/** * @author spidersharma / http://eduperiment.com/ */ import { AdditiveBlending, Color, DoubleSide, LinearFilter, Matrix4, MeshBasicMaterial, MeshDepthMaterial, NoBlending, RGBADepthPacking, RGBAFormat, ShaderMaterial, UniformsUtils, Vector2, Vector3, WebGLRenderTarget } from "../../../build/three.module.js"; import { Pass } from "../postprocessing/Pass.js"; import { CopyShader } from "../shaders/CopyShader.js"; var OutlinePass = function ( resolution, scene, camera, selectedObjects ) { this.renderScene = scene; this.renderCamera = camera; this.selectedObjects = selectedObjects !== undefined ? selectedObjects : []; this.visibleEdgeColor = new Color( 1, 1, 1 ); this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 ); this.edgeGlow = 0.0; this.usePatternTexture = false; this.edgeThickness = 1.0; this.edgeStrength = 3.0; this.downSampleRatio = 2; this.pulsePeriod = 0; Pass.call( this ); this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 ); var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; var resx = Math.round( this.resolution.x / this.downSampleRatio ); var resy = Math.round( this.resolution.y / this.downSampleRatio ); this.maskBufferMaterial = new MeshBasicMaterial( { color: 0xffffff } ); this.maskBufferMaterial.side = DoubleSide; this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars ); this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask"; this.renderTargetMaskBuffer.texture.generateMipmaps = false; this.depthMaterial = new MeshDepthMaterial(); this.depthMaterial.side = DoubleSide; this.depthMaterial.depthPacking = RGBADepthPacking; this.depthMaterial.blending = NoBlending; this.prepareMaskMaterial = this.getPrepareMaskMaterial(); this.prepareMaskMaterial.side = DoubleSide; this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera ); this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars ); this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth"; this.renderTargetDepthBuffer.texture.generateMipmaps = false; this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, pars ); this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample"; this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false; this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, pars ); this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1"; this.renderTargetBlurBuffer1.texture.generateMipmaps = false; this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars ); this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2"; this.renderTargetBlurBuffer2.texture.generateMipmaps = false; this.edgeDetectionMaterial = this.getEdgeDetectionMaterial(); this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, pars ); this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1"; this.renderTargetEdgeBuffer1.texture.generateMipmaps = false; this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars ); this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2"; this.renderTargetEdgeBuffer2.texture.generateMipmaps = false; var MAX_EDGE_THICKNESS = 4; var MAX_EDGE_GLOW = 4; this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS ); this.separableBlurMaterial1.uniforms[ "texSize" ].value = new Vector2( resx, resy ); this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = 1; this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW ); this.separableBlurMaterial2.uniforms[ "texSize" ].value = new Vector2( Math.round( resx / 2 ), Math.round( resy / 2 ) ); this.separableBlurMaterial2.uniforms[ "kernelRadius" ].value = MAX_EDGE_GLOW; // Overlay material this.overlayMaterial = this.getOverlayMaterial(); // copy material if ( CopyShader === undefined ) console.error( "OutlinePass relies on CopyShader" ); var copyShader = CopyShader; this.copyUniforms = UniformsUtils.clone( copyShader.uniforms ); this.copyUniforms[ "opacity" ].value = 1.0; this.materialCopy = new ShaderMaterial( { uniforms: this.copyUniforms, vertexShader: copyShader.vertexShader, fragmentShader: copyShader.fragmentShader, blending: NoBlending, depthTest: false, depthWrite: false, transparent: true } ); this.enabled = true; this.needsSwap = false; this.oldClearColor = new Color(); this.oldClearAlpha = 1; this.fsQuad = new Pass.FullScreenQuad( null ); this.tempPulseColor1 = new Color(); this.tempPulseColor2 = new Color(); this.textureMatrix = new Matrix4(); function replaceDepthToViewZ( string, camera ) { var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic'; return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' ); } }; OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), { constructor: OutlinePass, dispose: function () { this.renderTargetMaskBuffer.dispose(); this.renderTargetDepthBuffer.dispose(); this.renderTargetMaskDownSampleBuffer.dispose(); this.renderTargetBlurBuffer1.dispose(); this.renderTargetBlurBuffer2.dispose(); this.renderTargetEdgeBuffer1.dispose(); this.renderTargetEdgeBuffer2.dispose(); }, setSize: function ( width, height ) { this.renderTargetMaskBuffer.setSize( width, height ); var resx = Math.round( width / this.downSampleRatio ); var resy = Math.round( height / this.downSampleRatio ); this.renderTargetMaskDownSampleBuffer.setSize( resx, resy ); this.renderTargetBlurBuffer1.setSize( resx, resy ); this.renderTargetEdgeBuffer1.setSize( resx, resy ); this.separableBlurMaterial1.uniforms[ "texSize" ].value = new Vector2( resx, resy ); resx = Math.round( resx / 2 ); resy = Math.round( resy / 2 ); this.renderTargetBlurBuffer2.setSize( resx, resy ); this.renderTargetEdgeBuffer2.setSize( resx, resy ); this.separableBlurMaterial2.uniforms[ "texSize" ].value = new Vector2( resx, resy ); }, changeVisibilityOfSelectedObjects: function ( bVisible ) { function gatherSelectedMeshesCallBack( object ) { if ( object.isMesh ) { if ( bVisible ) { object.visible = object.userData.oldVisible; delete object.userData.oldVisible; } else { object.userData.oldVisible = object.visible; object.visible = bVisible; } } } for ( var i = 0; i < this.selectedObjects.length; i ++ ) { var selectedObject = this.selectedObjects[ i ]; selectedObject.traverse( gatherSelectedMeshesCallBack ); } }, changeVisibilityOfNonSelectedObjects: function ( bVisible ) { var selectedMeshes = []; function gatherSelectedMeshesCallBack( object ) { if ( object.isMesh ) selectedMeshes.push( object ); } for ( var i = 0; i < this.selectedObjects.length; i ++ ) { var selectedObject = this.selectedObjects[ i ]; selectedObject.traverse( gatherSelectedMeshesCallBack ); } function VisibilityChangeCallBack( object ) { if ( object.isMesh || object.isLine || object.isSprite ) { var bFound = false; for ( var i = 0; i < selectedMeshes.length; i ++ ) { var selectedObjectId = selectedMeshes[ i ].id; if ( selectedObjectId === object.id ) { bFound = true; break; } } if ( ! bFound ) { var visibility = object.visible; if ( ! bVisible || object.bVisible ) object.visible = bVisible; object.bVisible = visibility; } } } this.renderScene.traverse( VisibilityChangeCallBack ); }, updateTextureMatrix: function () { this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 ); this.textureMatrix.multiply( this.renderCamera.projectionMatrix ); this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse ); }, render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) { if ( this.selectedObjects.length > 0 ) { this.oldClearColor.copy( renderer.getClearColor() ); this.oldClearAlpha = renderer.getClearAlpha(); var oldAutoClear = renderer.autoClear; renderer.autoClear = false; if ( maskActive ) renderer.state.buffers.stencil.setTest( false ); renderer.setClearColor( 0xffffff, 1 ); // Make selected objects invisible this.changeVisibilityOfSelectedObjects( false ); var currentBackground = this.renderScene.background; this.renderScene.background = null; // 1. Draw Non Selected objects in the depth buffer this.renderScene.overrideMaterial = this.depthMaterial; renderer.setRenderTarget( this.renderTargetDepthBuffer ); renderer.clear(); renderer.render( this.renderScene, this.renderCamera ); // Make selected objects visible this.changeVisibilityOfSelectedObjects( true ); // Update Texture Matrix for Depth compare this.updateTextureMatrix(); // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects this.changeVisibilityOfNonSelectedObjects( false ); this.renderScene.overrideMaterial = this.prepareMaskMaterial; this.prepareMaskMaterial.uniforms[ "cameraNearFar" ].value = new Vector2( this.renderCamera.near, this.renderCamera.far ); this.prepareMaskMaterial.uniforms[ "depthTexture" ].value = this.renderTargetDepthBuffer.texture; this.prepareMaskMaterial.uniforms[ "textureMatrix" ].value = this.textureMatrix; renderer.setRenderTarget( this.renderTargetMaskBuffer ); renderer.clear(); renderer.render( this.renderScene, this.renderCamera ); this.renderScene.overrideMaterial = null; this.changeVisibilityOfNonSelectedObjects( true ); this.renderScene.background = currentBackground; // 2. Downsample to Half resolution this.fsQuad.material = this.materialCopy; this.copyUniforms[ "tDiffuse" ].value = this.renderTargetMaskBuffer.texture; renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer ); renderer.clear(); this.fsQuad.render( renderer ); this.tempPulseColor1.copy( this.visibleEdgeColor ); this.tempPulseColor2.copy( this.hiddenEdgeColor ); if ( this.pulsePeriod > 0 ) { var scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2; this.tempPulseColor1.multiplyScalar( scalar ); this.tempPulseColor2.multiplyScalar( scalar ); } // 3. Apply Edge Detection Pass this.fsQuad.material = this.edgeDetectionMaterial; this.edgeDetectionMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskDownSampleBuffer.texture; this.edgeDetectionMaterial.uniforms[ "texSize" ].value = new Vector2( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height ); this.edgeDetectionMaterial.uniforms[ "visibleEdgeColor" ].value = this.tempPulseColor1; this.edgeDetectionMaterial.uniforms[ "hiddenEdgeColor" ].value = this.tempPulseColor2; renderer.setRenderTarget( this.renderTargetEdgeBuffer1 ); renderer.clear(); this.fsQuad.render( renderer ); // 4. Apply Blur on Half res this.fsQuad.material = this.separableBlurMaterial1; this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture; this.separableBlurMaterial1.uniforms[ "direction" ].value = OutlinePass.BlurDirectionX; this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = this.edgeThickness; renderer.setRenderTarget( this.renderTargetBlurBuffer1 ); renderer.clear(); this.fsQuad.render( renderer ); this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer1.texture; this.separableBlurMaterial1.uniforms[ "direction" ].value = OutlinePass.BlurDirectionY; renderer.setRenderTarget( this.renderTargetEdgeBuffer1 ); renderer.clear(); this.fsQuad.render( renderer ); // Apply Blur on quarter res this.fsQuad.material = this.separableBlurMaterial2; this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture; this.separableBlurMaterial2.uniforms[ "direction" ].value = OutlinePass.BlurDirectionX; renderer.setRenderTarget( this.renderTargetBlurBuffer2 ); renderer.clear(); this.fsQuad.render( renderer ); this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer2.texture; this.separableBlurMaterial2.uniforms[ "direction" ].value = OutlinePass.BlurDirectionY; renderer.setRenderTarget( this.renderTargetEdgeBuffer2 ); renderer.clear(); this.fsQuad.render( renderer ); // Blend it additively over the input texture this.fsQuad.material = this.overlayMaterial; this.overlayMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskBuffer.texture; this.overlayMaterial.uniforms[ "edgeTexture1" ].value = this.renderTargetEdgeBuffer1.texture; this.overlayMaterial.uniforms[ "edgeTexture2" ].value = this.renderTargetEdgeBuffer2.texture; this.overlayMaterial.uniforms[ "patternTexture" ].value = this.patternTexture; this.overlayMaterial.uniforms[ "edgeStrength" ].value = this.edgeStrength; this.overlayMaterial.uniforms[ "edgeGlow" ].value = this.edgeGlow; this.overlayMaterial.uniforms[ "usePatternTexture" ].value = this.usePatternTexture; if ( maskActive ) renderer.state.buffers.stencil.setTest( true ); renderer.setRenderTarget( readBuffer ); this.fsQuad.render( renderer ); renderer.setClearColor( this.oldClearColor, this.oldClearAlpha ); renderer.autoClear = oldAutoClear; } if ( this.renderToScreen ) { this.fsQuad.material = this.materialCopy; this.copyUniforms[ "tDiffuse" ].value = readBuffer.texture; renderer.setRenderTarget( null ); this.fsQuad.render( renderer ); } }, getPrepareMaskMaterial: function () { return new ShaderMaterial( { uniforms: { "depthTexture": { value: null }, "cameraNearFar": { value: new Vector2( 0.5, 0.5 ) }, "textureMatrix": { value: new Matrix4() } }, vertexShader: [ 'varying vec4 projTexCoord;', 'varying vec4 vPosition;', 'uniform mat4 textureMatrix;', 'void main() {', ' vPosition = modelViewMatrix * vec4( position, 1.0 );', ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', ' projTexCoord = textureMatrix * worldPosition;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ), fragmentShader: [ '#include <packing>', 'varying vec4 vPosition;', 'varying vec4 projTexCoord;', 'uniform sampler2D depthTexture;', 'uniform vec2 cameraNearFar;', 'void main() {', ' float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));', ' float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );', ' float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;', ' gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);', '}' ].join( '\n' ) } ); }, getEdgeDetectionMaterial: function () { return new ShaderMaterial( { uniforms: { "maskTexture": { value: null }, "texSize": { value: new Vector2( 0.5, 0.5 ) }, "visibleEdgeColor": { value: new Vector3( 1.0, 1.0, 1.0 ) }, "hiddenEdgeColor": { value: new Vector3( 1.0, 1.0, 1.0 ) }, }, vertexShader: "varying vec2 vUv;\n\ void main() {\n\ vUv = uv;\n\ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ }", fragmentShader: "varying vec2 vUv;\ uniform sampler2D maskTexture;\ uniform vec2 texSize;\ uniform vec3 visibleEdgeColor;\ uniform vec3 hiddenEdgeColor;\ \ void main() {\n\ vec2 invSize = 1.0 / texSize;\ vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\ vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\ vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\ vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\ vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\ float diff1 = (c1.r - c2.r)*0.5;\ float diff2 = (c3.r - c4.r)*0.5;\ float d = length( vec2(diff1, diff2) );\ float a1 = min(c1.g, c2.g);\ float a2 = min(c3.g, c4.g);\ float visibilityFactor = min(a1, a2);\ vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\ gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\ }" } ); }, getSeperableBlurMaterial: function ( maxRadius ) { return new ShaderMaterial( { defines: { "MAX_RADIUS": maxRadius, }, uniforms: { "colorTexture": { value: null }, "texSize": { value: new Vector2( 0.5, 0.5 ) }, "direction": { value: new Vector2( 0.5, 0.5 ) }, "kernelRadius": { value: 1.0 } }, vertexShader: "varying vec2 vUv;\n\ void main() {\n\ vUv = uv;\n\ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ }", fragmentShader: "#include <common>\ varying vec2 vUv;\ uniform sampler2D colorTexture;\ uniform vec2 texSize;\ uniform vec2 direction;\ uniform float kernelRadius;\ \ float gaussianPdf(in float x, in float sigma) {\ return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\ }\ void main() {\ vec2 invSize = 1.0 / texSize;\ float weightSum = gaussianPdf(0.0, kernelRadius);\ vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;\ vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\ vec2 uvOffset = delta;\ for( int i = 1; i <= MAX_RADIUS; i ++ ) {\ float w = gaussianPdf(uvOffset.x, kernelRadius);\ vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\ vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\ diffuseSum += ((sample1 + sample2) * w);\ weightSum += (2.0 * w);\ uvOffset += delta;\ }\ gl_FragColor = diffuseSum/weightSum;\ }" } ); }, getOverlayMaterial: function () { return new ShaderMaterial( { uniforms: { "maskTexture": { value: null }, "edgeTexture1": { value: null }, "edgeTexture2": { value: null }, "patternTexture": { value: null }, "edgeStrength": { value: 1.0 }, "edgeGlow": { value: 1.0 }, "usePatternTexture": { value: 0.0 } }, vertexShader: "varying vec2 vUv;\n\ void main() {\n\ vUv = uv;\n\ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ }", fragmentShader: "varying vec2 vUv;\ uniform sampler2D maskTexture;\ uniform sampler2D edgeTexture1;\ uniform sampler2D edgeTexture2;\ uniform sampler2D patternTexture;\ uniform float edgeStrength;\ uniform float edgeGlow;\ uniform bool usePatternTexture;\ \ void main() {\ vec4 edgeValue1 = texture2D(edgeTexture1, vUv);\ vec4 edgeValue2 = texture2D(edgeTexture2, vUv);\ vec4 maskColor = texture2D(maskTexture, vUv);\ vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\ float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\ vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\ vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\ if(usePatternTexture)\ finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\ gl_FragColor = finalColor;\ }", blending: AdditiveBlending, depthTest: false, depthWrite: false, transparent: true } ); } } ); OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 ); OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 ); export { OutlinePass };