Buckets:
| import { Color, ShaderMaterial, UniformsUtils, UniformsLib, BackSide } from "three"; | |
| import { version } from "../_polyfill/constants.js"; | |
| class OutlineEffect { | |
| constructor(renderer, parameters = {}) { | |
| this.enabled = true; | |
| const defaultThickness = parameters.defaultThickness !== void 0 ? parameters.defaultThickness : 3e-3; | |
| const defaultColor = new Color().fromArray( | |
| parameters.defaultColor !== void 0 ? parameters.defaultColor : [0, 0, 0] | |
| ); | |
| const defaultAlpha = parameters.defaultAlpha !== void 0 ? parameters.defaultAlpha : 1; | |
| const defaultKeepAlive = parameters.defaultKeepAlive !== void 0 ? parameters.defaultKeepAlive : false; | |
| const cache = {}; | |
| const removeThresholdCount = 60; | |
| const originalMaterials = {}; | |
| const originalOnBeforeRenders = {}; | |
| 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 <${version >= 154 ? "colorspace_fragment" : "encodings_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, | |
| fragmentShader, | |
| side: BackSide | |
| }); | |
| } | |
| function getOutlineMaterialFromCache(originalMaterial) { | |
| let data = cache[originalMaterial.uuid]; | |
| if (data === void 0) { | |
| 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 !== void 0 && geometry.attributes.normal !== void 0; | |
| return object.isMesh === true && object.material !== void 0 && 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(renderer2, scene, camera, geometry, material) { | |
| const originalMaterial = originalMaterials[material.uuid]; | |
| if (originalMaterial === void 0) | |
| return; | |
| updateUniforms(material, originalMaterial); | |
| } | |
| function updateUniforms(material, originalMaterial) { | |
| const outlineParameters = originalMaterial.userData.outlineParameters; | |
| material.uniforms.outlineAlpha.value = originalMaterial.opacity; | |
| if (outlineParameters !== void 0) { | |
| if (outlineParameters.thickness !== void 0) | |
| material.uniforms.outlineThickness.value = outlineParameters.thickness; | |
| if (outlineParameters.color !== void 0) | |
| material.uniforms.outlineColor.value.fromArray(outlineParameters.color); | |
| if (outlineParameters.alpha !== void 0) | |
| 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 !== void 0) { | |
| if (originalMaterial.visible === false) { | |
| material.visible = false; | |
| } else { | |
| material.visible = outlineParameters.visible !== void 0 ? outlineParameters.visible : true; | |
| } | |
| material.transparent = outlineParameters.alpha !== void 0 && outlineParameters.alpha < 1 ? true : originalMaterial.transparent; | |
| if (outlineParameters.keepAlive !== void 0) | |
| 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; | |
| } | |
| function cleanupCache() { | |
| let keys; | |
| keys = Object.keys(originalMaterials); | |
| for (let i = 0, il = keys.length; i < il; i++) { | |
| originalMaterials[keys[i]] = void 0; | |
| } | |
| keys = Object.keys(originalOnBeforeRenders); | |
| for (let i = 0, il = keys.length; i < il; i++) { | |
| originalOnBeforeRenders[keys[i]] = void 0; | |
| } | |
| 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; | |
| }; | |
| 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); | |
| }; | |
| } | |
| } | |
| export { | |
| OutlineEffect | |
| }; | |
| //# sourceMappingURL=OutlineEffect.js.map | |
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