| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574 | import {	BackSide,	Color,	ShaderMaterial,	UniformsLib,	UniformsUtils} from '../../../build/three.module.js';/** * Reference: https://en.wikipedia.org/wiki/Cel_shading * * API * * 1. Traditional * * const effect = new OutlineEffect( renderer ); * * function render() { * * 	effect.render( scene, camera ); * * } * * 2. VR compatible * * 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 ); * * } * * // How to set default outline parameters * new OutlineEffect( renderer, { * 	defaultThickness: 0.01, * 	defaultColor: [ 0, 0, 0 ], * 	defaultAlpha: 0.8, * 	defaultKeepAlive: true // keeps outline material in cache even if material is removed from scene * } ); * * // How to set outline parameters for each material * material.userData.outlineParameters = { * 	thickness: 0.01, * 	color: [ 0, 0, 0 ] * 	alpha: 0.8, * 	visible: true, * 	keepAlive: true * }; */class OutlineEffect {	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 <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: 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;			let hasNormals = false;			if ( object.geometry !== undefined ) {				if ( geometry.isBufferGeometry ) {					hasNormals = geometry.attributes.normal !== undefined;				} else {					hasNormals = true; // the renderer always produces a normal attribute for Geometry				}			}			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 originialMaterials			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;				}			}		}		this.render = function ( scene, camera ) {			let renderTarget;			let forceClear = false;			if ( arguments[ 2 ] !== undefined ) {				console.warn( 'THREE.OutlineEffect.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );				renderTarget = arguments[ 2 ];			}			if ( arguments[ 3 ] !== undefined ) {				console.warn( 'THREE.OutlineEffect.render(): the forceClear argument has been removed. Use .clear() instead.' );				forceClear = arguments[ 3 ];			}			if ( renderTarget !== undefined ) renderer.setRenderTarget( renderTarget );			if ( forceClear ) renderer.clear();			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.autoUpdate;			const currentSceneBackground = scene.background;			const currentShadowMapEnabled = renderer.shadowMap.enabled;			scene.autoUpdate = false;			scene.background = null;			renderer.autoClear = false;			renderer.shadowMap.enabled = false;			scene.traverse( setOutlineMaterial );			renderer.render( scene, camera );			scene.traverse( restoreOriginalMaterial );			cleanupCache();			scene.autoUpdate = currentSceneAutoUpdate;			scene.background = currentSceneBackground;			renderer.autoClear = currentAutoClear;			renderer.shadowMap.enabled = currentShadowMapEnabled;		};		/*		 * See #9918		 *		 * The following property copies and wrapper methods enable		 * OutlineEffect to be called from other *Effect, like		 *		 * effect = new StereoEffect( new OutlineEffect( renderer ) );		 *		 * function render () {		 *	 	 * 	effect.render( scene, camera );		 *		 * }		 */		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 };
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