( function () { /** * 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 THREE.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 THREE.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 THREE.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 <encodings_fragment>', ' #include <fog_fragment>', ' #include <premultiplied_alpha_fragment>', '}' ].join( '\n' ); function createMaterial() { return new THREE.ShaderMaterial( { type: 'OutlineEffect', uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib[ 'fog' ], THREE.UniformsLib[ 'displacementmap' ], uniformsOutline ] ), vertexShader: vertexShader, fragmentShader: fragmentShader, side: THREE.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; let hasNormals = false; if ( object.geometry !== undefined ) { if ( geometry.isBufferGeometry ) { hasNormals = geometry.attributes.normal !== undefined; } else { hasNormals = true; // the renderer always produces a normal attribute for Geometry } } 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 ); }; } } THREE.OutlineEffect = OutlineEffect; } )();