📄 OutlineEffect.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 10 |
🧱 Classes | 1 |
📦 Imports | 5 |
📊 Variables & Constants | 21 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/effects/OutlineEffect.js
📦 Imports¶
Name | Source |
---|---|
BackSide |
three |
Color |
three |
ShaderMaterial |
three |
UniformsLib |
three |
UniformsUtils |
three |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
defaultThickness |
any |
let/var | parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003 |
✗ |
defaultAlpha |
any |
let/var | parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0 |
✗ |
defaultKeepAlive |
any |
let/var | parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false |
✗ |
cache |
{} |
let/var | {} |
✗ |
removeThresholdCount |
60 |
let/var | 60 |
✗ |
originalMaterials |
{} |
let/var | {} |
✗ |
originalOnBeforeRenders |
{} |
let/var | {} |
✗ |
uniformsOutline |
{ outlineThickness: { value: any; }; ... |
let/var | { outlineThickness: { value: defaultThickness }, outlineColor: { value: defau... |
✗ |
data |
any |
let/var | cache[ originalMaterial.uuid ] |
✗ |
geometry |
any |
let/var | object.geometry |
✗ |
hasNormals |
boolean |
let/var | ( geometry !== undefined ) && ( geometry.attributes.normal !== undefined ) |
✗ |
originalMaterial |
any |
let/var | originalMaterials[ material.uuid ] |
✗ |
outlineParameters |
any |
let/var | originalMaterial.userData.outlineParameters |
✗ |
outlineParameters |
any |
let/var | originalMaterial.userData.outlineParameters |
✗ |
keys |
any |
let/var | *not shown* |
✗ |
key |
string |
let/var | keys[ i ] |
✗ |
currentAutoClear |
any |
let/var | renderer.autoClear |
✗ |
currentAutoClear |
any |
let/var | renderer.autoClear |
✗ |
currentSceneAutoUpdate |
any |
let/var | scene.matrixWorldAutoUpdate |
✗ |
currentSceneBackground |
any |
let/var | scene.background |
✗ |
currentShadowMapEnabled |
any |
let/var | renderer.shadowMap.enabled |
✗ |
Functions¶
createMaterial(): any
¶
Returns: any
Calls:
UniformsUtils.merge
Code
getOutlineMaterialFromCache(originalMaterial: any): any
¶
Parameters:
originalMaterial
any
Returns: any
Calls:
createMaterial
Code
function getOutlineMaterialFromCache( originalMaterial ) {
let data = cache[ originalMaterial.uuid ];
if ( data === undefined ) {
data = {
material: createMaterial(),
used: true,
keepAlive: defaultKeepAlive,
count: 0
};
cache[ originalMaterial.uuid ] = data;
}
data.used = true;
return data.material;
}
getOutlineMaterial(originalMaterial: any): any
¶
Parameters:
originalMaterial
any
Returns: any
Calls:
getOutlineMaterialFromCache
updateOutlineMaterial
Code
isCompatible(object: any): boolean
¶
Parameters:
object
any
Returns: boolean
Code
setOutlineMaterial(object: any): void
¶
Parameters:
object
any
Returns: void
Calls:
isCompatible
Array.isArray
getOutlineMaterial
Code
function setOutlineMaterial( object ) {
if ( isCompatible( object ) === false ) return;
if ( Array.isArray( object.material ) ) {
for ( let i = 0, il = object.material.length; i < il; i ++ ) {
object.material[ i ] = getOutlineMaterial( object.material[ i ] );
}
} else {
object.material = getOutlineMaterial( object.material );
}
originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
object.onBeforeRender = onBeforeRender;
}
restoreOriginalMaterial(object: any): void
¶
Parameters:
object
any
Returns: void
Calls:
isCompatible
Array.isArray
Code
function restoreOriginalMaterial( object ) {
if ( isCompatible( object ) === false ) return;
if ( Array.isArray( object.material ) ) {
for ( let i = 0, il = object.material.length; i < il; i ++ ) {
object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
}
} else {
object.material = originalMaterials[ object.material.uuid ];
}
object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
}
onBeforeRender(renderer: any, scene: any, camera: any, geometry: any, material: any): void
¶
Parameters:
renderer
any
scene
any
camera
any
geometry
any
material
any
Returns: void
Calls:
updateUniforms
Internal Comments:
Code
updateUniforms(material: any, originalMaterial: any): void
¶
Parameters:
material
any
originalMaterial
any
Returns: void
Calls:
material.uniforms.outlineColor.value.fromArray
Code
function updateUniforms( material, originalMaterial ) {
const outlineParameters = originalMaterial.userData.outlineParameters;
material.uniforms.outlineAlpha.value = originalMaterial.opacity;
if ( outlineParameters !== undefined ) {
if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.fromArray( outlineParameters.color );
if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
}
if ( originalMaterial.displacementMap ) {
material.uniforms.displacementMap.value = originalMaterial.displacementMap;
material.uniforms.displacementScale.value = originalMaterial.displacementScale;
material.uniforms.displacementBias.value = originalMaterial.displacementBias;
}
}
updateOutlineMaterial(material: any, originalMaterial: any): void
¶
Parameters:
material
any
originalMaterial
any
Returns: void
Code
function updateOutlineMaterial( material, originalMaterial ) {
if ( material.name === 'invisible' ) return;
const outlineParameters = originalMaterial.userData.outlineParameters;
material.fog = originalMaterial.fog;
material.toneMapped = originalMaterial.toneMapped;
material.premultipliedAlpha = originalMaterial.premultipliedAlpha;
material.displacementMap = originalMaterial.displacementMap;
if ( outlineParameters !== undefined ) {
if ( originalMaterial.visible === false ) {
material.visible = false;
} else {
material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
}
material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
} else {
material.transparent = originalMaterial.transparent;
material.visible = originalMaterial.visible;
}
if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
if ( originalMaterial.clippingPlanes ) {
material.clipping = true;
material.clippingPlanes = originalMaterial.clippingPlanes;
material.clipIntersection = originalMaterial.clipIntersection;
material.clipShadows = originalMaterial.clipShadows;
}
material.version = originalMaterial.version; // update outline material if necessary
}
cleanupCache(): void
¶
Returns: void
Calls:
Object.keys
Internal Comments:
// clear originalMaterials (x3)
// clear originalOnBeforeRenders (x3)
// remove unused outlineMaterial from cache (x3)
Code
function cleanupCache() {
let keys;
// clear originalMaterials
keys = Object.keys( originalMaterials );
for ( let i = 0, il = keys.length; i < il; i ++ ) {
originalMaterials[ keys[ i ] ] = undefined;
}
// clear originalOnBeforeRenders
keys = Object.keys( originalOnBeforeRenders );
for ( let i = 0, il = keys.length; i < il; i ++ ) {
originalOnBeforeRenders[ keys[ i ] ] = undefined;
}
// remove unused outlineMaterial from cache
keys = Object.keys( cache );
for ( let i = 0, il = keys.length; i < il; i ++ ) {
const key = keys[ i ];
if ( cache[ key ].used === false ) {
cache[ key ].count ++;
if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
delete cache[ key ];
}
} else {
cache[ key ].used = false;
cache[ key ].count = 0;
}
}
}
Classes¶
OutlineEffect
¶
Class Code
class OutlineEffect {
/**
* Constructs a new outline effect.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {OutlineEffect~Options} [parameters] - The configuration parameter.
*/
constructor( renderer, parameters = {} ) {
this.enabled = true;
const defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
const defaultColor = new Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] );
const defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
const defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
// object.material.uuid -> outlineMaterial or
// object.material[ n ].uuid -> outlineMaterial
// save at the outline material creation and release
// if it's unused removeThresholdCount frames
// unless keepAlive is true.
const cache = {};
const removeThresholdCount = 60;
// outlineMaterial.uuid -> object.material or
// outlineMaterial.uuid -> object.material[ n ]
// save before render and release after render.
const originalMaterials = {};
// object.uuid -> originalOnBeforeRender
// save before render and release after render.
const originalOnBeforeRenders = {};
//this.cache = cache; // for debug
const uniformsOutline = {
outlineThickness: { value: defaultThickness },
outlineColor: { value: defaultColor },
outlineAlpha: { value: defaultAlpha }
};
const vertexShader = [
'#include <common>',
'#include <uv_pars_vertex>',
'#include <displacementmap_pars_vertex>',
'#include <fog_pars_vertex>',
'#include <morphtarget_pars_vertex>',
'#include <skinning_pars_vertex>',
'#include <logdepthbuf_pars_vertex>',
'#include <clipping_planes_pars_vertex>',
'uniform float outlineThickness;',
'vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {',
' float thickness = outlineThickness;',
' const float ratio = 1.0;', // TODO: support outline thickness ratio for each vertex
' vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );',
// NOTE: subtract pos2 from pos because BackSide objectNormal is negative
' vec4 norm = normalize( pos - pos2 );',
' return pos + norm * thickness * pos.w * ratio;',
'}',
'void main() {',
' #include <uv_vertex>',
' #include <beginnormal_vertex>',
' #include <morphnormal_vertex>',
' #include <skinbase_vertex>',
' #include <skinnormal_vertex>',
' #include <begin_vertex>',
' #include <morphtarget_vertex>',
' #include <skinning_vertex>',
' #include <displacementmap_vertex>',
' #include <project_vertex>',
' vec3 outlineNormal = - objectNormal;', // the outline material is always rendered with BackSide
' gl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );',
' #include <logdepthbuf_vertex>',
' #include <clipping_planes_vertex>',
' #include <fog_vertex>',
'}',
].join( '\n' );
const fragmentShader = [
'#include <common>',
'#include <fog_pars_fragment>',
'#include <logdepthbuf_pars_fragment>',
'#include <clipping_planes_pars_fragment>',
'uniform vec3 outlineColor;',
'uniform float outlineAlpha;',
'void main() {',
' #include <clipping_planes_fragment>',
' #include <logdepthbuf_fragment>',
' gl_FragColor = vec4( outlineColor, outlineAlpha );',
' #include <tonemapping_fragment>',
' #include <colorspace_fragment>',
' #include <fog_fragment>',
' #include <premultiplied_alpha_fragment>',
'}'
].join( '\n' );
function createMaterial() {
return new ShaderMaterial( {
type: 'OutlineEffect',
uniforms: UniformsUtils.merge( [
UniformsLib[ 'fog' ],
UniformsLib[ 'displacementmap' ],
uniformsOutline
] ),
vertexShader: vertexShader,
fragmentShader: fragmentShader,
side: BackSide
} );
}
function getOutlineMaterialFromCache( originalMaterial ) {
let data = cache[ originalMaterial.uuid ];
if ( data === undefined ) {
data = {
material: createMaterial(),
used: true,
keepAlive: defaultKeepAlive,
count: 0
};
cache[ originalMaterial.uuid ] = data;
}
data.used = true;
return data.material;
}
function getOutlineMaterial( originalMaterial ) {
const outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
updateOutlineMaterial( outlineMaterial, originalMaterial );
return outlineMaterial;
}
function isCompatible( object ) {
const geometry = object.geometry;
const hasNormals = ( geometry !== undefined ) && ( geometry.attributes.normal !== undefined );
return ( object.isMesh === true && object.material !== undefined && hasNormals === true );
}
function setOutlineMaterial( object ) {
if ( isCompatible( object ) === false ) return;
if ( Array.isArray( object.material ) ) {
for ( let i = 0, il = object.material.length; i < il; i ++ ) {
object.material[ i ] = getOutlineMaterial( object.material[ i ] );
}
} else {
object.material = getOutlineMaterial( object.material );
}
originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
object.onBeforeRender = onBeforeRender;
}
function restoreOriginalMaterial( object ) {
if ( isCompatible( object ) === false ) return;
if ( Array.isArray( object.material ) ) {
for ( let i = 0, il = object.material.length; i < il; i ++ ) {
object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
}
} else {
object.material = originalMaterials[ object.material.uuid ];
}
object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
}
function onBeforeRender( renderer, scene, camera, geometry, material ) {
const originalMaterial = originalMaterials[ material.uuid ];
// just in case
if ( originalMaterial === undefined ) return;
updateUniforms( material, originalMaterial );
}
function updateUniforms( material, originalMaterial ) {
const outlineParameters = originalMaterial.userData.outlineParameters;
material.uniforms.outlineAlpha.value = originalMaterial.opacity;
if ( outlineParameters !== undefined ) {
if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.fromArray( outlineParameters.color );
if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
}
if ( originalMaterial.displacementMap ) {
material.uniforms.displacementMap.value = originalMaterial.displacementMap;
material.uniforms.displacementScale.value = originalMaterial.displacementScale;
material.uniforms.displacementBias.value = originalMaterial.displacementBias;
}
}
function updateOutlineMaterial( material, originalMaterial ) {
if ( material.name === 'invisible' ) return;
const outlineParameters = originalMaterial.userData.outlineParameters;
material.fog = originalMaterial.fog;
material.toneMapped = originalMaterial.toneMapped;
material.premultipliedAlpha = originalMaterial.premultipliedAlpha;
material.displacementMap = originalMaterial.displacementMap;
if ( outlineParameters !== undefined ) {
if ( originalMaterial.visible === false ) {
material.visible = false;
} else {
material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
}
material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
} else {
material.transparent = originalMaterial.transparent;
material.visible = originalMaterial.visible;
}
if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
if ( originalMaterial.clippingPlanes ) {
material.clipping = true;
material.clippingPlanes = originalMaterial.clippingPlanes;
material.clipIntersection = originalMaterial.clipIntersection;
material.clipShadows = originalMaterial.clipShadows;
}
material.version = originalMaterial.version; // update outline material if necessary
}
function cleanupCache() {
let keys;
// clear originalMaterials
keys = Object.keys( originalMaterials );
for ( let i = 0, il = keys.length; i < il; i ++ ) {
originalMaterials[ keys[ i ] ] = undefined;
}
// clear originalOnBeforeRenders
keys = Object.keys( originalOnBeforeRenders );
for ( let i = 0, il = keys.length; i < il; i ++ ) {
originalOnBeforeRenders[ keys[ i ] ] = undefined;
}
// remove unused outlineMaterial from cache
keys = Object.keys( cache );
for ( let i = 0, il = keys.length; i < il; i ++ ) {
const key = keys[ i ];
if ( cache[ key ].used === false ) {
cache[ key ].count ++;
if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
delete cache[ key ];
}
} else {
cache[ key ].used = false;
cache[ key ].count = 0;
}
}
}
/**
* When using this effect, this method should be called instead of the
* default {@link WebGLRenderer#render}.
*
* @param {Object3D} scene - The scene to render.
* @param {Camera} camera - The camera.
*/
this.render = function ( scene, camera ) {
if ( this.enabled === false ) {
renderer.render( scene, camera );
return;
}
const currentAutoClear = renderer.autoClear;
renderer.autoClear = this.autoClear;
renderer.render( scene, camera );
renderer.autoClear = currentAutoClear;
this.renderOutline( scene, camera );
};
/**
* This method can be used to render outlines in VR.
*
* ```js
* const effect = new OutlineEffect( renderer );
* let renderingOutline = false;
*
* scene.onAfterRender = function () {
*
* if ( renderingOutline ) return;
*
* renderingOutline = true;
* effect.renderOutline( scene, camera );
* renderingOutline = false;
* };
*
* function render() {
* renderer.render( scene, camera );
* }
* ```
*
* @param {Object3D} scene - The scene to render.
* @param {Camera} camera - The camera.
*/
this.renderOutline = function ( scene, camera ) {
const currentAutoClear = renderer.autoClear;
const currentSceneAutoUpdate = scene.matrixWorldAutoUpdate;
const currentSceneBackground = scene.background;
const currentShadowMapEnabled = renderer.shadowMap.enabled;
scene.matrixWorldAutoUpdate = false;
scene.background = null;
renderer.autoClear = false;
renderer.shadowMap.enabled = false;
scene.traverse( setOutlineMaterial );
renderer.render( scene, camera );
scene.traverse( restoreOriginalMaterial );
cleanupCache();
scene.matrixWorldAutoUpdate = currentSceneAutoUpdate;
scene.background = currentSceneBackground;
renderer.autoClear = currentAutoClear;
renderer.shadowMap.enabled = currentShadowMapEnabled;
};
/**
* Resizes the effect.
*
* @param {number} width - The width of the effect in logical pixels.
* @param {number} height - The height of the effect in logical pixels.
*/
this.setSize = function ( width, height ) {
renderer.setSize( width, height );
};
}
}