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- import {
- BackSide,
- Color,
- ShaderMaterial,
- UniformsLib,
- UniformsUtils
- } from 'three';
- /**
- * An outline effect for toon shaders.
- *
- * Note that this class can only be used with {@link WebGLRenderer}.
- * When using {@link WebGPURenderer}, use {@link ToonOutlinePassNode}.
- *
- * ```js
- * const effect = new OutlineEffect( renderer );
- *
- * function render() {
- *
- * effect.render( scene, camera );
- *
- * }
- * ```
- *
- * @three_import import { OutlineEffect } from 'three/addons/effects/OutlineEffect.js';
- */
- class OutlineEffect {
- /**
- * Constructs a new outline effect.
- *
- * @param {WebGLRenderer} renderer - The renderer.
- * @param {OutlineEffect~Options} [parameters] - The configuration parameter.
- */
- constructor( renderer, parameters = {} ) {
- this.enabled = true;
- const defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
- const defaultColor = new 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 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 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 <colorspace_fragment>',
- ' #include <fog_fragment>',
- ' #include <premultiplied_alpha_fragment>',
- '}'
- ].join( '\n' );
- function createMaterial() {
- return new ShaderMaterial( {
- type: 'OutlineEffect',
- uniforms: UniformsUtils.merge( [
- UniformsLib[ 'fog' ],
- UniformsLib[ 'displacementmap' ],
- uniformsOutline
- ] ),
- vertexShader: vertexShader,
- fragmentShader: fragmentShader,
- side: 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;
- const hasNormals = ( geometry !== undefined ) && ( geometry.attributes.normal !== undefined );
- 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 originalMaterials
- 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;
- }
- }
- }
- /**
- * When using this effect, this method should be called instead of the
- * default {@link WebGLRenderer#render}.
- *
- * @param {Object3D} scene - The scene to render.
- * @param {Camera} camera - The camera.
- */
- 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 method can be used to render outlines in VR.
- *
- * ```js
- * 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 );
- * }
- * ```
- *
- * @param {Object3D} scene - The scene to render.
- * @param {Camera} camera - The 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;
- };
- /**
- * Resizes the effect.
- *
- * @param {number} width - The width of the effect in logical pixels.
- * @param {number} height - The height of the effect in logical pixels.
- */
- this.setSize = function ( width, height ) {
- renderer.setSize( width, height );
- };
- }
- }
- /**
- * This type represents configuration settings of `OutlineEffect`.
- *
- * @typedef {Object} OutlineEffect~Options
- * @property {number} [defaultThickness=0.003] - The outline thickness.
- * @property {Array<number>} [defaultColor=[0,0,0]] - The outline color.
- * @property {number} [defaultAlpha=1] - The outline alpha value.
- * @property {boolean} [defaultKeepAlive=false] - Whether to keep alive cached internal materials or not.
- **/
- export { OutlineEffect };
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