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b3cf1c73
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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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b3cf1c73
编写于
9月 21, 2017
作者:
R
Roberto Ranon
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
improved OutlinePass to use other colors as highlight
上级
8cdca324
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
16 addition
and
7 deletion
+16
-7
examples/js/postprocessing/OutlinePass.js
examples/js/postprocessing/OutlinePass.js
+16
-7
未找到文件。
examples/js/postprocessing/OutlinePass.js
浏览文件 @
b3cf1c73
...
...
@@ -15,6 +15,7 @@ THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
this
.
edgeStrength
=
3.0
;
this
.
downSampleRatio
=
2
;
this
.
pulsePeriod
=
0
;
this
.
renderToScreen
=
false
;
THREE
.
Pass
.
call
(
this
);
...
...
@@ -321,6 +322,8 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
this
.
overlayMaterial
.
uniforms
[
"
edgeStrength
"
].
value
=
this
.
edgeStrength
;
this
.
overlayMaterial
.
uniforms
[
"
edgeGlow
"
].
value
=
this
.
edgeGlow
;
this
.
overlayMaterial
.
uniforms
[
"
usePatternTexture
"
].
value
=
this
.
usePatternTexture
;
this
.
overlayMaterial
.
uniforms
[
"
visibleEdgeColor
"
].
value
=
this
.
tempPulseColor1
;
this
.
overlayMaterial
.
uniforms
[
"
hiddenEdgeColor
"
].
value
=
this
.
tempPulseColor2
;
if
(
maskActive
)
renderer
.
context
.
enable
(
renderer
.
context
.
STENCIL_TEST
);
...
...
@@ -367,7 +370,7 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
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);
\
gl_FragColor = vec4(0.0, depthTest, 1.0,
0
.0);
\
}
"
}
);
...
...
@@ -411,7 +414,7 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
float a1 = min(c1.g, c2.g);
\
float a2 = min(c3.g, c4.g);
\
float visibilityFactor = min(a1, a2);
\
vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? v
isibleEdgeColor : hiddenEdgeColor
;
\
vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? v
ec3(1,0,0) : vec3(0,1,0)
;
\
gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);
\
}
"
}
);
...
...
@@ -482,7 +485,9 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
"
patternTexture
"
:
{
value
:
null
},
"
edgeStrength
"
:
{
value
:
1.0
},
"
edgeGlow
"
:
{
value
:
1.0
},
"
usePatternTexture
"
:
{
value
:
0.0
}
"
usePatternTexture
"
:
{
value
:
0.0
},
"
visibleEdgeColor
"
:
{
value
:
new
THREE
.
Vector3
(
1.0
,
1.0
,
1.0
)
},
"
hiddenEdgeColor
"
:
{
value
:
new
THREE
.
Vector3
(
1.0
,
1.0
,
1.0
)
},
},
vertexShader
:
...
...
@@ -501,6 +506,8 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
uniform float edgeStrength;
\
uniform float edgeGlow;
\
uniform bool usePatternTexture;
\
uniform vec3 visibleEdgeColor;
\
uniform vec3 hiddenEdgeColor;
\
\
void main() {
\
vec4 edgeValue1 = texture2D(edgeTexture1, vUv);
\
...
...
@@ -508,16 +515,18 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
vec4 maskColor = texture2D(maskTexture, vUv);
\
vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);
\
float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;
\
vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;
\
vec4 finalColor = edgeStrength * maskColor.r * edgeValue;
\
vec4 edgeValue = edgeStrength * (edgeValue1 + edgeValue2 * edgeGlow);
\
edgeValue.a = max(edgeValue.r, edgeValue.g);
\
vec3 edgeColor = edgeValue.r * visibleEdgeColor + edgeValue.g * hiddenEdgeColor;
\
vec4 finalColor = vec4(edgeColor, edgeValue.a*1.0);
\
if(usePatternTexture)
\
finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);
\
gl_FragColor = finalColor;
\
}
"
,
blending
:
THREE
.
Additive
Blending
,
blending
:
THREE
.
Normal
Blending
,
depthTest
:
false
,
depthWrite
:
false
,
transparent
:
true
transparent
:
true
,
}
);
}
...
...
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