提交 f4a72ff0 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #10826 from takahirox/OutlineEffectUpdate

Remove MultiMaterial from OutlineEffect
......@@ -13,11 +13,11 @@
*
* // How to set outline parameters for each material
* material.outlineParameters = {
* thickNess: 0.01, // this paremeter won't work for MultiMaterial
* color: new THREE.Color( 0x888888 ), // this paremeter won't work for MultiMaterial
* alpha: 0.8, // this paremeter won't work for MultiMaterial
* thickNess: 0.01,
* color: new THREE.Color( 0x888888 ),
* alpha: 0.8,
* visible: true,
* keepAlive: true // this paremeter won't work for Material in materials of MultiMaterial
* keepAlive: true
* };
*
* TODO
......@@ -35,8 +35,8 @@ 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)
// object.material.uuid -> outlineMaterial or
// object.material[ n ].uuid -> outlineMaterial
// save at the outline material creation and release
// if it's unused removeThresholdCount frames
// unless keepAlive is true.
......@@ -44,8 +44,8 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
var removeThresholdCount = 60;
// outlineMaterial.uuid (or object.uuid for invisibleMaterial) -> originalMaterial
// including children of MultiMaterial.
// outlineMaterial.uuid -> object.material or
// outlineMaterial.uuid -> object.material[ n ]
// save before render and release after render.
var originalMaterials = {};
......@@ -55,8 +55,6 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
//this.cache = cache; // for debug
var invisibleMaterial = new THREE.ShaderMaterial( { visible: false } );
// copied from WebGLPrograms and removed some materials
var shaderIDs = {
MeshBasicMaterial: 'basic',
......@@ -139,6 +137,12 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
].join( "\n" );
function createInvisibleMaterial() {
return new THREE.ShaderMaterial( { name: 'invisible', visible: false } );
}
function createMaterial( originalMaterial ) {
var shaderID = shaderIDs[ originalMaterial.type ];
......@@ -162,7 +166,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
console.warn( 'THREE.OutlineEffect requires both vec3 position and normal attributes in vertex shader, ' +
'does not draw outline for ' + originalMaterial.name + '(uuid:' + originalMaterial.uuid + ') material.' );
return invisibleMaterial;
return createInvisibleMaterial();
}
......@@ -173,7 +177,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
} else {
return invisibleMaterial;
return createInvisibleMaterial();
}
......@@ -195,7 +199,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
if ( ! /vec3\s+transformed\s*=/.test( originalVertexShader ) &&
! /#include\s+<begin_vertex>/.test( originalVertexShader ) ) defines.DECLARE_TRANSFORMED = true;
var material = new THREE.ShaderMaterial( {
return new THREE.ShaderMaterial( {
defines: defines,
uniforms: uniforms,
vertexShader: vertexShader,
......@@ -207,73 +211,61 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
fog: false
} );
return material;
}
function createMultiMaterial( originalMaterial ) {
var materials = [];
for ( var i = 0, il = originalMaterial.materials.length; i < il; i ++ ) {
materials.push( createMaterial( originalMaterial.materials[ i ] ) );
}
return new THREE.MultiMaterial( materials );
}
function setOutlineMaterial( object ) {
if ( object.material === undefined ) return;
function getOutlineMaterialFromCache( originalMaterial ) {
var data = cache[ object.material.uuid ];
var data = cache[ originalMaterial.uuid ];
if ( data === undefined ) {
data = {
material: object.material.isMultiMaterial === true ? createMultiMaterial( object.material ) : createMaterial( object.material ),
material: createMaterial( originalMaterial ),
used: true,
keepAlive: defaultKeepAlive,
count: 0
};
cache[ object.material.uuid ] = data;
cache[ originalMaterial.uuid ] = data;
}
var outlineMaterial = data.material;
data.used = true;
var uuid = outlineMaterial !== invisibleMaterial ? outlineMaterial.uuid : object.uuid;
originalMaterials[ uuid ] = object.material;
return data.material;
if ( object.material.isMultiMaterial === true ) {
}
for ( var i = 0, il = object.material.materials.length; i < il; i ++ ) {
function getOutlineMaterial( originalMaterial ) {
// originalMaterial of leaf material of MultiMaterial is used only for
// updating outlineMaterial. so need not to save for invisibleMaterial.
if ( outlineMaterial.materials[ i ] !== invisibleMaterial ) {
var outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
originalMaterials[ outlineMaterial.materials[ i ].uuid ] = object.material.materials[ i ];
originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
}
updateOutlineMaterial( outlineMaterial, originalMaterial );
}
return outlineMaterial;
}
function setOutlineMaterial( object ) {
if ( object.material === undefined ) return;
updateOutlineMultiMaterial( outlineMaterial, object.material );
if ( Array.isArray( object.material ) ) {
for ( var i = 0, il = object.material.length; i < il; i ++ ) {
object.material[ i ] = getOutlineMaterial( object.material[ i ] );
}
} else {
updateOutlineMaterial( outlineMaterial, object.material );
object.material = getOutlineMaterial( object.material );
}
object.material = outlineMaterial;
originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
object.onBeforeRender = onBeforeRender;
......@@ -283,31 +275,29 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
if ( object.material === undefined ) return;
var originalMaterial = originalMaterials[ object.material.uuid ];
if ( Array.isArray( object.material ) ) {
for ( var i = 0, il = object.material.length; i < il; i ++ ) {
if ( originalMaterial === undefined ) {
object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
}
originalMaterial = originalMaterials[ object.uuid ];
} else {
if ( originalMaterial === undefined ) return;
object.material = originalMaterials[ object.material.uuid ];
}
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 ];
// just in case
if ( originalMaterial === undefined ) return;
updateUniforms( material, originalMaterial );
......@@ -332,7 +322,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
function updateOutlineMaterial( material, originalMaterial ) {
if ( material === invisibleMaterial ) return;
if ( material.name === 'invisible' ) return;
var outlineParameters = originalMaterial.outlineParameters;
......@@ -354,8 +344,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
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;
if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
} else {
......@@ -368,40 +357,6 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
}
function updateOutlineMultiMaterial( material, originalMaterial ) {
if ( material === invisibleMaterial ) return;
var outlineParameters = originalMaterial.outlineParameters;
if ( outlineParameters !== undefined ) {
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 ++ ) {
updateOutlineMaterial( material.materials[ i ], originalMaterial.materials[ i ] );
}
}
function cleanupCache() {
var keys;
......
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