plugins/threebox/postprocessing/OutlinePass.js

/**
 * @author spidersharma / http://eduperiment.com/
 */

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

    this.renderScene = scene;
    this.renderCamera = camera;
    this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
    this.visibleEdgeColor = new THREE.Color( 1, 1, 1 );
    this.hiddenEdgeColor = new THREE.Color( 0.1, 0.04, 0.02 );
    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 );

    this.resolution = ( resolution !== undefined ) ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 );

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

    var resx = Math.round( this.resolution.x / this.downSampleRatio );
    var resy = Math.round( this.resolution.y / this.downSampleRatio );

    this.maskBufferMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff } );
    this.maskBufferMaterial.side = THREE.DoubleSide;
    this.renderTargetMaskBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
    this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
    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;

    this.renderTargetDepthBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
    this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
    this.renderTargetDepthBuffer.texture.generateMipmaps = false;

    this.renderTargetMaskDownSampleBuffer = new THREE.WebGLRenderTarget( resx, resy, pars );
    this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
    this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;

    this.renderTargetBlurBuffer1 = new THREE.WebGLRenderTarget( resx, resy, pars );
    this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
    this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
    this.renderTargetBlurBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
    this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
    this.renderTargetBlurBuffer2.texture.generateMipmaps = false;

    this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
    this.renderTargetEdgeBuffer1 = new THREE.WebGLRenderTarget( resx, resy, pars );
    this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
    this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
    this.renderTargetEdgeBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
    this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
    this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;

    var MAX_EDGE_THICKNESS = 4;
    var MAX_EDGE_GLOW = 4;

    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;

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

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

    var copyShader = THREE.CopyShader;

    this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
    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 );
    this.scene = new THREE.Scene();

    this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
    this.quad.frustumCulled = false; // Avoid getting clipped
    this.scene.add( this.quad );

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

};

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

    constructor: THREE.OutlinePass,

    dispose: function () {

        this.renderTargetMaskBuffer.dispose();
        this.renderTargetDepthBuffer.dispose();
        this.renderTargetMaskDownSampleBuffer.dispose();
        this.renderTargetBlurBuffer1.dispose();
        this.renderTargetBlurBuffer2.dispose();
        this.renderTargetEdgeBuffer1.dispose();
        this.renderTargetEdgeBuffer2.dispose();

    },

    setSize: function ( width, height ) {

        this.renderTargetMaskBuffer.setSize( width, height );

        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 );

        resx = Math.round( resx / 2 );
        resy = Math.round( resy / 2 );

        this.renderTargetBlurBuffer2.setSize( resx, resy );
        this.renderTargetEdgeBuffer2.setSize( resx, resy );

        this.separableBlurMaterial2.uniforms[ 'texSize' ].value = new THREE.Vector2( resx, resy );

    },

    changeVisibilityOfSelectedObjects: function ( bVisible ) {

        function gatherSelectedMeshesCallBack( object ) {

            if ( object instanceof THREE.Mesh ) object.visible = bVisible;

        }

        for ( var i = 0; i < this.selectedObjects.length; i ++ ) {

            var selectedObject = this.selectedObjects[ i ];
            selectedObject.traverse( gatherSelectedMeshesCallBack );

        }

    },

    changeVisibilityOfNonSelectedObjects: function ( bVisible ) {

        var selectedMeshes = [];

        function gatherSelectedMeshesCallBack( object ) {

            if ( object instanceof THREE.Mesh ) selectedMeshes.push( object );

        }

        for ( var i = 0; i < this.selectedObjects.length; i ++ ) {

            var selectedObject = this.selectedObjects[ i ];
            selectedObject.traverse( gatherSelectedMeshesCallBack );

        }

        function VisibilityChangeCallBack( object ) {

            if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Sprite ) {

                var bFound = false;

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

                    var selectedObjectId = selectedMeshes[ i ].id;

                    if ( selectedObjectId === object.id ) {

                        bFound = true;
                        break;

                    }

                }

                if ( ! bFound ) {

                    var visibility = object.visible;

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

                    object.bVisible = visibility;

                }

            }

        }

        this.renderScene.traverse( VisibilityChangeCallBack );

    },

    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 );
        this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
        this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );

    },

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

        if ( this.selectedObjects.length === 0 ) return;

        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
        this.changeVisibilityOfSelectedObjects( false );

        var currentBackground = this.renderScene.background;
        this.renderScene.background = null;

		// 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
        this.changeVisibilityOfSelectedObjects( true );

		// 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
        this.changeVisibilityOfNonSelectedObjects( false );
        this.renderScene.overrideMaterial = this.prepareMaskMaterial;
        this.prepareMaskMaterial.uniforms[ 'cameraNearFar' ].value = new THREE.Vector2( this.renderCamera.near, this.renderCamera.far );
        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;
        this.changeVisibilityOfNonSelectedObjects( true );

        this.renderScene.background = currentBackground;

		// 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 );

        if ( this.pulsePeriod > 0 ) {

            var scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
            this.tempPulseColor1.multiplyScalar( scalar );
            this.tempPulseColor2.multiplyScalar( scalar );

        }

		// 3. Apply Edge Detection Pass
        this.quad.material = this.edgeDetectionMaterial;
        this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture;
        this.edgeDetectionMaterial.uniforms[ 'texSize' ].value = new THREE.Vector2( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
        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;

    },

    getPrepareMaskMaterial: function () {

        return new THREE.ShaderMaterial( {

            uniforms: {
                'depthTexture': { value: null },
                'cameraNearFar': { value: new THREE.Vector2( 0.5, 0.5 ) },
                '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\
				}',

            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);\
				}'
        } );

    },

    getEdgeDetectionMaterial: function () {

        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 ) },
                'hiddenEdgeColor': { value: new THREE.Vector3( 1.0, 1.0, 1.0 ) }
            },

            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);\
					vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\
					gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\
				}'
        } );

    },

    getSeperableBlurMaterial: function ( maxRadius ) {

        return new THREE.ShaderMaterial( {

            defines: {
                'MAX_RADIUS': maxRadius
            },

            uniforms: {
                'colorTexture': { value: null },
                'texSize': { value: new THREE.Vector2( 0.5, 0.5 ) },
                '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);\
				}'
        } );

    },

    getOverlayMaterial: function () {

        return new THREE.ShaderMaterial( {

            uniforms: {
                'maskTexture': { value: null },
                'edgeTexture1': { value: null },
                'edgeTexture2': { value: null },
                'patternTexture': { value: null },
                'edgeStrength': { value: 1.0 },
                'edgeGlow': { value: 1.0 },
                'usePatternTexture': { value: 0.0 }
            },

            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;\
					vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\
					vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\
					if(usePatternTexture)\
						finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\
					gl_FragColor = finalColor;\
				}',
            blending: THREE.AdditiveBlending,
            depthTest: false,
            depthWrite: false,
            transparent: true
        } );

    }

} );

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