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24da2b54
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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24da2b54
编写于
2月 09, 2018
作者:
M
Mugen87
浏览文件
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浏览文件
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电子邮件补丁
差异文件
OutlinePass: Added support for orthographic cameras
上级
8dd1fe83
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
41 addition
and
29 deletion
+41
-29
examples/js/postprocessing/OutlinePass.js
examples/js/postprocessing/OutlinePass.js
+41
-29
未找到文件。
examples/js/postprocessing/OutlinePass.js
浏览文件 @
24da2b54
...
...
@@ -38,6 +38,8 @@ THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
this
.
prepareMaskMaterial
=
this
.
getPrepareMaskMaterial
();
this
.
prepareMaskMaterial
.
side
=
THREE
.
DoubleSide
;
if
(
this
.
renderCamera
.
isPerspectiveCamera
)
this
.
prepareMaskMaterial
.
defines
[
"
CAMERA_TYPE_PERSPECTIVE
"
]
=
""
;
else
if
(
this
.
renderCamera
.
isOrthographicCamera
)
this
.
prepareMaskMaterial
.
defines
[
"
CAMERA_TYPE_ORTHOGRAPHIC
"
]
=
""
;
this
.
renderTargetDepthBuffer
=
new
THREE
.
WebGLRenderTarget
(
this
.
resolution
.
x
,
this
.
resolution
.
y
,
pars
);
this
.
renderTargetDepthBuffer
.
texture
.
name
=
"
OutlinePass.depth
"
;
...
...
@@ -224,9 +226,9 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
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
);
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
);
...
...
@@ -347,33 +349,43 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
"
textureMatrix
"
:
{
value
:
new
THREE
.
Matrix4
()
}
},
vertexShader
:
"
varying vec2 vUv;
\
varying vec4 projTexCoord;
\
varying vec4 vPosition;
\
uniform mat4 textureMatrix;
\
void main() {
\
vUv = uv;
\
vPosition = modelViewMatrix * vec4( position, 1.0 );
\
vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
\
projTexCoord = textureMatrix * worldPosition;
\
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
\n\
}
"
,
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;
'
,
'
#ifdef CAMERA_TYPE_PERSPECTIVE
'
,
'
viewZ = -perspectiveDepthToViewZ( depth, cameraNearFar.x, cameraNearFar.y );
'
,
'
#elif defined( CAMERA_TYPE_ORTHOGRAPHIC )
'
,
'
viewZ = -orthographicDepthToViewZ( depth, cameraNearFar.x, cameraNearFar.y );
'
,
'
#endif
'
,
'
float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;
'
,
'
gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);
'
,
'
}
'
].
join
(
'
\n
'
)
fragmentShader
:
"
#include <packing>
\
varying vec2 vUv;
\
varying vec4 vPosition;
\
varying vec4 projTexCoord;
\
uniform sampler2D depthTexture;
\
uniform vec2 cameraNearFar;
\
\
void main() {
\
float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));
\
float viewZ = -perspectiveDepthToViewZ( depth, cameraNearFar.x, cameraNearFar.y );
\
float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;
\
gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);
\
}
"
}
);
},
...
...
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