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- import {
- AdditiveBlending,
- Color,
- DoubleSide,
- HalfFloatType,
- Matrix4,
- MeshDepthMaterial,
- NoBlending,
- RGBADepthPacking,
- ShaderMaterial,
- UniformsUtils,
- Vector2,
- Vector3,
- WebGLRenderTarget
- } from 'three';
- import { Pass, FullScreenQuad } from './Pass.js';
- import { CopyShader } from '../shaders/CopyShader.js';
- /**
- * A pass for rendering outlines around selected objects.
- *
- * ```js
- * const resolution = new THREE.Vector2( window.innerWidth, window.innerHeight );
- * const outlinePass = new OutlinePass( resolution, scene, camera );
- * composer.addPass( outlinePass );
- * ```
- *
- * @augments Pass
- * @three_import import { OutlinePass } from 'three/addons/postprocessing/OutlinePass.js';
- */
- class OutlinePass extends Pass {
- /**
- * Constructs a new outline pass.
- *
- * @param {Vector2} [resolution] - The effect's resolution.
- * @param {Scene} scene - The scene to render.
- * @param {Camera} camera - The camera.
- * @param {Array<Object3D>} [selectedObjects] - The selected 3D objects that should receive an outline.
- *
- */
- constructor( resolution, scene, camera, selectedObjects ) {
- super();
- /**
- * The scene to render.
- *
- * @type {Object}
- */
- this.renderScene = scene;
- /**
- * The camera.
- *
- * @type {Object}
- */
- this.renderCamera = camera;
- /**
- * The selected 3D objects that should receive an outline.
- *
- * @type {Array<Object3D>}
- */
- this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
- /**
- * The visible edge color.
- *
- * @type {Color}
- * @default (1,1,1)
- */
- this.visibleEdgeColor = new Color( 1, 1, 1 );
- /**
- * The hidden edge color.
- *
- * @type {Color}
- * @default (0.1,0.04,0.02)
- */
- this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 );
- /**
- * Can be used for an animated glow/pulse effect.
- *
- * @type {number}
- * @default 0
- */
- this.edgeGlow = 0.0;
- /**
- * Whether to use a pattern texture for to highlight selected
- * 3D objects or not.
- *
- * @type {boolean}
- * @default false
- */
- this.usePatternTexture = false;
- /**
- * Can be used to highlight selected 3D objects. Requires to set
- * {@link OutlinePass#usePatternTexture} to `true`.
- *
- * @type {?Texture}
- * @default null
- */
- this.patternTexture = null;
- /**
- * The edge thickness.
- *
- * @type {number}
- * @default 1
- */
- this.edgeThickness = 1.0;
- /**
- * The edge strength.
- *
- * @type {number}
- * @default 3
- */
- this.edgeStrength = 3.0;
- /**
- * The downsample ratio. The effect can be rendered in a much
- * lower resolution than the beauty pass.
- *
- * @type {number}
- * @default 2
- */
- this.downSampleRatio = 2;
- /**
- * The pulse period.
- *
- * @type {number}
- * @default 0
- */
- this.pulsePeriod = 0;
- this._visibilityCache = new Map();
- this._selectionCache = new Set();
- /**
- * The effect's resolution.
- *
- * @type {Vector2}
- * @default (256,256)
- */
- this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
- const resx = Math.round( this.resolution.x / this.downSampleRatio );
- const resy = Math.round( this.resolution.y / this.downSampleRatio );
- this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y );
- 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, { type: HalfFloatType } );
- this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
- this.renderTargetDepthBuffer.texture.generateMipmaps = false;
- this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
- this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
- this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
- this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
- this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
- this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
- this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } );
- this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
- this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
- this.edgeDetectionMaterial = this._getEdgeDetectionMaterial();
- this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
- this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
- this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
- this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } );
- this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
- this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
- const MAX_EDGE_THICKNESS = 4;
- const MAX_EDGE_GLOW = 4;
- this.separableBlurMaterial1 = this._getSeparableBlurMaterial( MAX_EDGE_THICKNESS );
- this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
- this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;
- this.separableBlurMaterial2 = this._getSeparableBlurMaterial( MAX_EDGE_GLOW );
- this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
- this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW;
- // Overlay material
- this.overlayMaterial = this._getOverlayMaterial();
- // copy material
- const copyShader = CopyShader;
- this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
- this.materialCopy = new ShaderMaterial( {
- uniforms: this.copyUniforms,
- vertexShader: copyShader.vertexShader,
- fragmentShader: copyShader.fragmentShader,
- blending: NoBlending,
- depthTest: false,
- depthWrite: false
- } );
- this.enabled = true;
- this.needsSwap = false;
- this._oldClearColor = new Color();
- this.oldClearAlpha = 1;
- this._fsQuad = new FullScreenQuad( null );
- this.tempPulseColor1 = new Color();
- this.tempPulseColor2 = new Color();
- this.textureMatrix = new Matrix4();
- function replaceDepthToViewZ( string, camera ) {
- const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
- return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
- }
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever the pass is no longer used in your app.
- */
- dispose() {
- this.renderTargetMaskBuffer.dispose();
- this.renderTargetDepthBuffer.dispose();
- this.renderTargetMaskDownSampleBuffer.dispose();
- this.renderTargetBlurBuffer1.dispose();
- this.renderTargetBlurBuffer2.dispose();
- this.renderTargetEdgeBuffer1.dispose();
- this.renderTargetEdgeBuffer2.dispose();
- this.depthMaterial.dispose();
- this.prepareMaskMaterial.dispose();
- this.edgeDetectionMaterial.dispose();
- this.separableBlurMaterial1.dispose();
- this.separableBlurMaterial2.dispose();
- this.overlayMaterial.dispose();
- this.materialCopy.dispose();
- this._fsQuad.dispose();
- }
- /**
- * Sets the size of the pass.
- *
- * @param {number} width - The width to set.
- * @param {number} height - The width to set.
- */
- setSize( width, height ) {
- this.renderTargetMaskBuffer.setSize( width, height );
- this.renderTargetDepthBuffer.setSize( width, height );
- let resx = Math.round( width / this.downSampleRatio );
- let 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.set( 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.set( resx, resy );
- }
- /**
- * Performs the Outline pass.
- *
- * @param {WebGLRenderer} renderer - The renderer.
- * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
- * destination for the pass.
- * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
- * previous pass from this buffer.
- * @param {number} deltaTime - The delta time in seconds.
- * @param {boolean} maskActive - Whether masking is active or not.
- */
- render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
- if ( this.selectedObjects.length > 0 ) {
- renderer.getClearColor( this._oldClearColor );
- this.oldClearAlpha = renderer.getClearAlpha();
- const oldAutoClear = renderer.autoClear;
- renderer.autoClear = false;
- if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
- renderer.setClearColor( 0xffffff, 1 );
- this._updateSelectionCache();
- // Make selected objects invisible
- this._changeVisibilityOfSelectedObjects( false );
- const currentBackground = this.renderScene.background;
- const currentOverrideMaterial = this.renderScene.overrideMaterial;
- 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 );
- this._visibilityCache.clear();
- // 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.set( 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._changeVisibilityOfNonSelectedObjects( true );
- this._visibilityCache.clear();
- this._selectionCache.clear();
- this.renderScene.background = currentBackground;
- this.renderScene.overrideMaterial = currentOverrideMaterial;
- // 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 ) {
- const 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.set( 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 );
- }
- }
- // internals
- _updateSelectionCache() {
- const cache = this._selectionCache;
- function gatherSelectedMeshesCallBack( object ) {
- if ( object.isMesh ) cache.add( object );
- }
- cache.clear();
- for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
- const selectedObject = this.selectedObjects[ i ];
- selectedObject.traverse( gatherSelectedMeshesCallBack );
- }
- }
- _changeVisibilityOfSelectedObjects( bVisible ) {
- const cache = this._visibilityCache;
- for ( const mesh of this._selectionCache ) {
- if ( bVisible === true ) {
- mesh.visible = cache.get( mesh );
- } else {
- cache.set( mesh, mesh.visible );
- mesh.visible = bVisible;
- }
- }
- }
- _changeVisibilityOfNonSelectedObjects( bVisible ) {
- const visibilityCache = this._visibilityCache;
- const selectionCache = this._selectionCache;
- function VisibilityChangeCallBack( object ) {
- if ( object.isMesh || object.isSprite ) {
- // only meshes and sprites are supported by OutlinePass
- if ( ! selectionCache.has( object ) ) {
- const visibility = object.visible;
- if ( bVisible === false || visibilityCache.get( object ) === true ) {
- object.visible = bVisible;
- }
- visibilityCache.set( object, visibility );
- }
- } else if ( object.isPoints || object.isLine ) {
- // the visibility of points and lines is always set to false in order to
- // not affect the outline computation
- if ( bVisible === true ) {
- object.visible = visibilityCache.get( object ); // restore
- } else {
- visibilityCache.set( object, object.visible );
- object.visible = bVisible;
- }
- }
- }
- this.renderScene.traverse( VisibilityChangeCallBack );
- }
- _updateTextureMatrix() {
- 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 );
- }
- _getPrepareMaskMaterial() {
- return new ShaderMaterial( {
- uniforms: {
- 'depthTexture': { value: null },
- 'cameraNearFar': { value: new Vector2( 0.5, 0.5 ) },
- 'textureMatrix': { value: null }
- },
- vertexShader:
- `#include <batching_pars_vertex>
- #include <morphtarget_pars_vertex>
- #include <skinning_pars_vertex>
- varying vec4 projTexCoord;
- varying vec4 vPosition;
- uniform mat4 textureMatrix;
- void main() {
- #include <batching_vertex>
- #include <skinbase_vertex>
- #include <begin_vertex>
- #include <morphtarget_vertex>
- #include <skinning_vertex>
- #include <project_vertex>
- vPosition = mvPosition;
- vec4 worldPosition = vec4( transformed, 1.0 );
- #ifdef USE_INSTANCING
- worldPosition = instanceMatrix * worldPosition;
- #endif
- worldPosition = modelMatrix * worldPosition;
- projTexCoord = textureMatrix * worldPosition;
- }`,
- 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);
- }`
- } );
- }
- _getEdgeDetectionMaterial() {
- 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;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader:
- `varying vec2 vUv;
- uniform sampler2D maskTexture;
- uniform vec2 texSize;
- uniform vec3 visibleEdgeColor;
- uniform vec3 hiddenEdgeColor;
- void main() {
- 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);
- }`
- } );
- }
- _getSeparableBlurMaterial( 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;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- 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 sigma = kernelRadius/2.0;
- float weightSum = gaussianPdf(0.0, sigma);
- 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 x = kernelRadius * float(i) / float(MAX_RADIUS);
- float w = gaussianPdf(x, sigma);
- 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() {
- 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;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- 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 };
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