OutlinePass.js 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640
  1. import {
  2. AdditiveBlending,
  3. Color,
  4. DoubleSide,
  5. HalfFloatType,
  6. Matrix4,
  7. MeshDepthMaterial,
  8. NoBlending,
  9. RGBADepthPacking,
  10. ShaderMaterial,
  11. UniformsUtils,
  12. Vector2,
  13. Vector3,
  14. WebGLRenderTarget
  15. } from 'three';
  16. import { Pass, FullScreenQuad } from './Pass.js';
  17. import { CopyShader } from '../shaders/CopyShader.js';
  18. class OutlinePass extends Pass {
  19. constructor( resolution, scene, camera, selectedObjects ) {
  20. super();
  21. this.renderScene = scene;
  22. this.renderCamera = camera;
  23. this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
  24. this.visibleEdgeColor = new Color( 1, 1, 1 );
  25. this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 );
  26. this.edgeGlow = 0.0;
  27. this.usePatternTexture = false;
  28. this.edgeThickness = 1.0;
  29. this.edgeStrength = 3.0;
  30. this.downSampleRatio = 2;
  31. this.pulsePeriod = 0;
  32. this._visibilityCache = new Map();
  33. this._selectionCache = new Set();
  34. this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
  35. const resx = Math.round( this.resolution.x / this.downSampleRatio );
  36. const resy = Math.round( this.resolution.y / this.downSampleRatio );
  37. this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y );
  38. this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
  39. this.renderTargetMaskBuffer.texture.generateMipmaps = false;
  40. this.depthMaterial = new MeshDepthMaterial();
  41. this.depthMaterial.side = DoubleSide;
  42. this.depthMaterial.depthPacking = RGBADepthPacking;
  43. this.depthMaterial.blending = NoBlending;
  44. this.prepareMaskMaterial = this.getPrepareMaskMaterial();
  45. this.prepareMaskMaterial.side = DoubleSide;
  46. this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
  47. this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { type: HalfFloatType } );
  48. this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
  49. this.renderTargetDepthBuffer.texture.generateMipmaps = false;
  50. this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
  51. this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
  52. this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
  53. this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
  54. this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
  55. this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
  56. this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } );
  57. this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
  58. this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
  59. this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
  60. this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
  61. this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
  62. this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
  63. this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } );
  64. this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
  65. this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
  66. const MAX_EDGE_THICKNESS = 4;
  67. const MAX_EDGE_GLOW = 4;
  68. this.separableBlurMaterial1 = this.getSeparableBlurMaterial( MAX_EDGE_THICKNESS );
  69. this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
  70. this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;
  71. this.separableBlurMaterial2 = this.getSeparableBlurMaterial( MAX_EDGE_GLOW );
  72. this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
  73. this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW;
  74. // Overlay material
  75. this.overlayMaterial = this.getOverlayMaterial();
  76. // copy material
  77. const copyShader = CopyShader;
  78. this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
  79. this.materialCopy = new ShaderMaterial( {
  80. uniforms: this.copyUniforms,
  81. vertexShader: copyShader.vertexShader,
  82. fragmentShader: copyShader.fragmentShader,
  83. blending: NoBlending,
  84. depthTest: false,
  85. depthWrite: false
  86. } );
  87. this.enabled = true;
  88. this.needsSwap = false;
  89. this._oldClearColor = new Color();
  90. this.oldClearAlpha = 1;
  91. this.fsQuad = new FullScreenQuad( null );
  92. this.tempPulseColor1 = new Color();
  93. this.tempPulseColor2 = new Color();
  94. this.textureMatrix = new Matrix4();
  95. function replaceDepthToViewZ( string, camera ) {
  96. const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
  97. return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
  98. }
  99. }
  100. dispose() {
  101. this.renderTargetMaskBuffer.dispose();
  102. this.renderTargetDepthBuffer.dispose();
  103. this.renderTargetMaskDownSampleBuffer.dispose();
  104. this.renderTargetBlurBuffer1.dispose();
  105. this.renderTargetBlurBuffer2.dispose();
  106. this.renderTargetEdgeBuffer1.dispose();
  107. this.renderTargetEdgeBuffer2.dispose();
  108. this.depthMaterial.dispose();
  109. this.prepareMaskMaterial.dispose();
  110. this.edgeDetectionMaterial.dispose();
  111. this.separableBlurMaterial1.dispose();
  112. this.separableBlurMaterial2.dispose();
  113. this.overlayMaterial.dispose();
  114. this.materialCopy.dispose();
  115. this.fsQuad.dispose();
  116. }
  117. setSize( width, height ) {
  118. this.renderTargetMaskBuffer.setSize( width, height );
  119. this.renderTargetDepthBuffer.setSize( width, height );
  120. let resx = Math.round( width / this.downSampleRatio );
  121. let resy = Math.round( height / this.downSampleRatio );
  122. this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
  123. this.renderTargetBlurBuffer1.setSize( resx, resy );
  124. this.renderTargetEdgeBuffer1.setSize( resx, resy );
  125. this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
  126. resx = Math.round( resx / 2 );
  127. resy = Math.round( resy / 2 );
  128. this.renderTargetBlurBuffer2.setSize( resx, resy );
  129. this.renderTargetEdgeBuffer2.setSize( resx, resy );
  130. this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( resx, resy );
  131. }
  132. updateSelectionCache() {
  133. const cache = this._selectionCache;
  134. function gatherSelectedMeshesCallBack( object ) {
  135. if ( object.isMesh ) cache.add( object );
  136. }
  137. cache.clear();
  138. for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
  139. const selectedObject = this.selectedObjects[ i ];
  140. selectedObject.traverse( gatherSelectedMeshesCallBack );
  141. }
  142. }
  143. changeVisibilityOfSelectedObjects( bVisible ) {
  144. const cache = this._visibilityCache;
  145. for ( const mesh of this._selectionCache ) {
  146. if ( bVisible === true ) {
  147. mesh.visible = cache.get( mesh );
  148. } else {
  149. cache.set( mesh, mesh.visible );
  150. mesh.visible = bVisible;
  151. }
  152. }
  153. }
  154. changeVisibilityOfNonSelectedObjects( bVisible ) {
  155. const visibilityCache = this._visibilityCache;
  156. const selectionCache = this._selectionCache;
  157. function VisibilityChangeCallBack( object ) {
  158. if ( object.isMesh || object.isSprite ) {
  159. // only meshes and sprites are supported by OutlinePass
  160. if ( ! selectionCache.has( object ) ) {
  161. const visibility = object.visible;
  162. if ( bVisible === false || visibilityCache.get( object ) === true ) {
  163. object.visible = bVisible;
  164. }
  165. visibilityCache.set( object, visibility );
  166. }
  167. } else if ( object.isPoints || object.isLine ) {
  168. // the visibility of points and lines is always set to false in order to
  169. // not affect the outline computation
  170. if ( bVisible === true ) {
  171. object.visible = visibilityCache.get( object ); // restore
  172. } else {
  173. visibilityCache.set( object, object.visible );
  174. object.visible = bVisible;
  175. }
  176. }
  177. }
  178. this.renderScene.traverse( VisibilityChangeCallBack );
  179. }
  180. updateTextureMatrix() {
  181. this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
  182. 0.0, 0.5, 0.0, 0.5,
  183. 0.0, 0.0, 0.5, 0.5,
  184. 0.0, 0.0, 0.0, 1.0 );
  185. this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
  186. this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
  187. }
  188. render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  189. if ( this.selectedObjects.length > 0 ) {
  190. renderer.getClearColor( this._oldClearColor );
  191. this.oldClearAlpha = renderer.getClearAlpha();
  192. const oldAutoClear = renderer.autoClear;
  193. renderer.autoClear = false;
  194. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  195. renderer.setClearColor( 0xffffff, 1 );
  196. this.updateSelectionCache();
  197. // Make selected objects invisible
  198. this.changeVisibilityOfSelectedObjects( false );
  199. const currentBackground = this.renderScene.background;
  200. const currentOverrideMaterial = this.renderScene.overrideMaterial;
  201. this.renderScene.background = null;
  202. // 1. Draw Non Selected objects in the depth buffer
  203. this.renderScene.overrideMaterial = this.depthMaterial;
  204. renderer.setRenderTarget( this.renderTargetDepthBuffer );
  205. renderer.clear();
  206. renderer.render( this.renderScene, this.renderCamera );
  207. // Make selected objects visible
  208. this.changeVisibilityOfSelectedObjects( true );
  209. this._visibilityCache.clear();
  210. // Update Texture Matrix for Depth compare
  211. this.updateTextureMatrix();
  212. // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
  213. this.changeVisibilityOfNonSelectedObjects( false );
  214. this.renderScene.overrideMaterial = this.prepareMaskMaterial;
  215. this.prepareMaskMaterial.uniforms[ 'cameraNearFar' ].value.set( this.renderCamera.near, this.renderCamera.far );
  216. this.prepareMaskMaterial.uniforms[ 'depthTexture' ].value = this.renderTargetDepthBuffer.texture;
  217. this.prepareMaskMaterial.uniforms[ 'textureMatrix' ].value = this.textureMatrix;
  218. renderer.setRenderTarget( this.renderTargetMaskBuffer );
  219. renderer.clear();
  220. renderer.render( this.renderScene, this.renderCamera );
  221. this.changeVisibilityOfNonSelectedObjects( true );
  222. this._visibilityCache.clear();
  223. this._selectionCache.clear();
  224. this.renderScene.background = currentBackground;
  225. this.renderScene.overrideMaterial = currentOverrideMaterial;
  226. // 2. Downsample to Half resolution
  227. this.fsQuad.material = this.materialCopy;
  228. this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetMaskBuffer.texture;
  229. renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
  230. renderer.clear();
  231. this.fsQuad.render( renderer );
  232. this.tempPulseColor1.copy( this.visibleEdgeColor );
  233. this.tempPulseColor2.copy( this.hiddenEdgeColor );
  234. if ( this.pulsePeriod > 0 ) {
  235. const scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
  236. this.tempPulseColor1.multiplyScalar( scalar );
  237. this.tempPulseColor2.multiplyScalar( scalar );
  238. }
  239. // 3. Apply Edge Detection Pass
  240. this.fsQuad.material = this.edgeDetectionMaterial;
  241. this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture;
  242. this.edgeDetectionMaterial.uniforms[ 'texSize' ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
  243. this.edgeDetectionMaterial.uniforms[ 'visibleEdgeColor' ].value = this.tempPulseColor1;
  244. this.edgeDetectionMaterial.uniforms[ 'hiddenEdgeColor' ].value = this.tempPulseColor2;
  245. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  246. renderer.clear();
  247. this.fsQuad.render( renderer );
  248. // 4. Apply Blur on Half res
  249. this.fsQuad.material = this.separableBlurMaterial1;
  250. this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
  251. this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
  252. this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = this.edgeThickness;
  253. renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
  254. renderer.clear();
  255. this.fsQuad.render( renderer );
  256. this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer1.texture;
  257. this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
  258. renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
  259. renderer.clear();
  260. this.fsQuad.render( renderer );
  261. // Apply Blur on quarter res
  262. this.fsQuad.material = this.separableBlurMaterial2;
  263. this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
  264. this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
  265. renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
  266. renderer.clear();
  267. this.fsQuad.render( renderer );
  268. this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture;
  269. this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
  270. renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
  271. renderer.clear();
  272. this.fsQuad.render( renderer );
  273. // Blend it additively over the input texture
  274. this.fsQuad.material = this.overlayMaterial;
  275. this.overlayMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskBuffer.texture;
  276. this.overlayMaterial.uniforms[ 'edgeTexture1' ].value = this.renderTargetEdgeBuffer1.texture;
  277. this.overlayMaterial.uniforms[ 'edgeTexture2' ].value = this.renderTargetEdgeBuffer2.texture;
  278. this.overlayMaterial.uniforms[ 'patternTexture' ].value = this.patternTexture;
  279. this.overlayMaterial.uniforms[ 'edgeStrength' ].value = this.edgeStrength;
  280. this.overlayMaterial.uniforms[ 'edgeGlow' ].value = this.edgeGlow;
  281. this.overlayMaterial.uniforms[ 'usePatternTexture' ].value = this.usePatternTexture;
  282. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  283. renderer.setRenderTarget( readBuffer );
  284. this.fsQuad.render( renderer );
  285. renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
  286. renderer.autoClear = oldAutoClear;
  287. }
  288. if ( this.renderToScreen ) {
  289. this.fsQuad.material = this.materialCopy;
  290. this.copyUniforms[ 'tDiffuse' ].value = readBuffer.texture;
  291. renderer.setRenderTarget( null );
  292. this.fsQuad.render( renderer );
  293. }
  294. }
  295. getPrepareMaskMaterial() {
  296. return new ShaderMaterial( {
  297. uniforms: {
  298. 'depthTexture': { value: null },
  299. 'cameraNearFar': { value: new Vector2( 0.5, 0.5 ) },
  300. 'textureMatrix': { value: null }
  301. },
  302. vertexShader:
  303. `#include <morphtarget_pars_vertex>
  304. #include <skinning_pars_vertex>
  305. varying vec4 projTexCoord;
  306. varying vec4 vPosition;
  307. uniform mat4 textureMatrix;
  308. void main() {
  309. #include <skinbase_vertex>
  310. #include <begin_vertex>
  311. #include <morphtarget_vertex>
  312. #include <skinning_vertex>
  313. #include <project_vertex>
  314. vPosition = mvPosition;
  315. vec4 worldPosition = vec4( transformed, 1.0 );
  316. #ifdef USE_INSTANCING
  317. worldPosition = instanceMatrix * worldPosition;
  318. #endif
  319. worldPosition = modelMatrix * worldPosition;
  320. projTexCoord = textureMatrix * worldPosition;
  321. }`,
  322. fragmentShader:
  323. `#include <packing>
  324. varying vec4 vPosition;
  325. varying vec4 projTexCoord;
  326. uniform sampler2D depthTexture;
  327. uniform vec2 cameraNearFar;
  328. void main() {
  329. float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));
  330. float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );
  331. float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;
  332. gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);
  333. }`
  334. } );
  335. }
  336. getEdgeDetectionMaterial() {
  337. return new ShaderMaterial( {
  338. uniforms: {
  339. 'maskTexture': { value: null },
  340. 'texSize': { value: new Vector2( 0.5, 0.5 ) },
  341. 'visibleEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
  342. 'hiddenEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
  343. },
  344. vertexShader:
  345. `varying vec2 vUv;
  346. void main() {
  347. vUv = uv;
  348. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  349. }`,
  350. fragmentShader:
  351. `varying vec2 vUv;
  352. uniform sampler2D maskTexture;
  353. uniform vec2 texSize;
  354. uniform vec3 visibleEdgeColor;
  355. uniform vec3 hiddenEdgeColor;
  356. void main() {
  357. vec2 invSize = 1.0 / texSize;
  358. vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);
  359. vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);
  360. vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);
  361. vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);
  362. vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);
  363. float diff1 = (c1.r - c2.r)*0.5;
  364. float diff2 = (c3.r - c4.r)*0.5;
  365. float d = length( vec2(diff1, diff2) );
  366. float a1 = min(c1.g, c2.g);
  367. float a2 = min(c3.g, c4.g);
  368. float visibilityFactor = min(a1, a2);
  369. vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;
  370. gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);
  371. }`
  372. } );
  373. }
  374. getSeparableBlurMaterial( maxRadius ) {
  375. return new ShaderMaterial( {
  376. defines: {
  377. 'MAX_RADIUS': maxRadius,
  378. },
  379. uniforms: {
  380. 'colorTexture': { value: null },
  381. 'texSize': { value: new Vector2( 0.5, 0.5 ) },
  382. 'direction': { value: new Vector2( 0.5, 0.5 ) },
  383. 'kernelRadius': { value: 1.0 }
  384. },
  385. vertexShader:
  386. `varying vec2 vUv;
  387. void main() {
  388. vUv = uv;
  389. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  390. }`,
  391. fragmentShader:
  392. `#include <common>
  393. varying vec2 vUv;
  394. uniform sampler2D colorTexture;
  395. uniform vec2 texSize;
  396. uniform vec2 direction;
  397. uniform float kernelRadius;
  398. float gaussianPdf(in float x, in float sigma) {
  399. return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
  400. }
  401. void main() {
  402. vec2 invSize = 1.0 / texSize;
  403. float sigma = kernelRadius/2.0;
  404. float weightSum = gaussianPdf(0.0, sigma);
  405. vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;
  406. vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);
  407. vec2 uvOffset = delta;
  408. for( int i = 1; i <= MAX_RADIUS; i ++ ) {
  409. float x = kernelRadius * float(i) / float(MAX_RADIUS);
  410. float w = gaussianPdf(x, sigma);
  411. vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);
  412. vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);
  413. diffuseSum += ((sample1 + sample2) * w);
  414. weightSum += (2.0 * w);
  415. uvOffset += delta;
  416. }
  417. gl_FragColor = diffuseSum/weightSum;
  418. }`
  419. } );
  420. }
  421. getOverlayMaterial() {
  422. return new ShaderMaterial( {
  423. uniforms: {
  424. 'maskTexture': { value: null },
  425. 'edgeTexture1': { value: null },
  426. 'edgeTexture2': { value: null },
  427. 'patternTexture': { value: null },
  428. 'edgeStrength': { value: 1.0 },
  429. 'edgeGlow': { value: 1.0 },
  430. 'usePatternTexture': { value: 0.0 }
  431. },
  432. vertexShader:
  433. `varying vec2 vUv;
  434. void main() {
  435. vUv = uv;
  436. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  437. }`,
  438. fragmentShader:
  439. `varying vec2 vUv;
  440. uniform sampler2D maskTexture;
  441. uniform sampler2D edgeTexture1;
  442. uniform sampler2D edgeTexture2;
  443. uniform sampler2D patternTexture;
  444. uniform float edgeStrength;
  445. uniform float edgeGlow;
  446. uniform bool usePatternTexture;
  447. void main() {
  448. vec4 edgeValue1 = texture2D(edgeTexture1, vUv);
  449. vec4 edgeValue2 = texture2D(edgeTexture2, vUv);
  450. vec4 maskColor = texture2D(maskTexture, vUv);
  451. vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);
  452. float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;
  453. vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;
  454. vec4 finalColor = edgeStrength * maskColor.r * edgeValue;
  455. if(usePatternTexture)
  456. finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);
  457. gl_FragColor = finalColor;
  458. }`,
  459. blending: AdditiveBlending,
  460. depthTest: false,
  461. depthWrite: false,
  462. transparent: true
  463. } );
  464. }
  465. }
  466. OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 );
  467. OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 );
  468. export { OutlinePass };
粤ICP备19079148号