| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641 | import {	AdditiveBlending,	Color,	DoubleSide,	LinearFilter,	Matrix4,	MeshBasicMaterial,	MeshDepthMaterial,	NoBlending,	RGBADepthPacking,	RGBAFormat,	ShaderMaterial,	UniformsUtils,	Vector2,	Vector3,	WebGLRenderTarget} from '../../../build/three.module.js';import { Pass, FullScreenQuad } from './Pass.js';import { CopyShader } from '../shaders/CopyShader.js';class OutlinePass extends Pass {	constructor( resolution, scene, camera, selectedObjects ) {		super();		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;		this._visibilityCache = new Map();		this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );		const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };		const resx = Math.round( this.resolution.x / this.downSampleRatio );		const 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;		const MAX_EDGE_THICKNESS = 4;		const MAX_EDGE_GLOW = 4;		this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );		this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );		this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;		this.separableBlurMaterial2 = this.getSeperableBlurMaterial( 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		if ( CopyShader === undefined ) console.error( 'THREE.OutlinePass relies on CopyShader' );		const 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 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' );		}	}	dispose() {		this.renderTargetMaskBuffer.dispose();		this.renderTargetDepthBuffer.dispose();		this.renderTargetMaskDownSampleBuffer.dispose();		this.renderTargetBlurBuffer1.dispose();		this.renderTargetBlurBuffer2.dispose();		this.renderTargetEdgeBuffer1.dispose();		this.renderTargetEdgeBuffer2.dispose();	}	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 );	}	changeVisibilityOfSelectedObjects( bVisible ) {		const cache = this._visibilityCache;		function gatherSelectedMeshesCallBack( object ) {			if ( object.isMesh ) {				if ( bVisible === true ) {					object.visible = cache.get( object );				} else {					cache.set( object, object.visible );					object.visible = bVisible;				}			}		}		for ( let i = 0; i < this.selectedObjects.length; i ++ ) {			const selectedObject = this.selectedObjects[ i ];			selectedObject.traverse( gatherSelectedMeshesCallBack );		}	}	changeVisibilityOfNonSelectedObjects( bVisible ) {		const cache = this._visibilityCache;		const selectedMeshes = [];		function gatherSelectedMeshesCallBack( object ) {			if ( object.isMesh ) selectedMeshes.push( object );		}		for ( let i = 0; i < this.selectedObjects.length; i ++ ) {			const selectedObject = this.selectedObjects[ i ];			selectedObject.traverse( gatherSelectedMeshesCallBack );		}		function VisibilityChangeCallBack( object ) {			if ( object.isMesh || object.isSprite ) {				// only meshes and sprites are supported by OutlinePass				let bFound = false;				for ( let i = 0; i < selectedMeshes.length; i ++ ) {					const selectedObjectId = selectedMeshes[ i ].id;					if ( selectedObjectId === object.id ) {						bFound = true;						break;					}				}				if ( bFound === false ) {					const visibility = object.visible;					if ( bVisible === false || cache.get( object ) === true ) {						object.visible = bVisible;					}					cache.set( object, visibility );				}			} else if ( object.isPoints || object.isLine ) {				// the visibilty of points and lines is always set to false in order to				// not affect the outline computation				if ( bVisible === true ) {					object.visible = cache.get( object ); // restore				} else {					cache.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 );	}	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 );			// Make selected objects invisible			this.changeVisibilityOfSelectedObjects( false );			const 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 );			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.renderScene.overrideMaterial = null;			this.changeVisibilityOfNonSelectedObjects( true );			this._visibilityCache.clear();			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 ) {				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 );		}	}	getPrepareMaskMaterial() {		return new ShaderMaterial( {			uniforms: {				'depthTexture': { value: null },				'cameraNearFar': { value: new Vector2( 0.5, 0.5 ) },				'textureMatrix': { value: null }			},			vertexShader:				`#include <morphtarget_pars_vertex>				#include <skinning_pars_vertex>				varying vec4 projTexCoord;				varying vec4 vPosition;				uniform mat4 textureMatrix;				void main() {					#include <skinbase_vertex>					#include <begin_vertex>					#include <morphtarget_vertex>					#include <skinning_vertex>					#include <project_vertex>					vPosition = mvPosition;					vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );					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);				}`		} );	}	getSeperableBlurMaterial( 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 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() {		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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