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three

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JavaScript 3D library

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import { float, nodeObject, normalize, vec4 } from '../tsl/TSLBase.js'; import { Color } from '../../math/Color.js'; import NodeMaterial from '../../materials/nodes/NodeMaterial.js'; import { cameraProjectionMatrix } from '../../nodes/accessors/Camera.js'; import { modelViewMatrix } from '../../nodes/accessors/ModelNode.js'; import { positionLocal } from '../../nodes/accessors/Position.js'; import { normalLocal } from '../../nodes/accessors/Normal.js'; import { BackSide } from '../../constants.js'; import PassNode from './PassNode.js'; class ToonOutlinePassNode extends PassNode { static get type() { return 'ToonOutlinePassNode'; } constructor( scene, camera, colorNode, thicknessNode, alphaNode ) { super( PassNode.COLOR, scene, camera ); this.colorNode = colorNode; this.thicknessNode = thicknessNode; this.alphaNode = alphaNode; this._materialCache = new WeakMap(); } updateBefore( frame ) { const { renderer } = frame; const currentRenderObjectFunction = renderer.getRenderObjectFunction(); renderer.setRenderObjectFunction( ( object, scene, camera, geometry, material, group, lightsNode, clippingContext ) => { // only render outline for supported materials if ( material.isMeshToonMaterial || material.isMeshToonNodeMaterial ) { if ( material.wireframe === false ) { const outlineMaterial = this._getOutlineMaterial( material ); renderer.renderObject( object, scene, camera, geometry, outlineMaterial, group, lightsNode, clippingContext ); } } // default renderer.renderObject( object, scene, camera, geometry, material, group, lightsNode, clippingContext ); } ); super.updateBefore( frame ); renderer.setRenderObjectFunction( currentRenderObjectFunction ); } _createMaterial() { const material = new NodeMaterial(); material.isMeshToonOutlineMaterial = true; material.name = 'Toon_Outline'; material.side = BackSide; // vertex node const outlineNormal = normalLocal.negate(); const mvp = cameraProjectionMatrix.mul( modelViewMatrix ); const ratio = float( 1.0 ); // TODO: support outline thickness ratio for each vertex const pos = mvp.mul( vec4( positionLocal, 1.0 ) ); const pos2 = mvp.mul( vec4( positionLocal.add( outlineNormal ), 1.0 ) ); const norm = normalize( pos.sub( pos2 ) ); // NOTE: subtract pos2 from pos because BackSide objectNormal is negative material.vertexNode = pos.add( norm.mul( this.thicknessNode ).mul( pos.w ).mul( ratio ) ); // color node material.colorNode = vec4( this.colorNode, this.alphaNode ); return material; } _getOutlineMaterial( originalMaterial ) { let outlineMaterial = this._materialCache.get( originalMaterial ); if ( outlineMaterial === undefined ) { outlineMaterial = this._createMaterial(); this._materialCache.set( originalMaterial, outlineMaterial ); } return outlineMaterial; } } export default ToonOutlinePassNode; export const toonOutlinePass = ( scene, camera, color = new Color( 0, 0, 0 ), thickness = 0.003, alpha = 1 ) => nodeObject( new ToonOutlinePassNode( scene, camera, nodeObject( color ), nodeObject( thickness ), nodeObject( alpha ) ) );