OutlineEffect.js 12 KB

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  1. import {
  2. BackSide,
  3. Color,
  4. ShaderMaterial,
  5. UniformsLib,
  6. UniformsUtils
  7. } from 'three';
  8. /**
  9. * An outline effect for toon shaders.
  10. *
  11. * Note that this class can only be used with {@link WebGLRenderer}.
  12. * When using {@link WebGPURenderer}, use {@link ToonOutlinePassNode}.
  13. *
  14. * ```js
  15. * const effect = new OutlineEffect( renderer );
  16. *
  17. * function render() {
  18. *
  19. * effect.render( scene, camera );
  20. *
  21. * }
  22. * ```
  23. */
  24. class OutlineEffect {
  25. /**
  26. * Constructs a new outline effect.
  27. *
  28. * @param {WebGLRenderer} renderer - The renderer.
  29. * @param {OutlineEffect~Options} [parameters] - The configuration parameter.
  30. */
  31. constructor( renderer, parameters = {} ) {
  32. this.enabled = true;
  33. const defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
  34. const defaultColor = new Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] );
  35. const defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
  36. const defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
  37. // object.material.uuid -> outlineMaterial or
  38. // object.material[ n ].uuid -> outlineMaterial
  39. // save at the outline material creation and release
  40. // if it's unused removeThresholdCount frames
  41. // unless keepAlive is true.
  42. const cache = {};
  43. const removeThresholdCount = 60;
  44. // outlineMaterial.uuid -> object.material or
  45. // outlineMaterial.uuid -> object.material[ n ]
  46. // save before render and release after render.
  47. const originalMaterials = {};
  48. // object.uuid -> originalOnBeforeRender
  49. // save before render and release after render.
  50. const originalOnBeforeRenders = {};
  51. //this.cache = cache; // for debug
  52. const uniformsOutline = {
  53. outlineThickness: { value: defaultThickness },
  54. outlineColor: { value: defaultColor },
  55. outlineAlpha: { value: defaultAlpha }
  56. };
  57. const vertexShader = [
  58. '#include <common>',
  59. '#include <uv_pars_vertex>',
  60. '#include <displacementmap_pars_vertex>',
  61. '#include <fog_pars_vertex>',
  62. '#include <morphtarget_pars_vertex>',
  63. '#include <skinning_pars_vertex>',
  64. '#include <logdepthbuf_pars_vertex>',
  65. '#include <clipping_planes_pars_vertex>',
  66. 'uniform float outlineThickness;',
  67. 'vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {',
  68. ' float thickness = outlineThickness;',
  69. ' const float ratio = 1.0;', // TODO: support outline thickness ratio for each vertex
  70. ' vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );',
  71. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  72. ' vec4 norm = normalize( pos - pos2 );',
  73. ' return pos + norm * thickness * pos.w * ratio;',
  74. '}',
  75. 'void main() {',
  76. ' #include <uv_vertex>',
  77. ' #include <beginnormal_vertex>',
  78. ' #include <morphnormal_vertex>',
  79. ' #include <skinbase_vertex>',
  80. ' #include <skinnormal_vertex>',
  81. ' #include <begin_vertex>',
  82. ' #include <morphtarget_vertex>',
  83. ' #include <skinning_vertex>',
  84. ' #include <displacementmap_vertex>',
  85. ' #include <project_vertex>',
  86. ' vec3 outlineNormal = - objectNormal;', // the outline material is always rendered with BackSide
  87. ' gl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );',
  88. ' #include <logdepthbuf_vertex>',
  89. ' #include <clipping_planes_vertex>',
  90. ' #include <fog_vertex>',
  91. '}',
  92. ].join( '\n' );
  93. const fragmentShader = [
  94. '#include <common>',
  95. '#include <fog_pars_fragment>',
  96. '#include <logdepthbuf_pars_fragment>',
  97. '#include <clipping_planes_pars_fragment>',
  98. 'uniform vec3 outlineColor;',
  99. 'uniform float outlineAlpha;',
  100. 'void main() {',
  101. ' #include <clipping_planes_fragment>',
  102. ' #include <logdepthbuf_fragment>',
  103. ' gl_FragColor = vec4( outlineColor, outlineAlpha );',
  104. ' #include <tonemapping_fragment>',
  105. ' #include <colorspace_fragment>',
  106. ' #include <fog_fragment>',
  107. ' #include <premultiplied_alpha_fragment>',
  108. '}'
  109. ].join( '\n' );
  110. function createMaterial() {
  111. return new ShaderMaterial( {
  112. type: 'OutlineEffect',
  113. uniforms: UniformsUtils.merge( [
  114. UniformsLib[ 'fog' ],
  115. UniformsLib[ 'displacementmap' ],
  116. uniformsOutline
  117. ] ),
  118. vertexShader: vertexShader,
  119. fragmentShader: fragmentShader,
  120. side: BackSide
  121. } );
  122. }
  123. function getOutlineMaterialFromCache( originalMaterial ) {
  124. let data = cache[ originalMaterial.uuid ];
  125. if ( data === undefined ) {
  126. data = {
  127. material: createMaterial(),
  128. used: true,
  129. keepAlive: defaultKeepAlive,
  130. count: 0
  131. };
  132. cache[ originalMaterial.uuid ] = data;
  133. }
  134. data.used = true;
  135. return data.material;
  136. }
  137. function getOutlineMaterial( originalMaterial ) {
  138. const outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
  139. originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
  140. updateOutlineMaterial( outlineMaterial, originalMaterial );
  141. return outlineMaterial;
  142. }
  143. function isCompatible( object ) {
  144. const geometry = object.geometry;
  145. const hasNormals = ( geometry !== undefined ) && ( geometry.attributes.normal !== undefined );
  146. return ( object.isMesh === true && object.material !== undefined && hasNormals === true );
  147. }
  148. function setOutlineMaterial( object ) {
  149. if ( isCompatible( object ) === false ) return;
  150. if ( Array.isArray( object.material ) ) {
  151. for ( let i = 0, il = object.material.length; i < il; i ++ ) {
  152. object.material[ i ] = getOutlineMaterial( object.material[ i ] );
  153. }
  154. } else {
  155. object.material = getOutlineMaterial( object.material );
  156. }
  157. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  158. object.onBeforeRender = onBeforeRender;
  159. }
  160. function restoreOriginalMaterial( object ) {
  161. if ( isCompatible( object ) === false ) return;
  162. if ( Array.isArray( object.material ) ) {
  163. for ( let i = 0, il = object.material.length; i < il; i ++ ) {
  164. object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
  165. }
  166. } else {
  167. object.material = originalMaterials[ object.material.uuid ];
  168. }
  169. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  170. }
  171. function onBeforeRender( renderer, scene, camera, geometry, material ) {
  172. const originalMaterial = originalMaterials[ material.uuid ];
  173. // just in case
  174. if ( originalMaterial === undefined ) return;
  175. updateUniforms( material, originalMaterial );
  176. }
  177. function updateUniforms( material, originalMaterial ) {
  178. const outlineParameters = originalMaterial.userData.outlineParameters;
  179. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  180. if ( outlineParameters !== undefined ) {
  181. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  182. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.fromArray( outlineParameters.color );
  183. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  184. }
  185. if ( originalMaterial.displacementMap ) {
  186. material.uniforms.displacementMap.value = originalMaterial.displacementMap;
  187. material.uniforms.displacementScale.value = originalMaterial.displacementScale;
  188. material.uniforms.displacementBias.value = originalMaterial.displacementBias;
  189. }
  190. }
  191. function updateOutlineMaterial( material, originalMaterial ) {
  192. if ( material.name === 'invisible' ) return;
  193. const outlineParameters = originalMaterial.userData.outlineParameters;
  194. material.fog = originalMaterial.fog;
  195. material.toneMapped = originalMaterial.toneMapped;
  196. material.premultipliedAlpha = originalMaterial.premultipliedAlpha;
  197. material.displacementMap = originalMaterial.displacementMap;
  198. if ( outlineParameters !== undefined ) {
  199. if ( originalMaterial.visible === false ) {
  200. material.visible = false;
  201. } else {
  202. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  203. }
  204. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  205. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  206. } else {
  207. material.transparent = originalMaterial.transparent;
  208. material.visible = originalMaterial.visible;
  209. }
  210. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  211. if ( originalMaterial.clippingPlanes ) {
  212. material.clipping = true;
  213. material.clippingPlanes = originalMaterial.clippingPlanes;
  214. material.clipIntersection = originalMaterial.clipIntersection;
  215. material.clipShadows = originalMaterial.clipShadows;
  216. }
  217. material.version = originalMaterial.version; // update outline material if necessary
  218. }
  219. function cleanupCache() {
  220. let keys;
  221. // clear originalMaterials
  222. keys = Object.keys( originalMaterials );
  223. for ( let i = 0, il = keys.length; i < il; i ++ ) {
  224. originalMaterials[ keys[ i ] ] = undefined;
  225. }
  226. // clear originalOnBeforeRenders
  227. keys = Object.keys( originalOnBeforeRenders );
  228. for ( let i = 0, il = keys.length; i < il; i ++ ) {
  229. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  230. }
  231. // remove unused outlineMaterial from cache
  232. keys = Object.keys( cache );
  233. for ( let i = 0, il = keys.length; i < il; i ++ ) {
  234. const key = keys[ i ];
  235. if ( cache[ key ].used === false ) {
  236. cache[ key ].count ++;
  237. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  238. delete cache[ key ];
  239. }
  240. } else {
  241. cache[ key ].used = false;
  242. cache[ key ].count = 0;
  243. }
  244. }
  245. }
  246. /**
  247. * When using this effect, this method should be called instead of the
  248. * default {@link WebGLRenderer#render}.
  249. *
  250. * @param {Object3D} scene - The scene to render.
  251. * @param {Camera} camera - The camera.
  252. */
  253. this.render = function ( scene, camera ) {
  254. if ( this.enabled === false ) {
  255. renderer.render( scene, camera );
  256. return;
  257. }
  258. const currentAutoClear = renderer.autoClear;
  259. renderer.autoClear = this.autoClear;
  260. renderer.render( scene, camera );
  261. renderer.autoClear = currentAutoClear;
  262. this.renderOutline( scene, camera );
  263. };
  264. /**
  265. * This method can be used to render outlines in VR.
  266. *
  267. * ```js
  268. * const effect = new OutlineEffect( renderer );
  269. * let renderingOutline = false;
  270. *
  271. * scene.onAfterRender = function () {
  272. *
  273. * if ( renderingOutline ) return;
  274. *
  275. * renderingOutline = true;
  276. * effect.renderOutline( scene, camera );
  277. * renderingOutline = false;
  278. * };
  279. *
  280. * function render() {
  281. * renderer.render( scene, camera );
  282. * }
  283. * ```
  284. *
  285. * @param {Object3D} scene - The scene to render.
  286. * @param {Camera} camera - The camera.
  287. */
  288. this.renderOutline = function ( scene, camera ) {
  289. const currentAutoClear = renderer.autoClear;
  290. const currentSceneAutoUpdate = scene.matrixWorldAutoUpdate;
  291. const currentSceneBackground = scene.background;
  292. const currentShadowMapEnabled = renderer.shadowMap.enabled;
  293. scene.matrixWorldAutoUpdate = false;
  294. scene.background = null;
  295. renderer.autoClear = false;
  296. renderer.shadowMap.enabled = false;
  297. scene.traverse( setOutlineMaterial );
  298. renderer.render( scene, camera );
  299. scene.traverse( restoreOriginalMaterial );
  300. cleanupCache();
  301. scene.matrixWorldAutoUpdate = currentSceneAutoUpdate;
  302. scene.background = currentSceneBackground;
  303. renderer.autoClear = currentAutoClear;
  304. renderer.shadowMap.enabled = currentShadowMapEnabled;
  305. };
  306. /**
  307. * Resizes the effect.
  308. *
  309. * @param {number} width - The width of the effect in logical pixels.
  310. * @param {number} height - The height of the effect in logical pixels.
  311. */
  312. this.setSize = function ( width, height ) {
  313. renderer.setSize( width, height );
  314. };
  315. }
  316. }
  317. /**
  318. * This type represents configuration settings of `OutlineEffect`.
  319. *
  320. * @typedef {Object} OutlineEffect~Options
  321. * @property {number} [defaultThickness=0.003] - The outline thickness.
  322. * @property {Array<number>} [defaultColor=[0,0,0]] - The outline color.
  323. * @property {number} [defaultAlpha=1] - The outline alpha value.
  324. * @property {boolean} [defaultKeepAlive=false] - Whether to keep alive cached internal materials or not.
  325. **/
  326. export { OutlineEffect };
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