Merge branch 'update_threejs'

pull/360/head
ChenX 5 years ago
commit 778b879839

@ -21,16 +21,6 @@ const config: webpack.Configuration = {
resolve: {
alias: {
"dat.gui": getpath('../node_modules/dat.gui/build/dat.gui.js'),
"three-FBXLoader": getpath("../src/Loader/FBXLoader.js"),
"three-CopyShader": getpath("../node_modules/three/examples/js/shaders/CopyShader.js"),
"three-SMAAShader": getpath("../node_modules/three/examples/js/shaders/SMAAShader.js"),
"three-FXAAShader": getpath("../node_modules/three/examples/js/shaders/FXAAShader.js"),
"three-OutlinePass": getpath("../src/GraphicsSystem/OutlinePass.js"),
"three-EffectComposer": getpath("../node_modules/three/examples/js/postprocessing/EffectComposer.js"),
"three-RenderPass": getpath("../node_modules/three/examples/js/postprocessing/RenderPass.js"),
"three-ShaderPass": getpath("../node_modules/three/examples/js/postprocessing/ShaderPass.js"),
"three-SMAAPass": getpath("../node_modules/three/examples/js/postprocessing/SMAAPass.js"),
},
extensions: [".ts", ".tsx", ".js", "json"]
},

@ -30,7 +30,7 @@
"@types/react-dom": "^16.8.4",
"@types/stats.js": "^0.17.0",
"@types/terser-webpack-plugin": "^1.2.1",
"@types/three": "^0.93.15",
"@types/three": "^0.103.2",
"@types/webpack": "^4.4.34",
"@types/webpack-dev-server": "^3.1.6",
"@types/webpack-env": "^1.13.7",
@ -79,7 +79,7 @@
"dxf-parser": "^1.0.0-alpha.1",
"expr-eval": "^1.2.2",
"golden-layout": "^1.5.9",
"meriyah": "^0.6.0",
"meriyah": "^0.6.1",
"mobx": "^5.10.1",
"mobx-react": "^6.1.1",
"pako": "^1.0.10",
@ -88,7 +88,7 @@
"react-dom": "^16.8.2",
"react-rnd2": "^1.0.1",
"stats.js": "^0.17.0",
"three": "^0.101.1",
"three": "^0.105.2",
"xaop": "^1.3.2"
},
"jest": {

@ -1,7 +1,8 @@
import { Command } from "../Editor/CommandMachine";
import { FileSystem } from "../Common/FileSystem";
import { LoadingManager } from "three";
import { FBXLoader } from "three/examples/jsm/loaders/FBXLoader";
import { app } from '../ApplicationServices/Application';
import { LoadingManager, FBXLoader } from "three";
import { FileSystem } from "../Common/FileSystem";
import { Command } from "../Editor/CommandMachine";
export class Fbx implements Command
{

@ -503,7 +503,6 @@ export function CircleOuterTangentLines(circle0: Circle, circle1: Circle): Line[
export function getArcOrCirNearPts(cu: Circle | Arc | Ellipse, pickPoint: Vector3, viewXform: Matrix3)
{
//@ts-ignore
let viewNormal = new Vector3().fromArray(viewXform.elements, 2 * 3);
let plane = new PlaneExt(cu.Normal, cu.Center);
@ -512,9 +511,7 @@ export function getArcOrCirNearPts(cu: Circle | Arc | Ellipse, pickPoint: Vector
if (pickLocal)
{
//@ts-ignore
let x = new Vector3().fromArray(viewXform.elements, 0).add(pickLocal);
//@ts-ignore
let y = new Vector3().fromArray(viewXform.elements, 3).add(pickLocal);
x = plane.intersectLine(new Line3(x, x.clone().add(viewNormal)), new Vector3(), true);

@ -227,21 +227,37 @@ export class Entity extends CADObject
this.UpdateVisible();
let isJigIng = this._CacheDrawObject.has(RenderType.Jig);
for (let [type, en] of this._CacheDrawObject)
for (let [type, obj] of this._CacheDrawObject)
{
if (isJigIng && type !== RenderType.Jig)
continue;
if (mode & UpdateDraw.Geometry)
this.UpdateDrawObject(type, en);
{
if (obj.userData.IsClone)
{
let parent = obj.parent;
DisposeThreeObj(obj);
this._CacheDrawObject.delete(type);
let newObj = this.GetDrawObjectFromRenderType(type);
if (parent)
{
parent.remove(obj);
parent.add(newObj);
}
obj = newObj;
}
else
this.UpdateDrawObject(type, obj);
}
if (mode & UpdateDraw.Material)
this.UpdateDrawObjectMaterial(type, en);
this.UpdateDrawObjectMaterial(type, obj);
if (mode & UpdateDraw.Matrix || mode & UpdateDraw.Geometry)
{
en.updateMatrixWorld(true);
en.traverse(UpdateBoundingSphere);
obj.updateMatrixWorld(true);
obj.traverse(UpdateBoundingSphere);
}
}
@ -429,16 +445,14 @@ export class Entity extends CADObject
{
for (let [type, obj] of from._CacheDrawObject)
{
let oldD = obj.userData;
obj.traverse(o =>
{
o.userData = {};
});
let oldUserDaata = obj.userData;
obj.traverse(o => o.userData = {});
let newObj = obj.clone();
obj.userData = oldD;
obj.userData = oldUserDaata;
newObj.matrix = this.m_Matrix;
newObj.userData = { Entity: this };
newObj.userData.IsClone = true;
this._CacheDrawObject.set(type, newObj);
}
this.NeedUpdateFlag = UpdateDraw.None;

@ -84,7 +84,6 @@ export class Line extends Curve
case ObjectSnapMode.Nea:
{
let derv = this.GetFistDeriv(0).normalize();
//@ts-ignore
let viewNormal = new Vector3().fromArray(viewXform.elements, 2 * 3);
//平行不捕捉

@ -49,7 +49,6 @@ export class CameraControls
this.m_domElement.addEventListener("mousemove", this.onMouseMove, false);
document.addEventListener("mousemove", e =>
{
//@ts-ignore
if (document.pointerLockElement === this.m_Viewer.Renderer.domElement)
this.onMouseMove(e);
});
@ -154,12 +153,10 @@ export class CameraControls
requestPointerLock()
{
//@ts-ignore
if (this.m_Viewer.Renderer.domElement.requestPointerLock
&& this.m_IsAltDown
)
{
//@ts-ignore
this.m_Viewer.Renderer.domElement.requestPointerLock();
this.m_Viewer.PreViewer.Cursor.CursorObject.visible = false;
@ -170,10 +167,8 @@ export class CameraControls
}
exitPointerLock()
{
//@ts-ignore
if (document.exitPointerLock)
{
//@ts-ignore
document.exitPointerLock();
this.m_Viewer.PreViewer.Cursor.CursorObject.visible = true;

@ -1,12 +1,12 @@
import { autorun, observable } from 'mobx';
import { AmbientLight, BoxBufferGeometry, BufferGeometry, ConeBufferGeometry, Geometry, Mesh, MeshPhysicalMaterial, Object3D, PointLight, SphereBufferGeometry, TorusBufferGeometry, TorusKnotBufferGeometry } from 'three';
import { end } from 'xaop';
import { Singleton } from '../Common/Singleton';
import { PhysicalMaterialRecord } from '../DatabaseServices/PhysicalMaterialRecord';
import { TextureTableRecord } from '../DatabaseServices/Texture';
import { CameraType } from '../GraphicsSystem/CameraUpdate';
import { Viewer } from '../GraphicsSystem/Viewer';
import { MaterialEditorCamerControl } from './MaterialMouseControl';
import { PhysicalMaterialRecord } from '../DatabaseServices/PhysicalMaterialRecord';
import { Singleton } from '../Common/Singleton';
import { Geometry, BufferGeometry, Object3D, Mesh, SphereBufferGeometry, TorusBufferGeometry, BoxBufferGeometry, TorusKnotBufferGeometry, ConeBufferGeometry, AmbientLight, PointLight, MeshPhysicalMaterial } from 'three';
import { TextureTableRecord } from '../DatabaseServices/Texture';
/**
*
@ -29,7 +29,7 @@ export class MaterialEditor extends Singleton
initGeometrys()
{
this.Geometrys = new Map(
this.Geometrys = new Map<string, Geometry | BufferGeometry>(
[
["球", new SphereBufferGeometry(1, 32, 32)],
["圆环", new TorusBufferGeometry(0.8, 0.4, 32, 64)],

@ -1,7 +1,5 @@
import { FXAAShader, ShaderPass } from "three";
require("three-EffectComposer");
require("three-ShaderPass");
require("three-FXAAShader");
import { FXAAShader } from "three/examples/jsm/shaders/FXAAShader";
import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass";
export class FXAAPass extends ShaderPass
{

@ -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;
}

@ -1,11 +1,10 @@
import * as THREE from 'three';
import { Line, LineBasicMaterial, LineDashedMaterial, LineSegments, Scene, Vector3, WebGLRenderer } from 'three';
import { end } from 'xaop';
import { app } from '../ApplicationServices/Application';
import { CameraUpdate } from './CameraUpdate';
import { Cursor } from './Cursor';
import { LineBasicMaterial, LineDashedMaterial, Line, BufferGeometry, Vector3, LineSegments } from 'three';
import { BufferGeometryUtils } from '../Geometry/BufferGeometryUtils';
import { PointShapeUtils } from '../Geometry/PointShapeUtils';
import { end } from 'xaop';
import { CameraUpdate } from './CameraUpdate';
import { Cursor } from './Cursor';
export enum DrawMode
{
@ -19,9 +18,9 @@ export class PreViewer
{
private m_bNeedUpdate: boolean;
//渲染器
private m_Render: THREE.WebGLRenderer;
private m_Render: WebGLRenderer;
//场景
private m_Scene = new THREE.Scene();
private m_Scene = new Scene();
//相机控制
protected m_Camera: CameraUpdate;
private m_Width: number;
@ -117,7 +116,7 @@ export class PreViewer
this.m_DomEl.appendChild(canvas);
this.m_Render = new THREE.WebGLRenderer({ canvas: canvas, clearColor: 0, alpha: true })
this.m_Render = new WebGLRenderer({ canvas: canvas, alpha: true })
}
//#endregion

@ -1,7 +1,11 @@
import { EffectComposer, Matrix4, Object3D, OutlinePass, RenderPass, Scene, SMAAPass, Vector2, Vector3, WebGLRenderer } from 'three';
import { Matrix4, Object3D, Scene, Vector2, Vector3, WebGLRenderer } from 'three';
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass";
import { SMAAPass } from "three/examples/jsm/postprocessing/SMAAPass";
import { begin, end } from 'xaop';
import { app } from '../ApplicationServices/Application';
import { arrayRemoveOnce } from '../Common/ArrayExt';
import { IsDev } from '../Common/Deving';
import { GetEntity } from '../Common/Utils';
import { Database } from '../DatabaseServices/Database';
import { Entity } from '../DatabaseServices/Entity/Entity';
@ -10,22 +14,10 @@ import { userConfig } from '../Editor/UserConfig';
import { GetBox, GetBoxArr, isPerpendicularityTo, ZeroVec } from '../Geometry/GeUtils';
import { PlaneExt } from '../Geometry/Plane';
import { CameraUpdate } from './CameraUpdate';
import { FXAAPass } from './FXAAPass';
import { GripScene } from './GripScene';
import { OutlinePass } from './OutlinePass';
import { PreViewer } from './PreViewer';
//导入其他js模块
require("three-CopyShader");
require("three-SMAAShader");
require("three-EffectComposer");
require("three-RenderPass");
require("three-SMAAPass");
require("three-OutlinePass");
export enum AAType
{
FXAA = 0,//快速近似抗锯齿(性能更好)
@ -50,7 +42,6 @@ export class Viewer
RenderPass: RenderPass;
OutlinePass: OutlinePass;
Composer: EffectComposer;
private _EffectFXAAPass: FXAAPass;
private _SMAAPass: SMAAPass;
private _Scene: Scene = new Scene;
@ -79,6 +70,7 @@ export class Viewer
this.InitRender(canvasContainer);
this.StartRender();
if (!IsDev())
//默认西南等轴视图
this.ViewToSwiso();
@ -127,8 +119,6 @@ export class Viewer
{
if (this._AAType === AAType.FXAA)
{
arrayRemoveOnce(this.Composer.passes, this._EffectFXAAPass);
if (!this._SMAAPass)
{
this._SMAAPass = new SMAAPass(this.Width, this.Height);
@ -138,10 +128,8 @@ export class Viewer
this.Composer.addPass(this._SMAAPass);
}
else
{
//https://stackoverflow.com/questions/49767165/how-to-remove-fxaa-in-threejs-outline-example
arrayRemoveOnce(this.Composer.passes, this._SMAAPass);
this.Composer.addPass(this._EffectFXAAPass);
}
this._AAType = type;
this.UpdateRender();
}
@ -193,10 +181,6 @@ export class Viewer
this.Composer.addPass(this.OutlinePass);
this._EffectFXAAPass = new FXAAPass();
this.Composer.addPass(this._EffectFXAAPass);
this.OnSize();
}
@ -354,7 +338,6 @@ export class Viewer
*/
get VisibleObjects(): Object3D[]
{
//@ts-ignore
let renderObjects: Object3D[] = this.OutlinePass.renderObjects;
if (renderObjects.length > 0)
return renderObjects;

@ -1,11 +1,13 @@
import { Group, LoadingManager } from "three";
import { FBXLoader } from "three/examples/jsm/loaders/FBXLoader";
//最小限度的使用这个模块. 所以提供了一个导出的头文件.
import * as THREE from "three";
require('three-FBXLoader');
export interface LoaderState
{
State: boolean,
object?: THREE.Group
State: boolean;
object?: Group;
}
@ -28,8 +30,8 @@ let onError = function (xhr)
//Loader FBX
export function loadFBX(fileName: string): Promise<LoaderState>
{
let manager = new THREE.LoadingManager();
let loader = new THREE.FBXLoader(manager);
let manager = new LoadingManager();
let loader = new FBXLoader(manager);
return new Promise<LoaderState>((resolve, reject) =>

@ -10,7 +10,7 @@ export class Vector2D extends Vector2
}
clone()
{
return new Vector2D(this.x, this.y);
return new Vector2D(this.x, this.y) as this;
}
// returns the vector rotated by 90 degrees clockwise
normal()

@ -6,7 +6,7 @@ export class Vector3D extends Vector3
{
clone()
{
return new Vector3D(this.x, this.y, this.z);
return new Vector3D(this.x, this.y, this.z) as this;
}
// find a vector that is somewhat perpendicular to this one
randomNonParallelVector()

@ -6,39 +6,41 @@ import { downLoadFile } from './utils';
// copyFolderRecursiveSync("./@types/", "./node_modules/");
function downloadTypes(downFiles)
function downloadTypes(downFiles: { moduleName: string; urlPath: string; files: string[]; })
{
let filePath = path.resolve("./node_modules/@types/" + downFiles.name) + "\\";
console.log('filePath: ', filePath);
let filePath = path.resolve("./node_modules/" + downFiles.moduleName) + "\\";
for (let file of downFiles.files)
{
console.log(downFiles.urlPath + file);
try
{
downLoadFile(downFiles.urlPath + file, filePath + file);
console.log("成功", file);
}
catch (error)
{
console.log('error: ', error);
console.log(file, error);
}
}
}
downloadTypes({
name: "three",
urlPath: "https://gitee.com/BearCAD/DefinitelyType2/raw/master/three/",
moduleName: "three",
urlPath: "https://raw.githubusercontent.com/FishOrBear/three.js/patch-1/",
files: [
// "index.d.ts",
"three-core.d.ts",
// "three-outlinepass.d.ts",
// "three-smaapass.d.ts"
"examples/jsm/shaders/CopyShader.d.ts",
"examples/jsm/postprocessing/EffectComposer.d.ts",
"examples/jsm/postprocessing/RenderPass.d.ts",
"examples/jsm/shaders/FXAAShader.d.ts",
"src/helpers/SpotLightHelper.d.ts",
"src/helpers/RectAreaLightHelper.d.ts",
"examples/jsm/postprocessing/Pass.d.ts"
]
});
downloadTypes({
name: "jquery",
moduleName: "jquery",
urlPath: "https://gitee.com/BearCAD/DefinitelyType2/raw/master/jquery/",
files: [
"index.d.ts"

@ -9,7 +9,7 @@ export function downLoadFile(url: string, filePath: string)
{
if (fs.existsSync(filePath))
fs.unlinkSync(filePath);
else
else if (!fs.existsSync(path.dirname(filePath)))
fs.mkdirSync(path.dirname(filePath));
let file = fs.createWriteStream(filePath);
http.get(url, function (response)

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