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. * @three_import import { OutlineEffect } from 'three/addons/effects/OutlineEffect.js';
  25. */
  26. class OutlineEffect {
  27. /**
  28. * Constructs a new outline effect.
  29. *
  30. * @param {WebGLRenderer} renderer - The renderer.
  31. * @param {OutlineEffect~Options} [parameters] - The configuration parameter.
  32. */
  33. constructor( renderer, parameters = {} ) {
  34. this.enabled = true;
  35. const defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
  36. const defaultColor = new Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] );
  37. const defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
  38. const defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
  39. // object.material.uuid -> outlineMaterial or
  40. // object.material[ n ].uuid -> outlineMaterial
  41. // save at the outline material creation and release
  42. // if it's unused removeThresholdCount frames
  43. // unless keepAlive is true.
  44. const cache = {};
  45. const removeThresholdCount = 60;
  46. // outlineMaterial.uuid -> object.material or
  47. // outlineMaterial.uuid -> object.material[ n ]
  48. // save before render and release after render.
  49. const originalMaterials = {};
  50. // object.uuid -> originalOnBeforeRender
  51. // save before render and release after render.
  52. const originalOnBeforeRenders = {};
  53. //this.cache = cache; // for debug
  54. const uniformsOutline = {
  55. outlineThickness: { value: defaultThickness },
  56. outlineColor: { value: defaultColor },
  57. outlineAlpha: { value: defaultAlpha }
  58. };
  59. const vertexShader = [
  60. '#include <common>',
  61. '#include <uv_pars_vertex>',
  62. '#include <displacementmap_pars_vertex>',
  63. '#include <fog_pars_vertex>',
  64. '#include <morphtarget_pars_vertex>',
  65. '#include <skinning_pars_vertex>',
  66. '#include <logdepthbuf_pars_vertex>',
  67. '#include <clipping_planes_pars_vertex>',
  68. 'uniform float outlineThickness;',
  69. 'vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {',
  70. ' float thickness = outlineThickness;',
  71. ' const float ratio = 1.0;', // TODO: support outline thickness ratio for each vertex
  72. ' vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );',
  73. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  74. ' vec4 norm = normalize( pos - pos2 );',
  75. ' return pos + norm * thickness * pos.w * ratio;',
  76. '}',
  77. 'void main() {',
  78. ' #include <uv_vertex>',
  79. ' #include <beginnormal_vertex>',
  80. ' #include <morphnormal_vertex>',
  81. ' #include <skinbase_vertex>',
  82. ' #include <skinnormal_vertex>',
  83. ' #include <begin_vertex>',
  84. ' #include <morphtarget_vertex>',
  85. ' #include <skinning_vertex>',
  86. ' #include <displacementmap_vertex>',
  87. ' #include <project_vertex>',
  88. ' vec3 outlineNormal = - objectNormal;', // the outline material is always rendered with BackSide
  89. ' gl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );',
  90. ' #include <logdepthbuf_vertex>',
  91. ' #include <clipping_planes_vertex>',
  92. ' #include <fog_vertex>',
  93. '}',
  94. ].join( '\n' );
  95. const fragmentShader = [
  96. '#include <common>',
  97. '#include <fog_pars_fragment>',
  98. '#include <logdepthbuf_pars_fragment>',
  99. '#include <clipping_planes_pars_fragment>',
  100. 'uniform vec3 outlineColor;',
  101. 'uniform float outlineAlpha;',
  102. 'void main() {',
  103. ' #include <clipping_planes_fragment>',
  104. ' #include <logdepthbuf_fragment>',
  105. ' gl_FragColor = vec4( outlineColor, outlineAlpha );',
  106. ' #include <tonemapping_fragment>',
  107. ' #include <colorspace_fragment>',
  108. ' #include <fog_fragment>',
  109. ' #include <premultiplied_alpha_fragment>',
  110. '}'
  111. ].join( '\n' );
  112. function createMaterial() {
  113. return new ShaderMaterial( {
  114. type: 'OutlineEffect',
  115. uniforms: UniformsUtils.merge( [
  116. UniformsLib[ 'fog' ],
  117. UniformsLib[ 'displacementmap' ],
  118. uniformsOutline
  119. ] ),
  120. vertexShader: vertexShader,
  121. fragmentShader: fragmentShader,
  122. side: BackSide
  123. } );
  124. }
  125. function getOutlineMaterialFromCache( originalMaterial ) {
  126. let data = cache[ originalMaterial.uuid ];
  127. if ( data === undefined ) {
  128. data = {
  129. material: createMaterial(),
  130. used: true,
  131. keepAlive: defaultKeepAlive,
  132. count: 0
  133. };
  134. cache[ originalMaterial.uuid ] = data;
  135. }
  136. data.used = true;
  137. return data.material;
  138. }
  139. function getOutlineMaterial( originalMaterial ) {
  140. const outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
  141. originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
  142. updateOutlineMaterial( outlineMaterial, originalMaterial );
  143. return outlineMaterial;
  144. }
  145. function isCompatible( object ) {
  146. const geometry = object.geometry;
  147. const hasNormals = ( geometry !== undefined ) && ( geometry.attributes.normal !== undefined );
  148. return ( object.isMesh === true && object.material !== undefined && hasNormals === true );
  149. }
  150. function setOutlineMaterial( object ) {
  151. if ( isCompatible( object ) === false ) return;
  152. if ( Array.isArray( object.material ) ) {
  153. for ( let i = 0, il = object.material.length; i < il; i ++ ) {
  154. object.material[ i ] = getOutlineMaterial( object.material[ i ] );
  155. }
  156. } else {
  157. object.material = getOutlineMaterial( object.material );
  158. }
  159. originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
  160. object.onBeforeRender = onBeforeRender;
  161. }
  162. function restoreOriginalMaterial( object ) {
  163. if ( isCompatible( object ) === false ) return;
  164. if ( Array.isArray( object.material ) ) {
  165. for ( let i = 0, il = object.material.length; i < il; i ++ ) {
  166. object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
  167. }
  168. } else {
  169. object.material = originalMaterials[ object.material.uuid ];
  170. }
  171. object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
  172. }
  173. function onBeforeRender( renderer, scene, camera, geometry, material ) {
  174. const originalMaterial = originalMaterials[ material.uuid ];
  175. // just in case
  176. if ( originalMaterial === undefined ) return;
  177. updateUniforms( material, originalMaterial );
  178. }
  179. function updateUniforms( material, originalMaterial ) {
  180. const outlineParameters = originalMaterial.userData.outlineParameters;
  181. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  182. if ( outlineParameters !== undefined ) {
  183. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  184. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.fromArray( outlineParameters.color );
  185. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  186. }
  187. if ( originalMaterial.displacementMap ) {
  188. material.uniforms.displacementMap.value = originalMaterial.displacementMap;
  189. material.uniforms.displacementScale.value = originalMaterial.displacementScale;
  190. material.uniforms.displacementBias.value = originalMaterial.displacementBias;
  191. }
  192. }
  193. function updateOutlineMaterial( material, originalMaterial ) {
  194. if ( material.name === 'invisible' ) return;
  195. const outlineParameters = originalMaterial.userData.outlineParameters;
  196. material.fog = originalMaterial.fog;
  197. material.toneMapped = originalMaterial.toneMapped;
  198. material.premultipliedAlpha = originalMaterial.premultipliedAlpha;
  199. material.displacementMap = originalMaterial.displacementMap;
  200. if ( outlineParameters !== undefined ) {
  201. if ( originalMaterial.visible === false ) {
  202. material.visible = false;
  203. } else {
  204. material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
  205. }
  206. material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
  207. if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
  208. } else {
  209. material.transparent = originalMaterial.transparent;
  210. material.visible = originalMaterial.visible;
  211. }
  212. if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
  213. if ( originalMaterial.clippingPlanes ) {
  214. material.clipping = true;
  215. material.clippingPlanes = originalMaterial.clippingPlanes;
  216. material.clipIntersection = originalMaterial.clipIntersection;
  217. material.clipShadows = originalMaterial.clipShadows;
  218. }
  219. material.version = originalMaterial.version; // update outline material if necessary
  220. }
  221. function cleanupCache() {
  222. let keys;
  223. // clear originalMaterials
  224. keys = Object.keys( originalMaterials );
  225. for ( let i = 0, il = keys.length; i < il; i ++ ) {
  226. originalMaterials[ keys[ i ] ] = undefined;
  227. }
  228. // clear originalOnBeforeRenders
  229. keys = Object.keys( originalOnBeforeRenders );
  230. for ( let i = 0, il = keys.length; i < il; i ++ ) {
  231. originalOnBeforeRenders[ keys[ i ] ] = undefined;
  232. }
  233. // remove unused outlineMaterial from cache
  234. keys = Object.keys( cache );
  235. for ( let i = 0, il = keys.length; i < il; i ++ ) {
  236. const key = keys[ i ];
  237. if ( cache[ key ].used === false ) {
  238. cache[ key ].count ++;
  239. if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
  240. delete cache[ key ];
  241. }
  242. } else {
  243. cache[ key ].used = false;
  244. cache[ key ].count = 0;
  245. }
  246. }
  247. }
  248. /**
  249. * When using this effect, this method should be called instead of the
  250. * default {@link WebGLRenderer#render}.
  251. *
  252. * @param {Object3D} scene - The scene to render.
  253. * @param {Camera} camera - The camera.
  254. */
  255. this.render = function ( scene, camera ) {
  256. if ( this.enabled === false ) {
  257. renderer.render( scene, camera );
  258. return;
  259. }
  260. const currentAutoClear = renderer.autoClear;
  261. renderer.autoClear = this.autoClear;
  262. renderer.render( scene, camera );
  263. renderer.autoClear = currentAutoClear;
  264. this.renderOutline( scene, camera );
  265. };
  266. /**
  267. * This method can be used to render outlines in VR.
  268. *
  269. * ```js
  270. * const effect = new OutlineEffect( renderer );
  271. * let renderingOutline = false;
  272. *
  273. * scene.onAfterRender = function () {
  274. *
  275. * if ( renderingOutline ) return;
  276. *
  277. * renderingOutline = true;
  278. * effect.renderOutline( scene, camera );
  279. * renderingOutline = false;
  280. * };
  281. *
  282. * function render() {
  283. * renderer.render( scene, camera );
  284. * }
  285. * ```
  286. *
  287. * @param {Object3D} scene - The scene to render.
  288. * @param {Camera} camera - The camera.
  289. */
  290. this.renderOutline = function ( scene, camera ) {
  291. const currentAutoClear = renderer.autoClear;
  292. const currentSceneAutoUpdate = scene.matrixWorldAutoUpdate;
  293. const currentSceneBackground = scene.background;
  294. const currentShadowMapEnabled = renderer.shadowMap.enabled;
  295. scene.matrixWorldAutoUpdate = false;
  296. scene.background = null;
  297. renderer.autoClear = false;
  298. renderer.shadowMap.enabled = false;
  299. scene.traverse( setOutlineMaterial );
  300. renderer.render( scene, camera );
  301. scene.traverse( restoreOriginalMaterial );
  302. cleanupCache();
  303. scene.matrixWorldAutoUpdate = currentSceneAutoUpdate;
  304. scene.background = currentSceneBackground;
  305. renderer.autoClear = currentAutoClear;
  306. renderer.shadowMap.enabled = currentShadowMapEnabled;
  307. };
  308. /**
  309. * Resizes the effect.
  310. *
  311. * @param {number} width - The width of the effect in logical pixels.
  312. * @param {number} height - The height of the effect in logical pixels.
  313. */
  314. this.setSize = function ( width, height ) {
  315. renderer.setSize( width, height );
  316. };
  317. }
  318. }
  319. /**
  320. * This type represents configuration settings of `OutlineEffect`.
  321. *
  322. * @typedef {Object} OutlineEffect~Options
  323. * @property {number} [defaultThickness=0.003] - The outline thickness.
  324. * @property {Array<number>} [defaultColor=[0,0,0]] - The outline color.
  325. * @property {number} [defaultAlpha=1] - The outline alpha value.
  326. * @property {boolean} [defaultKeepAlive=false] - Whether to keep alive cached internal materials or not.
  327. **/
  328. export { OutlineEffect };