/** * @author spidersharma / http://eduperiment.com/ */ THREE.OutlinePass = function (resolution, scene, camera, selectedObjects) { 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 (object.isMesh) { 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 (object.isMesh) selectedMeshes.push(object); } for (var i = 0; i < this.selectedObjects.length; i++) { var selectedObject = this.selectedObjects[i]; selectedObject.traverse(gatherSelectedMeshesCallBack); } function VisibilityChangeCallBack(object) { if (object.isMesh || object.isLine || object.isSprite) { 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) { if (this.selectedObjects.length > 0) { 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 ', '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 \ 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);