mirror of https://gitee.com/cf-fz/WebCAD.git
commit
778b879839
@ -1,581 +0,0 @@
|
||||
/**
|
||||
* @author spidersharma / http://eduperiment.com/
|
||||
*/
|
||||
|
||||
function isShowObject ( object ) {
|
||||
return object.isMesh || object.isLine || object.isSprite;
|
||||
}
|
||||
|
||||
THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
|
||||
|
||||
this.renderObjects = [];
|
||||
|
||||
this.renderScene = scene;
|
||||
this.renderCamera = camera;
|
||||
this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
|
||||
this.visibleEdgeColor = new THREE.Color( 1, 1, 1 );
|
||||
this.hiddenEdgeColor = new THREE.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;
|
||||
|
||||
THREE.Pass.call( this );
|
||||
|
||||
this.resolution = ( resolution !== undefined ) ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 );
|
||||
|
||||
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
|
||||
|
||||
var resx = Math.round( this.resolution.x / this.downSampleRatio );
|
||||
var resy = Math.round( this.resolution.y / this.downSampleRatio );
|
||||
|
||||
this.maskBufferMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff } );
|
||||
this.maskBufferMaterial.side = THREE.DoubleSide;
|
||||
this.renderTargetMaskBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
|
||||
this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask";
|
||||
this.renderTargetMaskBuffer.texture.generateMipmaps = false;
|
||||
|
||||
this.depthMaterial = new THREE.MeshDepthMaterial();
|
||||
this.depthMaterial.side = THREE.DoubleSide;
|
||||
this.depthMaterial.depthPacking = THREE.RGBADepthPacking;
|
||||
this.depthMaterial.blending = THREE.NoBlending;
|
||||
|
||||
this.prepareMaskMaterial = this.getPrepareMaskMaterial();
|
||||
this.prepareMaskMaterial.side = THREE.DoubleSide;
|
||||
this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
|
||||
|
||||
this.renderTargetDepthBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
|
||||
this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth";
|
||||
this.renderTargetDepthBuffer.texture.generateMipmaps = false;
|
||||
|
||||
this.renderTargetMaskDownSampleBuffer = new THREE.WebGLRenderTarget( resx, resy, pars );
|
||||
this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample";
|
||||
this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
|
||||
|
||||
this.renderTargetBlurBuffer1 = new THREE.WebGLRenderTarget( resx, resy, pars );
|
||||
this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1";
|
||||
this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
|
||||
this.renderTargetBlurBuffer2 = new THREE.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 THREE.WebGLRenderTarget( resx, resy, pars );
|
||||
this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1";
|
||||
this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
|
||||
this.renderTargetEdgeBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
|
||||
this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2";
|
||||
this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
|
||||
|
||||
var MAX_EDGE_THICKNESS = 4;
|
||||
var MAX_EDGE_GLOW = 4;
|
||||
|
||||
this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
|
||||
this.separableBlurMaterial1.uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy );
|
||||
this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = 1;
|
||||
this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
|
||||
this.separableBlurMaterial2.uniforms[ "texSize" ].value = new THREE.Vector2( 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 ( THREE.CopyShader === undefined )
|
||||
console.error( "THREE.OutlinePass relies on THREE.CopyShader" );
|
||||
|
||||
var copyShader = THREE.CopyShader;
|
||||
|
||||
this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
|
||||
this.copyUniforms[ "opacity" ].value = 1.0;
|
||||
|
||||
this.materialCopy = new THREE.ShaderMaterial( {
|
||||
uniforms: this.copyUniforms,
|
||||
vertexShader: copyShader.vertexShader,
|
||||
fragmentShader: copyShader.fragmentShader,
|
||||
blending: THREE.NoBlending,
|
||||
depthTest: false,
|
||||
depthWrite: false,
|
||||
transparent: true
|
||||
} );
|
||||
|
||||
this.enabled = true;
|
||||
this.needsSwap = false;
|
||||
|
||||
this.oldClearColor = new THREE.Color();
|
||||
this.oldClearAlpha = 1;
|
||||
|
||||
this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
|
||||
this.scene = new THREE.Scene();
|
||||
|
||||
this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
|
||||
this.quad.frustumCulled = false; // Avoid getting clipped
|
||||
this.scene.add( this.quad );
|
||||
|
||||
this.tempPulseColor1 = new THREE.Color();
|
||||
this.tempPulseColor2 = new THREE.Color();
|
||||
this.textureMatrix = new THREE.Matrix4();
|
||||
|
||||
function replaceDepthToViewZ( string, camera ) {
|
||||
|
||||
var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
|
||||
|
||||
return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
|
||||
|
||||
constructor: THREE.OutlinePass,
|
||||
|
||||
dispose: function () {
|
||||
|
||||
this.renderTargetMaskBuffer.dispose();
|
||||
this.renderTargetDepthBuffer.dispose();
|
||||
this.renderTargetMaskDownSampleBuffer.dispose();
|
||||
this.renderTargetBlurBuffer1.dispose();
|
||||
this.renderTargetBlurBuffer2.dispose();
|
||||
this.renderTargetEdgeBuffer1.dispose();
|
||||
this.renderTargetEdgeBuffer2.dispose();
|
||||
|
||||
},
|
||||
|
||||
setSize: function ( width, height ) {
|
||||
|
||||
this.renderTargetMaskBuffer.setSize( width, height );
|
||||
|
||||
var resx = Math.round( width / this.downSampleRatio );
|
||||
var 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 = new THREE.Vector2( 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 = new THREE.Vector2( resx, resy );
|
||||
|
||||
},
|
||||
|
||||
|
||||
changeVisibilityOfSelectedObjects: function ( bVisible ) {
|
||||
|
||||
function gatherSelectedMeshesCallBack( object ) {
|
||||
|
||||
if ( isShowObject( object ) ) {
|
||||
|
||||
if ( bVisible ) {
|
||||
|
||||
object.visible = object.userData.oldVisible;
|
||||
delete object.userData.oldVisible;
|
||||
|
||||
} else {
|
||||
|
||||
object.userData.oldVisible = object.visible;
|
||||
object.visible = bVisible;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
|
||||
|
||||
var selectedObject = this.selectedObjects[ i ];
|
||||
selectedObject.traverse( gatherSelectedMeshesCallBack );
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
changeVisibilityOfNonSelectedObjects: function ( bVisible ) {
|
||||
|
||||
var selectedMeshes = [];
|
||||
|
||||
function gatherSelectedMeshesCallBack( object ) {
|
||||
|
||||
if ( isShowObject( object ) ) selectedMeshes.push( object );
|
||||
|
||||
}
|
||||
|
||||
for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
|
||||
|
||||
var selectedObject = this.selectedObjects[ i ];
|
||||
selectedObject.traverse( gatherSelectedMeshesCallBack );
|
||||
|
||||
}
|
||||
|
||||
function VisibilityChangeCallBack( object ) {
|
||||
|
||||
if ( isShowObject( object ) ) {
|
||||
|
||||
var bFound = false;
|
||||
|
||||
for ( var i = 0; i < selectedMeshes.length; i ++ ) {
|
||||
|
||||
var selectedObjectId = selectedMeshes[ i ].id;
|
||||
|
||||
if ( selectedObjectId === object.id ) {
|
||||
|
||||
bFound = true;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( ! bFound ) {
|
||||
|
||||
var visibility = object.visible;
|
||||
|
||||
if ( ! bVisible || object.bVisible ) object.visible = bVisible;
|
||||
|
||||
object.bVisible = visibility;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this.renderScene.traverse( VisibilityChangeCallBack );
|
||||
|
||||
},
|
||||
|
||||
updateTextureMatrix: function () {
|
||||
|
||||
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: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
|
||||
this.renderObjects.length = 0;
|
||||
if ( this.selectedObjects.length > 0 ) {
|
||||
//缓存renderObjects
|
||||
let renderList = renderer.renderLists.get(this.renderScene, this.renderCamera);
|
||||
this.renderObjects = [...renderList.transparent.map(o => o.object), ...renderList.opaque.map(o => o.object)];
|
||||
|
||||
this.oldClearColor.copy( renderer.getClearColor() );
|
||||
this.oldClearAlpha = renderer.getClearAlpha();
|
||||
var oldAutoClear = renderer.autoClear;
|
||||
|
||||
renderer.autoClear = false;
|
||||
|
||||
if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
|
||||
|
||||
renderer.setClearColor( 0xffffff, 1 );
|
||||
|
||||
// Make selected objects invisible
|
||||
this.changeVisibilityOfSelectedObjects( false );
|
||||
|
||||
var currentBackground = this.renderScene.background;
|
||||
this.renderScene.background = null;
|
||||
|
||||
// 1. Draw Non Selected objects in the depth buffer
|
||||
this.renderScene.overrideMaterial = this.depthMaterial;
|
||||
renderer.render(this.renderScene, this.renderCamera, this.renderTargetDepthBuffer, true);
|
||||
|
||||
// Make selected objects visible
|
||||
this.changeVisibilityOfSelectedObjects( true );
|
||||
|
||||
// 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 = new THREE.Vector2( this.renderCamera.near, this.renderCamera.far );
|
||||
this.prepareMaskMaterial.uniforms[ "depthTexture" ].value = this.renderTargetDepthBuffer.texture;
|
||||
this.prepareMaskMaterial.uniforms[ "textureMatrix" ].value = this.textureMatrix;
|
||||
renderer.render( this.renderScene, this.renderCamera, this.renderTargetMaskBuffer, true );
|
||||
this.renderScene.overrideMaterial = null;
|
||||
this.changeVisibilityOfNonSelectedObjects( true );
|
||||
|
||||
this.renderScene.background = currentBackground;
|
||||
|
||||
// 2. Downsample to Half resolution
|
||||
this.quad.material = this.materialCopy;
|
||||
this.copyUniforms[ "tDiffuse" ].value = this.renderTargetMaskBuffer.texture;
|
||||
renderer.render( this.scene, this.camera, this.renderTargetMaskDownSampleBuffer, true );
|
||||
|
||||
this.tempPulseColor1.copy( this.visibleEdgeColor );
|
||||
this.tempPulseColor2.copy( this.hiddenEdgeColor );
|
||||
|
||||
if ( this.pulsePeriod > 0 ) {
|
||||
|
||||
var 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.quad.material = this.edgeDetectionMaterial;
|
||||
this.edgeDetectionMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskDownSampleBuffer.texture;
|
||||
this.edgeDetectionMaterial.uniforms[ "texSize" ].value = new THREE.Vector2( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
|
||||
this.edgeDetectionMaterial.uniforms[ "visibleEdgeColor" ].value = this.tempPulseColor1;
|
||||
this.edgeDetectionMaterial.uniforms[ "hiddenEdgeColor" ].value = this.tempPulseColor2;
|
||||
renderer.render( this.scene, this.camera, this.renderTargetEdgeBuffer1, true );
|
||||
|
||||
// 4. Apply Blur on Half res
|
||||
this.quad.material = this.separableBlurMaterial1;
|
||||
this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
|
||||
this.separableBlurMaterial1.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionX;
|
||||
this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = this.edgeThickness;
|
||||
renderer.render( this.scene, this.camera, this.renderTargetBlurBuffer1, true );
|
||||
this.separableBlurMaterial1.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer1.texture;
|
||||
this.separableBlurMaterial1.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionY;
|
||||
renderer.render( this.scene, this.camera, this.renderTargetEdgeBuffer1, true );
|
||||
|
||||
// Apply Blur on quarter res
|
||||
this.quad.material = this.separableBlurMaterial2;
|
||||
this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetEdgeBuffer1.texture;
|
||||
this.separableBlurMaterial2.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionX;
|
||||
renderer.render( this.scene, this.camera, this.renderTargetBlurBuffer2, true );
|
||||
this.separableBlurMaterial2.uniforms[ "colorTexture" ].value = this.renderTargetBlurBuffer2.texture;
|
||||
this.separableBlurMaterial2.uniforms[ "direction" ].value = THREE.OutlinePass.BlurDirectionY;
|
||||
renderer.render( this.scene, this.camera, this.renderTargetEdgeBuffer2, true );
|
||||
|
||||
// Blend it additively over the input texture
|
||||
this.quad.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.context.enable( renderer.context.STENCIL_TEST );
|
||||
|
||||
renderer.render( this.scene, this.camera, readBuffer, false );
|
||||
|
||||
renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
|
||||
renderer.autoClear = oldAutoClear;
|
||||
|
||||
}
|
||||
|
||||
if ( this.renderToScreen ) {
|
||||
|
||||
this.quad.material = this.materialCopy;
|
||||
this.copyUniforms[ "tDiffuse" ].value = readBuffer.texture;
|
||||
renderer.render( this.scene, this.camera );
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
getPrepareMaskMaterial: function () {
|
||||
|
||||
return new THREE.ShaderMaterial( {
|
||||
|
||||
uniforms: {
|
||||
"depthTexture": { value: null },
|
||||
"cameraNearFar": { value: new THREE.Vector2( 0.5, 0.5 ) },
|
||||
"textureMatrix": { value: new THREE.Matrix4() }
|
||||
},
|
||||
|
||||
vertexShader: [
|
||||
'varying vec4 projTexCoord;',
|
||||
'varying vec4 vPosition;',
|
||||
'uniform mat4 textureMatrix;',
|
||||
|
||||
'void main() {',
|
||||
|
||||
' vPosition = modelViewMatrix * vec4( position, 1.0 );',
|
||||
' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
|
||||
' projTexCoord = textureMatrix * worldPosition;',
|
||||
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
|
||||
|
||||
'}'
|
||||
].join( '\n' ),
|
||||
|
||||
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);',
|
||||
|
||||
'}'
|
||||
].join( '\n' )
|
||||
|
||||
} );
|
||||
|
||||
},
|
||||
|
||||
getEdgeDetectionMaterial: function () {
|
||||
|
||||
return new THREE.ShaderMaterial( {
|
||||
|
||||
uniforms: {
|
||||
"maskTexture": { value: null },
|
||||
"texSize": { value: new THREE.Vector2( 0.5, 0.5 ) },
|
||||
"visibleEdgeColor": { value: new THREE.Vector3( 1.0, 1.0, 1.0 ) },
|
||||
"hiddenEdgeColor": { value: new THREE.Vector3( 1.0, 1.0, 1.0 ) },
|
||||
},
|
||||
|
||||
vertexShader:
|
||||
"varying vec2 vUv;\n\
|
||||
void main() {\n\
|
||||
vUv = uv;\n\
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
||||
}",
|
||||
|
||||
fragmentShader:
|
||||
"varying vec2 vUv;\
|
||||
uniform sampler2D maskTexture;\
|
||||
uniform vec2 texSize;\
|
||||
uniform vec3 visibleEdgeColor;\
|
||||
uniform vec3 hiddenEdgeColor;\
|
||||
\
|
||||
void main() {\n\
|
||||
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: function ( maxRadius ) {
|
||||
|
||||
return new THREE.ShaderMaterial( {
|
||||
|
||||
defines: {
|
||||
"MAX_RADIUS": maxRadius,
|
||||
},
|
||||
|
||||
uniforms: {
|
||||
"colorTexture": { value: null },
|
||||
"texSize": { value: new THREE.Vector2( 0.5, 0.5 ) },
|
||||
"direction": { value: new THREE.Vector2( 0.5, 0.5 ) },
|
||||
"kernelRadius": { value: 1.0 }
|
||||
},
|
||||
|
||||
vertexShader:
|
||||
"varying vec2 vUv;\n\
|
||||
void main() {\n\
|
||||
vUv = uv;\n\
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
||||
}",
|
||||
|
||||
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);\
|
||||
vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * 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);\
|
||||
vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
|
||||
vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
|
||||
diffuseSum += ((sample1 + sample2) * w);\
|
||||
weightSum += (2.0 * w);\
|
||||
uvOffset += delta;\
|
||||
}\
|
||||
gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\
|
||||
}"
|
||||
} );
|
||||
|
||||
},
|
||||
|
||||
getOverlayMaterial: function () {
|
||||
|
||||
return new THREE.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;\n\
|
||||
void main() {\n\
|
||||
vUv = uv;\n\
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
||||
}",
|
||||
|
||||
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: THREE.AdditiveBlending,
|
||||
depthTest: false,
|
||||
depthWrite: false,
|
||||
transparent: true
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
} );
|
||||
|
||||
THREE.OutlinePass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
|
||||
THREE.OutlinePass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );
|
@ -0,0 +1,658 @@
|
||||
import { AdditiveBlending, Camera, Color, DoubleSide, LinearFilter, Matrix4, Mesh, MeshBasicMaterial, MeshDepthMaterial, NoBlending, Object3D, OrthographicCamera, PlaneBufferGeometry, RGBADepthPacking, RGBAFormat, Scene, ShaderMaterial, UniformsUtils, Vector2, Vector3, WebGLRenderTarget } from "three";
|
||||
import { Pass } from "three/examples/jsm/postprocessing/Pass";
|
||||
import { CopyShader } from "three/examples/jsm/shaders/CopyShader";
|
||||
|
||||
/**
|
||||
* @author spidersharma / http://eduperiment.com/
|
||||
*/
|
||||
export class OutlinePass extends Pass
|
||||
{
|
||||
renderObjects: Object3D[];
|
||||
renderScene: Scene;
|
||||
renderCamera: Camera;
|
||||
selectedObjects: Object3D[];
|
||||
visibleEdgeColor: Color;
|
||||
hiddenEdgeColor: Color;
|
||||
edgeGlow: number;
|
||||
usePatternTexture: boolean;
|
||||
edgeThickness: number;
|
||||
edgeStrength: number;
|
||||
downSampleRatio: number;
|
||||
pulsePeriod: number;
|
||||
resolution: Vector2;
|
||||
maskBufferMaterial: MeshBasicMaterial;
|
||||
renderTargetMaskBuffer: WebGLRenderTarget;
|
||||
depthMaterial: MeshDepthMaterial;
|
||||
prepareMaskMaterial: ShaderMaterial;
|
||||
renderTargetDepthBuffer: WebGLRenderTarget;
|
||||
renderTargetMaskDownSampleBuffer: WebGLRenderTarget;
|
||||
renderTargetBlurBuffer1: WebGLRenderTarget;
|
||||
renderTargetBlurBuffer2: WebGLRenderTarget;
|
||||
edgeDetectionMaterial: ShaderMaterial;
|
||||
renderTargetEdgeBuffer1: WebGLRenderTarget;
|
||||
renderTargetEdgeBuffer2: WebGLRenderTarget;
|
||||
separableBlurMaterial1: ShaderMaterial;
|
||||
separableBlurMaterial2: ShaderMaterial;
|
||||
overlayMaterial: ShaderMaterial;
|
||||
copyUniforms: { [x: string]: { value: any; }; };
|
||||
materialCopy: ShaderMaterial;
|
||||
oldClearColor: Color;
|
||||
oldClearAlpha: number;
|
||||
fsQuad: Pass.FullScreenQuad;
|
||||
tempPulseColor1: Color;
|
||||
tempPulseColor2: Color;
|
||||
textureMatrix: Matrix4;
|
||||
patternTexture: any;
|
||||
constructor(resolution: Vector2, scene: Scene, camera: Camera, selectedObjects?: Object3D[])
|
||||
{
|
||||
super();
|
||||
|
||||
this.renderObjects = [];
|
||||
|
||||
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.resolution = (resolution !== undefined) ? new Vector2(resolution.x, resolution.y) : new Vector2(256, 256);
|
||||
|
||||
var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
|
||||
|
||||
var resx = Math.round(this.resolution.x / this.downSampleRatio);
|
||||
var 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;
|
||||
|
||||
var MAX_EDGE_THICKNESS = 4;
|
||||
var MAX_EDGE_GLOW = 4;
|
||||
|
||||
this.separableBlurMaterial1 = this.getSeperableBlurMaterial(MAX_EDGE_THICKNESS);
|
||||
this.separableBlurMaterial1.uniforms["texSize"].value = new Vector2(resx, resy);
|
||||
this.separableBlurMaterial1.uniforms["kernelRadius"].value = 1;
|
||||
this.separableBlurMaterial2 = this.getSeperableBlurMaterial(MAX_EDGE_GLOW);
|
||||
this.separableBlurMaterial2.uniforms["texSize"].value = new Vector2(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("OutlinePass relies on CopyShader");
|
||||
|
||||
var 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 Pass.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);
|
||||
|
||||
var resx = Math.round(width / this.downSampleRatio);
|
||||
var 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 = new Vector2(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 = new Vector2(resx, resy);
|
||||
|
||||
}
|
||||
|
||||
|
||||
changeVisibilityOfSelectedObjects(bVisible)
|
||||
{
|
||||
|
||||
function gatherSelectedMeshesCallBack(object)
|
||||
{
|
||||
|
||||
if (isShowObject(object))
|
||||
{
|
||||
|
||||
if (bVisible)
|
||||
{
|
||||
|
||||
object.visible = object.userData.oldVisible;
|
||||
delete object.userData.oldVisible;
|
||||
|
||||
} else
|
||||
{
|
||||
|
||||
object.userData.oldVisible = object.visible;
|
||||
object.visible = bVisible;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for (var i = 0; i < this.selectedObjects.length; i++)
|
||||
{
|
||||
|
||||
var selectedObject = this.selectedObjects[i];
|
||||
selectedObject.traverse(gatherSelectedMeshesCallBack);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
changeVisibilityOfNonSelectedObjects(bVisible)
|
||||
{
|
||||
|
||||
var selectedMeshes = [];
|
||||
|
||||
function gatherSelectedMeshesCallBack(object)
|
||||
{
|
||||
|
||||
if (isShowObject(object)) selectedMeshes.push(object);
|
||||
|
||||
}
|
||||
|
||||
for (var i = 0; i < this.selectedObjects.length; i++)
|
||||
{
|
||||
|
||||
var selectedObject = this.selectedObjects[i];
|
||||
selectedObject.traverse(gatherSelectedMeshesCallBack);
|
||||
|
||||
}
|
||||
|
||||
function VisibilityChangeCallBack(object)
|
||||
{
|
||||
|
||||
if (isShowObject(object))
|
||||
{
|
||||
|
||||
var bFound = false;
|
||||
|
||||
for (var i = 0; i < selectedMeshes.length; i++)
|
||||
{
|
||||
|
||||
var selectedObjectId = selectedMeshes[i].id;
|
||||
|
||||
if (selectedObjectId === object.id)
|
||||
{
|
||||
|
||||
bFound = true;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (!bFound)
|
||||
{
|
||||
|
||||
var visibility = object.visible;
|
||||
|
||||
if (!bVisible || object.bVisible) object.visible = bVisible;
|
||||
|
||||
object.bVisible = visibility;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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, delta, maskActive)
|
||||
{
|
||||
this.renderObjects.length = 0;
|
||||
if (this.selectedObjects.length > 0)
|
||||
{
|
||||
//缓存renderObjects
|
||||
let renderList = renderer.renderLists.get(this.renderScene, this.renderCamera);
|
||||
this.renderObjects = [...renderList.transparent.map(o => o.object), ...renderList.opaque.map(o => o.object)];
|
||||
|
||||
this.oldClearColor.copy(renderer.getClearColor());
|
||||
this.oldClearAlpha = renderer.getClearAlpha();
|
||||
var oldAutoClear = renderer.autoClear;
|
||||
|
||||
renderer.autoClear = false;
|
||||
|
||||
if (maskActive) renderer.context.disable(renderer.context.STENCIL_TEST);
|
||||
|
||||
renderer.setClearColor(0xffffff, 1);
|
||||
|
||||
// Make selected objects invisible
|
||||
this.changeVisibilityOfSelectedObjects(false);
|
||||
|
||||
var 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);
|
||||
|
||||
// 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;
|
||||
//@ts-ignore
|
||||
this.prepareMaskMaterial.uniforms["cameraNearFar"].value = new Vector2(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.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)
|
||||
{
|
||||
|
||||
var 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 = new Vector2(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.context.enable(renderer.context.STENCIL_TEST);
|
||||
|
||||
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: new Matrix4() }
|
||||
},
|
||||
|
||||
vertexShader: [
|
||||
'varying vec4 projTexCoord;',
|
||||
'varying vec4 vPosition;',
|
||||
'uniform mat4 textureMatrix;',
|
||||
|
||||
'void main() {',
|
||||
|
||||
' vPosition = modelViewMatrix * vec4( position, 1.0 );',
|
||||
' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
|
||||
' projTexCoord = textureMatrix * worldPosition;',
|
||||
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
|
||||
|
||||
'}'
|
||||
].join('\n'),
|
||||
|
||||
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);',
|
||||
|
||||
'}'
|
||||
].join('\n')
|
||||
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
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;\n\
|
||||
void main() {\n\
|
||||
vUv = uv;\n\
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
||||
}",
|
||||
|
||||
fragmentShader:
|
||||
"varying vec2 vUv;\
|
||||
uniform sampler2D maskTexture;\
|
||||
uniform vec2 texSize;\
|
||||
uniform vec3 visibleEdgeColor;\
|
||||
uniform vec3 hiddenEdgeColor;\
|
||||
\
|
||||
void main() {\n\
|
||||
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: number)
|
||||
{
|
||||
|
||||
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;\n\
|
||||
void main() {\n\
|
||||
vUv = uv;\n\
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
||||
}",
|
||||
|
||||
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);\
|
||||
vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * 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);\
|
||||
vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
|
||||
vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
|
||||
diffuseSum += ((sample1 + sample2) * w);\
|
||||
weightSum += (2.0 * w);\
|
||||
uvOffset += delta;\
|
||||
}\
|
||||
gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\
|
||||
}"
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
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;\n\
|
||||
void main() {\n\
|
||||
vUv = uv;\n\
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
||||
}",
|
||||
|
||||
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
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
static BlurDirectionX = new Vector2(1.0, 0.0);
|
||||
static BlurDirectionY = new Vector2(0.0, 1.0);
|
||||
}
|
||||
|
||||
function isShowObject(object: Object3D)
|
||||
{
|
||||
//@ts-ignore
|
||||
return object.isMesh || object.isLine || object.isSprite;
|
||||
}
|
Loading…
Reference in new issue