* };
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*
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* function render() {
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*
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* renderer.render( scene, camera );
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*
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* }
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*
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* // How to set default outline parameters
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* new OutlineEffect( renderer, {
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* defaultThickness: 0.01,
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* defaultColor: [ 0, 0, 0 ],
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* defaultAlpha: 0.8,
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* defaultKeepAlive: true // keeps outline material in cache even if material is removed from scene
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* } );
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*
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* // How to set outline parameters for each material
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* material.userData.outlineParameters = {
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* thickness: 0.01,
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* color: [ 0, 0, 0 ],
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* alpha: 0.8,
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* visible: true,
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* keepAlive: true
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* };
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*/
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class OutlineEffect {
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constructor( renderer, parameters = {} ) {
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this.enabled = true;
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const defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
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const defaultColor = new Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] );
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const defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
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const defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
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// object.material.uuid -> outlineMaterial or
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// object.material[ n ].uuid -> outlineMaterial
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// save at the outline material creation and release
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// if it's unused removeThresholdCount frames
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// unless keepAlive is true.
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const cache = {};
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const removeThresholdCount = 60;
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// outlineMaterial.uuid -> object.material or
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// outlineMaterial.uuid -> object.material[ n ]
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// save before render and release after render.
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const originalMaterials = {};
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// object.uuid -> originalOnBeforeRender
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// save before render and release after render.
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const originalOnBeforeRenders = {};
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//this.cache = cache; // for debug
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const uniformsOutline = {
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outlineThickness: { value: defaultThickness },
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outlineColor: { value: defaultColor },
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outlineAlpha: { value: defaultAlpha }
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};
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const vertexShader = [
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'#include <common>',
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'#include <uv_pars_vertex>',
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'#include <displacementmap_pars_vertex>',
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'#include <fog_pars_vertex>',
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'#include <morphtarget_pars_vertex>',
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'#include <skinning_pars_vertex>',
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'#include <logdepthbuf_pars_vertex>',
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'#include <clipping_planes_pars_vertex>',
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'uniform float outlineThickness;',
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'vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {',
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' float thickness = outlineThickness;',
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' const float ratio = 1.0;', // TODO: support outline thickness ratio for each vertex
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' vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );',
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// NOTE: subtract pos2 from pos because BackSide objectNormal is negative
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' vec4 norm = normalize( pos - pos2 );',
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' return pos + norm * thickness * pos.w * ratio;',
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'}',
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'void main() {',
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' #include <uv_vertex>',
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' #include <beginnormal_vertex>',
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' #include <morphnormal_vertex>',
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' #include <skinbase_vertex>',
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' #include <skinnormal_vertex>',
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' #include <begin_vertex>',
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' #include <morphtarget_vertex>',
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' #include <skinning_vertex>',
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' #include <displacementmap_vertex>',
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' #include <project_vertex>',
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' vec3 outlineNormal = - objectNormal;', // the outline material is always rendered with BackSide
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' gl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );',
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' #include <logdepthbuf_vertex>',
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' #include <clipping_planes_vertex>',
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' #include <fog_vertex>',
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'}',
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].join( '\n' );
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const fragmentShader = [
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'#include <common>',
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'#include <fog_pars_fragment>',
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'#include <logdepthbuf_pars_fragment>',
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'#include <clipping_planes_pars_fragment>',
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'uniform vec3 outlineColor;',
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'uniform float outlineAlpha;',
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'void main() {',
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' #include <clipping_planes_fragment>',
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' #include <logdepthbuf_fragment>',
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' gl_FragColor = vec4( outlineColor, outlineAlpha );',
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' #include <tonemapping_fragment>',
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' #include <colorspace_fragment>',
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' #include <fog_fragment>',
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' #include <premultiplied_alpha_fragment>',
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'}'
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].join( '\n' );
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function createMaterial() {
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return new ShaderMaterial( {
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type: 'OutlineEffect',
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uniforms: UniformsUtils.merge( [
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UniformsLib[ 'fog' ],
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UniformsLib[ 'displacementmap' ],
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uniformsOutline
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] ),
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vertexShader: vertexShader,
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fragmentShader: fragmentShader,
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side: BackSide
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} );
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}
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function getOutlineMaterialFromCache( originalMaterial ) {
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let data = cache[ originalMaterial.uuid ];
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if ( data === undefined ) {
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data = {
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material: createMaterial(),
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used: true,
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keepAlive: defaultKeepAlive,
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count: 0
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};
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cache[ originalMaterial.uuid ] = data;
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}
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data.used = true;
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return data.material;
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}
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function getOutlineMaterial( originalMaterial ) {
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const outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
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originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
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updateOutlineMaterial( outlineMaterial, originalMaterial );
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return outlineMaterial;
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}
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function isCompatible( object ) {
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const geometry = object.geometry;
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const hasNormals = ( geometry !== undefined ) && ( geometry.attributes.normal !== undefined );
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return ( object.isMesh === true && object.material !== undefined && hasNormals === true );
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}
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function setOutlineMaterial( object ) {
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if ( isCompatible( object ) === false ) return;
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if ( Array.isArray( object.material ) ) {
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for ( let i = 0, il = object.material.length; i < il; i ++ ) {
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object.material[ i ] = getOutlineMaterial( object.material[ i ] );
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}
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} else {
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object.material = getOutlineMaterial( object.material );
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}
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originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
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object.onBeforeRender = onBeforeRender;
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}
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function restoreOriginalMaterial( object ) {
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if ( isCompatible( object ) === false ) return;
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if ( Array.isArray( object.material ) ) {
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for ( let i = 0, il = object.material.length; i < il; i ++ ) {
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object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
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}
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} else {
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object.material = originalMaterials[ object.material.uuid ];
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}
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object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
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}
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function onBeforeRender( renderer, scene, camera, geometry, material ) {
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const originalMaterial = originalMaterials[ material.uuid ];
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// just in case
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if ( originalMaterial === undefined ) return;
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updateUniforms( material, originalMaterial );
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}
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function updateUniforms( material, originalMaterial ) {
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const outlineParameters = originalMaterial.userData.outlineParameters;
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material.uniforms.outlineAlpha.value = originalMaterial.opacity;
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if ( outlineParameters !== undefined ) {
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if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
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if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.fromArray( outlineParameters.color );
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if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
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}
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if ( originalMaterial.displacementMap ) {
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material.uniforms.displacementMap.value = originalMaterial.displacementMap;
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material.uniforms.displacementScale.value = originalMaterial.displacementScale;
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material.uniforms.displacementBias.value = originalMaterial.displacementBias;
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}
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}
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function updateOutlineMaterial( material, originalMaterial ) {
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if ( material.name === 'invisible' ) return;
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const outlineParameters = originalMaterial.userData.outlineParameters;
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material.fog = originalMaterial.fog;
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material.toneMapped = originalMaterial.toneMapped;
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material.premultipliedAlpha = originalMaterial.premultipliedAlpha;
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material.displacementMap = originalMaterial.displacementMap;
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if ( outlineParameters !== undefined ) {
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if ( originalMaterial.visible === false ) {
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material.visible = false;
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} else {
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material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
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}
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material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
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if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
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} else {
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material.transparent = originalMaterial.transparent;
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material.visible = originalMaterial.visible;
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}
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if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
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if ( originalMaterial.clippingPlanes ) {
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material.clipping = true;
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material.clippingPlanes = originalMaterial.clippingPlanes;
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material.clipIntersection = originalMaterial.clipIntersection;
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material.clipShadows = originalMaterial.clipShadows;
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}
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material.version = originalMaterial.version; // update outline material if necessary
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}
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function cleanupCache() {
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let keys;
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// clear originialMaterials
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keys = Object.keys( originalMaterials );
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for ( let i = 0, il = keys.length; i < il; i ++ ) {
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originalMaterials[ keys[ i ] ] = undefined;
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}
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// clear originalOnBeforeRenders
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keys = Object.keys( originalOnBeforeRenders );
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for ( let i = 0, il = keys.length; i < il; i ++ ) {
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originalOnBeforeRenders[ keys[ i ] ] = undefined;
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}
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// remove unused outlineMaterial from cache
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keys = Object.keys( cache );
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for ( let i = 0, il = keys.length; i < il; i ++ ) {
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const key = keys[ i ];
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if ( cache[ key ].used === false ) {
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cache[ key ].count ++;
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if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
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delete cache[ key ];
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}
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} else {
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cache[ key ].used = false;
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cache[ key ].count = 0;
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}
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}
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}
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this.render = function ( scene, camera ) {
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if ( this.enabled === false ) {
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renderer.render( scene, camera );
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return;
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}
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const currentAutoClear = renderer.autoClear;
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renderer.autoClear = this.autoClear;
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renderer.render( scene, camera );
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renderer.autoClear = currentAutoClear;
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this.renderOutline( scene, camera );
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};
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this.renderOutline = function ( scene, camera ) {
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const currentAutoClear = renderer.autoClear;
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const currentSceneAutoUpdate = scene.matrixWorldAutoUpdate;
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const currentSceneBackground = scene.background;
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const currentShadowMapEnabled = renderer.shadowMap.enabled;
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scene.matrixWorldAutoUpdate = false;
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scene.background = null;
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renderer.autoClear = false;
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renderer.shadowMap.enabled = false;
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scene.traverse( setOutlineMaterial );
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renderer.render( scene, camera );
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scene.traverse( restoreOriginalMaterial );
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cleanupCache();
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scene.matrixWorldAutoUpdate = currentSceneAutoUpdate;
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scene.background = currentSceneBackground;
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renderer.autoClear = currentAutoClear;
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renderer.shadowMap.enabled = currentShadowMapEnabled;
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};
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/*
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* See #9918
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*
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* The following property copies and wrapper methods enable
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* OutlineEffect to be called from other *Effect, like
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*
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* effect = new StereoEffect( new OutlineEffect( renderer ) );
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*
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* function render () {
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*
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* effect.render( scene, camera );
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*
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* }
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*/
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this.autoClear = renderer.autoClear;
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this.domElement = renderer.domElement;
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this.shadowMap = renderer.shadowMap;
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this.clear = function ( color, depth, stencil ) {
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renderer.clear( color, depth, stencil );
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};
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this.getPixelRatio = function () {
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return renderer.getPixelRatio();
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};
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this.setPixelRatio = function ( value ) {
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renderer.setPixelRatio( value );
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};
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this.getSize = function ( target ) {
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return renderer.getSize( target );
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};
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this.setSize = function ( width, height, updateStyle ) {
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renderer.setSize( width, height, updateStyle );
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};
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this.setViewport = function ( x, y, width, height ) {
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renderer.setViewport( x, y, width, height );
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};
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this.setScissor = function ( x, y, width, height ) {
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renderer.setScissor( x, y, width, height );
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};
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this.setScissorTest = function ( boolean ) {
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renderer.setScissorTest( boolean );
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};
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this.setRenderTarget = function ( renderTarget ) {
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renderer.setRenderTarget( renderTarget );
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};
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}
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}
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export { OutlineEffect };
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