提交 a98a7582 编写于 作者: T Takahiro 提交者: Mr.doob

Remove THREE.UniformsUtils from OutlineEffect (#10047)

上级 1b772bab
......@@ -21,7 +21,6 @@
* };
*
* TODO
* - shared material
* - support shader material without objectNormal in its vertexShader
*/
......@@ -38,9 +37,24 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
var defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
// object.material.uuid -> outlineMaterial
// (no mapping from children of MultiMaterial)
// save at the outline material creation and release
// if it's unused removeThresholdCount frames
// unless keepAlive is true.
var cache = {};
var removeThresholdCount = 60;
// outlineMaterial.uuid (or object.uuid for invisibleMaterial) -> originalMaterial
// including children of MultiMaterial.
// save before render and release after render.
var originalMaterials = {};
// object.uuid -> originalOnBeforeRender
// save before render and release after render.
var originalOnBeforeRenders = {};
//this.cache = cache; // for debug
var invisibleMaterial = new THREE.ShaderMaterial( { visible: false } );
......@@ -141,10 +155,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
}
var uniforms = THREE.UniformsUtils.merge( [
originalUniforms,
uniformsChunk
] );
var uniforms = Object.assign( {}, originalUniforms, uniformsChunk );
var vertexShader = originalVertexShader
// put vertexShaderChunk right before "void main() {...}"
......@@ -158,7 +169,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
.replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
var material = new THREE.ShaderMaterial( {
uniforms: THREE.UniformsUtils.clone( uniforms ),
uniforms: uniforms,
vertexShader: vertexShader,
fragmentShader: fragmentShader,
side: THREE.BackSide,
......@@ -196,7 +207,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
if ( data === undefined ) {
data = {
material: object.material.type === 'MultiMaterial' ? createMultiMaterial( object.material ) : createMaterial( object.material ),
material: object.material.isMultiMaterial === true ? createMultiMaterial( object.material ) : createMaterial( object.material ),
used: true,
keepAlive: defaultKeepAlive,
count: 0
......@@ -209,7 +220,22 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
var outlineMaterial = data.material;
data.used = true;
if ( outlineMaterial.type === 'MultiMaterial' ) {
var uuid= outlineMaterial !== invisibleMaterial ? outlineMaterial.uuid : object.uuid;
originalMaterials[ uuid ] = object.material;
if ( object.material.isMultiMaterial === true ) {
for ( var i = 0, il = object.material.materials.length; i < il; i ++ ) {
// originalMaterial of leaf material of MultiMaterial is used only for
// updating outlineMaterial. so need not to save for invisibleMaterial.
if ( outlineMaterial.materials[ i ] !== invisibleMaterial ) {
originalMaterials[ outlineMaterial.materials[ i ].uuid ] = object.material.materials[ i ];
}
}
updateOutlineMultiMaterial( outlineMaterial, object.material );
......@@ -219,9 +245,62 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
}
object.userData.originalMaterial = object.material;
object.material = outlineMaterial;
originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
object.onBeforeRender = onBeforeRender;
}
function restoreOriginalMaterial( object ) {
if ( object.material === undefined ) return;
var originalMaterial = originalMaterials[ object.material.uuid ]
if ( originalMaterial === undefined ) {
originalMaterial = originalMaterials[ object.uuid ]
if ( originalMaterial === undefined ) return;
}
object.material = originalMaterial;
object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
}
function onBeforeRender( renderer, scene, camera, geometry, material, group ) {
// check some things before updating just in case
if ( material === invisibleMaterial ) return;
if ( material.isMultiMaterial === true ) return;
var originalMaterial = originalMaterials[ material.uuid ];
if ( originalMaterial === undefined ) return;
updateUniforms( material, originalMaterial );
}
function updateUniforms( material, originalMaterial ) {
var outlineParameters = originalMaterial.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.copy( outlineParameters.color );
if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
}
}
function updateOutlineMaterial( material, originalMaterial ) {
......@@ -234,35 +313,59 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
material.morphTargets = originalMaterial.morphTargets;
material.morphNormals = originalMaterial.morphNormals;
material.fog = originalMaterial.fog;
material.visible = originalMaterial.visible;
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.copy( outlineParameters.color );
if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
if ( outlineParameters.visible !== undefined ) material.visible = outlineParameters.visible;
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;
// cache[ originalMaterial.uuid ] is undefined if originalMaterial is in materials of MultiMaterial
if ( outlineParameters.keepAlive !== undefined && cache[ originalMaterial.uuid ] !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
} else {
material.transparent = originalMaterial.transparent;
material.visible = originalMaterial.visible;
}
material.transparent = ( material.uniforms.outlineAlpha.value < 1.0 ) ? true : false;
if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
}
function updateOutlineMultiMaterial( material, originalMaterial ) {
var outlineParameters = originalMaterial.outlineParameters;
if ( material === invisibleMaterial ) return;
material.visible = originalMaterial.visible;
var outlineParameters = originalMaterial.outlineParameters;
if ( outlineParameters !== undefined ) {
if ( outlineParameters.visible !== undefined ) material.visible = outlineParameters.visible;
if ( originalMaterial.visible === false ) {
material.visible = false;
} else {
material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
}
if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
} else {
material.visible = originalMaterial.visible;
}
for ( var i = 0, il = material.materials.length; i < il; i ++ ) {
......@@ -273,20 +376,30 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
}
function restoreOriginalMaterial( object ) {
function cleanupCache() {
var keys;
if ( object.userData.originalMaterial !== undefined ) {
// clear originialMaterials
keys = Object.keys( originalMaterials );
for ( var i = 0, il = keys.length; i < il; i ++ ) {
object.material = object.userData.originalMaterial;
object.userData.originalMaterial = undefined;
originalMaterials[ keys[ i ] ] = undefined;
}
}
// clear originalOnBeforeRenders
keys = Object.keys( originalOnBeforeRenders );
for ( var i = 0, il = keys.length; i < il; i ++ ) {
function removeUnusedOutlineMaterialFromCache() {
originalOnBeforeRenders[ keys[ i ] ] = undefined;
}
var keys = Object.keys( cache );
// remove unused outlineMaterial from cache
keys = Object.keys( cache );
for ( var i = 0, il = keys.length; i < il; i ++ ) {
......@@ -343,7 +456,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
scene.traverse( restoreOriginalMaterial );
removeUnusedOutlineMaterialFromCache();
cleanupCache();
scene.autoUpdate = currentSceneAutoUpdate;
scene.background = currentSceneBackground;
......
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