OutlinePass.js 18.9 KB
Newer Older
S
spidersharma03 已提交
1 2 3 4 5 6 7 8 9
/**
 * @author spidersharma / http://eduperiment.com/
 */

THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) {

	this.renderScene = scene;
	this.renderCamera = camera;
	this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
10 11
	this.visibleEdgeColor = new THREE.Color( 1, 1, 1 );
	this.hiddenEdgeColor = new THREE.Color( 0.1, 0.04, 0.02 );
S
spidersharma03 已提交
12 13 14 15 16 17 18 19 20
	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 );

21
	this.resolution = ( resolution !== undefined ) ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 );
S
spidersharma03 已提交
22 23 24

	var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };

25 26
	var resx = Math.round( this.resolution.x / this.downSampleRatio );
	var resy = Math.round( this.resolution.y / this.downSampleRatio );
S
spidersharma03 已提交
27

28
	this.maskBufferMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff } );
S
spidersharma03 已提交
29 30
	this.maskBufferMaterial.side = THREE.DoubleSide;
	this.renderTargetMaskBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
31
	this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask";
S
spidersharma03 已提交
32 33 34 35 36 37 38 39 40
	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;
41
	this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
S
spidersharma03 已提交
42 43

	this.renderTargetDepthBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
44
	this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth";
S
spidersharma03 已提交
45 46 47
	this.renderTargetDepthBuffer.texture.generateMipmaps = false;

	this.renderTargetMaskDownSampleBuffer = new THREE.WebGLRenderTarget( resx, resy, pars );
48
	this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample";
S
spidersharma03 已提交
49 50 51
	this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;

	this.renderTargetBlurBuffer1 = new THREE.WebGLRenderTarget( resx, resy, pars );
52
	this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1";
S
spidersharma03 已提交
53
	this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
54
	this.renderTargetBlurBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
55
	this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2";
S
spidersharma03 已提交
56 57 58 59
	this.renderTargetBlurBuffer2.texture.generateMipmaps = false;

	this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
	this.renderTargetEdgeBuffer1 = new THREE.WebGLRenderTarget( resx, resy, pars );
60
	this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1";
S
spidersharma03 已提交
61
	this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
62
	this.renderTargetEdgeBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
63
	this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2";
S
spidersharma03 已提交
64 65 66 67 68
	this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;

	var MAX_EDGE_THICKNESS = 4;
	var MAX_EDGE_GLOW = 4;

69 70 71 72 73 74
	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;
S
spidersharma03 已提交
75 76 77 78 79 80 81 82 83 84

	// Overlay material
	this.overlayMaterial = this.getOverlayMaterial();

	// copy material
	if ( THREE.CopyShader === undefined )
		console.error( "THREE.OutlinePass relies on THREE.CopyShader" );

	var copyShader = THREE.CopyShader;

85
	this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
S
spidersharma03 已提交
86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104
	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 );
105
	this.scene = new THREE.Scene();
S
spidersharma03 已提交
106 107

	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
L
Ludovic Bailly 已提交
108
	this.quad.frustumCulled = false; // Avoid getting clipped
S
spidersharma03 已提交
109 110 111 112 113
	this.scene.add( this.quad );

	this.tempPulseColor1 = new THREE.Color();
	this.tempPulseColor2 = new THREE.Color();
	this.textureMatrix = new THREE.Matrix4();
114

115 116 117 118 119 120 121 122
	function replaceDepthToViewZ( string, camera ) {

		var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';

		return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );

	}

S
spidersharma03 已提交
123 124 125 126 127 128
};

THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {

	constructor: THREE.OutlinePass,

129 130
	dispose: function () {

S
spidersharma03 已提交
131 132 133 134 135 136 137
		this.renderTargetMaskBuffer.dispose();
		this.renderTargetDepthBuffer.dispose();
		this.renderTargetMaskDownSampleBuffer.dispose();
		this.renderTargetBlurBuffer1.dispose();
		this.renderTargetBlurBuffer2.dispose();
		this.renderTargetEdgeBuffer1.dispose();
		this.renderTargetEdgeBuffer2.dispose();
138

S
spidersharma03 已提交
139 140 141 142
	},

	setSize: function ( width, height ) {

143
		this.renderTargetMaskBuffer.setSize( width, height );
S
spidersharma03 已提交
144

145 146 147 148 149 150
		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 );
S
spidersharma03 已提交
151

152 153
		resx = Math.round( resx / 2 );
		resy = Math.round( resy / 2 );
S
spidersharma03 已提交
154

155 156 157 158
		this.renderTargetBlurBuffer2.setSize( resx, resy );
		this.renderTargetEdgeBuffer2.setSize( resx, resy );

		this.separableBlurMaterial2.uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy );
S
spidersharma03 已提交
159 160 161

	},

162
	changeVisibilityOfSelectedObjects: function ( bVisible ) {
S
spidersharma03 已提交
163

164
		function gatherSelectedMeshesCallBack( object ) {
S
spidersharma03 已提交
165

166
			if ( object instanceof THREE.Mesh ) object.visible = bVisible;
S
spidersharma03 已提交
167

168
		}
S
spidersharma03 已提交
169

170
		for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
S
spidersharma03 已提交
171

172
			var selectedObject = this.selectedObjects[ i ];
S
spidersharma03 已提交
173
			selectedObject.traverse( gatherSelectedMeshesCallBack );
174

S
spidersharma03 已提交
175
		}
176

S
spidersharma03 已提交
177 178
	},

179
	changeVisibilityOfNonSelectedObjects: function ( bVisible ) {
S
spidersharma03 已提交
180 181 182

		var selectedMeshes = [];

183
		function gatherSelectedMeshesCallBack( object ) {
S
spidersharma03 已提交
184

185
			if ( object instanceof THREE.Mesh ) selectedMeshes.push( object );
S
spidersharma03 已提交
186

187
		}
S
spidersharma03 已提交
188

189
		for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
S
spidersharma03 已提交
190

191
			var selectedObject = this.selectedObjects[ i ];
S
spidersharma03 已提交
192
			selectedObject.traverse( gatherSelectedMeshesCallBack );
193

S
spidersharma03 已提交
194 195
		}

196
		function VisibilityChangeCallBack( object ) {
S
spidersharma03 已提交
197

A
Atrahasis 已提交
198
			if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Sprite ) {
S
spidersharma03 已提交
199 200 201

				var bFound = false;

202 203 204
				for ( var i = 0; i < selectedMeshes.length; i ++ ) {

					var selectedObjectId = selectedMeshes[ i ].id;
S
spidersharma03 已提交
205

206
					if ( selectedObjectId === object.id ) {
S
spidersharma03 已提交
207 208 209

						bFound = true;
						break;
210

S
spidersharma03 已提交
211 212 213
					}

				}
214 215 216

				if ( ! bFound ) {

S
spidersharma03 已提交
217
					var visibility = object.visible;
218 219 220

					if ( ! bVisible || object.bVisible ) object.visible = bVisible;

S
spidersharma03 已提交
221
					object.bVisible = visibility;
222

S
spidersharma03 已提交
223
				}
224

S
spidersharma03 已提交
225
			}
226 227 228

		}

S
spidersharma03 已提交
229
		this.renderScene.traverse( VisibilityChangeCallBack );
230

S
spidersharma03 已提交
231 232
	},

233
	updateTextureMatrix: function () {
S
spidersharma03 已提交
234 235

		this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
236 237 238
			0.0, 0.5, 0.0, 0.5,
			0.0, 0.0, 0.5, 0.5,
			0.0, 0.0, 0.0, 1.0 );
S
spidersharma03 已提交
239 240 241 242 243 244 245
		this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
		this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );

	},

	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {

246
		if ( this.selectedObjects.length === 0 ) return;
S
spidersharma03 已提交
247 248 249 250 251 252 253 254 255 256 257 258

		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
259
		this.changeVisibilityOfSelectedObjects( false );
S
spidersharma03 已提交
260

M
Mr.doob 已提交
261
		var currentBackground = this.renderScene.background;
A
Atrahasis 已提交
262 263
		this.renderScene.background = null;

S
spidersharma03 已提交
264 265 266 267 268
		// 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
269
		this.changeVisibilityOfSelectedObjects( true );
S
spidersharma03 已提交
270 271 272 273 274

		// 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
275
		this.changeVisibilityOfNonSelectedObjects( false );
S
spidersharma03 已提交
276
		this.renderScene.overrideMaterial = this.prepareMaskMaterial;
277
		this.prepareMaskMaterial.uniforms[ "cameraNearFar" ].value = new THREE.Vector2( this.renderCamera.near, this.renderCamera.far );
S
spidersharma03 已提交
278 279 280 281
		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;
282
		this.changeVisibilityOfNonSelectedObjects( true );
S
spidersharma03 已提交
283

M
Mr.doob 已提交
284
		this.renderScene.background = currentBackground;
A
Atrahasis 已提交
285

S
spidersharma03 已提交
286 287 288 289 290 291 292
		// 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 );
293 294 295 296

		if ( this.pulsePeriod > 0 ) {

			var scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
S
spidersharma03 已提交
297 298
			this.tempPulseColor1.multiplyScalar( scalar );
			this.tempPulseColor2.multiplyScalar( scalar );
299

S
spidersharma03 已提交
300 301 302 303 304
		}

		// 3. Apply Edge Detection Pass
		this.quad.material = this.edgeDetectionMaterial;
		this.edgeDetectionMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskDownSampleBuffer.texture;
305
		this.edgeDetectionMaterial.uniforms[ "texSize" ].value = new THREE.Vector2( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
S
spidersharma03 已提交
306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345
		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;
346

S
spidersharma03 已提交
347 348
	},

349
	getPrepareMaskMaterial: function () {
S
spidersharma03 已提交
350 351 352 353 354 355

		return new THREE.ShaderMaterial( {

			uniforms: {
				"depthTexture": { value: null },
				"cameraNearFar": { value: new THREE.Vector2( 0.5, 0.5 ) },
356
				"textureMatrix": { value: new THREE.Matrix4() }
S
spidersharma03 已提交
357 358
			},

359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383
			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 ));',
384
				'	float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );',
385 386 387 388 389
				'	float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;',
				'	gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);',

				'}'
			].join( '\n' )
S
spidersharma03 已提交
390 391

		} );
392

S
spidersharma03 已提交
393 394
	},

395
	getEdgeDetectionMaterial: function () {
S
spidersharma03 已提交
396 397 398 399 400 401 402

		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 ) },
403
				"hiddenEdgeColor": { value: new THREE.Vector3( 1.0, 1.0, 1.0 ) },
S
spidersharma03 已提交
404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432
			},

			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);\
433
					vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\
S
spidersharma03 已提交
434 435 436
					gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\
				}"
		} );
437

S
spidersharma03 已提交
438 439
	},

440
	getSeperableBlurMaterial: function ( maxRadius ) {
S
spidersharma03 已提交
441 442 443 444

		return new THREE.ShaderMaterial( {

			defines: {
445
				"MAX_RADIUS": maxRadius,
S
spidersharma03 已提交
446 447 448 449
			},

			uniforms: {
				"colorTexture": { value: null },
450
				"texSize": { value: new THREE.Vector2( 0.5, 0.5 ) },
S
spidersharma03 已提交
451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489
				"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);\
				}"
		} );
490

S
spidersharma03 已提交
491 492
	},

493
	getOverlayMaterial: function () {
S
spidersharma03 已提交
494 495 496 497 498 499 500 501

		return new THREE.ShaderMaterial( {

			uniforms: {
				"maskTexture": { value: null },
				"edgeTexture1": { value: null },
				"edgeTexture2": { value: null },
				"patternTexture": { value: null },
502 503
				"edgeStrength": { value: 1.0 },
				"edgeGlow": { value: 1.0 },
504
				"usePatternTexture": { value: 0.0 }
S
spidersharma03 已提交
505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529
			},

			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;\
530 531
					vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\
					vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\
S
spidersharma03 已提交
532 533 534 535
					if(usePatternTexture)\
						finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\
					gl_FragColor = finalColor;\
				}",
536
			blending: THREE.AdditiveBlending,
537 538
			depthTest: false,
			depthWrite: false,
539
			transparent: true
S
spidersharma03 已提交
540
		} );
541

S
spidersharma03 已提交
542 543 544 545 546 547
	}

} );

THREE.OutlinePass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
THREE.OutlinePass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );