From 910cb82791be39646498226d30b7f2d0e63ab981 Mon Sep 17 00:00:00 2001 From: Lucio Zambon <lucio.zambon@elettra.eu> Date: Mon, 22 Apr 2024 14:23:26 +0000 Subject: [PATCH] Update 7 files - /components/threejs/postprocessing/EffectComposer.js - /components/threejs/postprocessing/MaskPass.js - /components/threejs/postprocessing/OutlinePass.js - /components/threejs/postprocessing/Pass.js - /components/threejs/postprocessing/RenderPass.js - /components/threejs/postprocessing/ShaderPass.js - /components/threejs/shaders/CopyShader.js --- .../threejs/postprocessing/EffectComposer.js | 231 +++++++ components/threejs/postprocessing/MaskPass.js | 104 +++ .../threejs/postprocessing/OutlinePass.js | 654 ++++++++++++++++++ components/threejs/postprocessing/Pass.js | 95 +++ .../threejs/postprocessing/RenderPass.js | 99 +++ .../threejs/postprocessing/ShaderPass.js | 77 +++ components/threejs/shaders/CopyShader.js | 45 ++ 7 files changed, 1305 insertions(+) create mode 100644 components/threejs/postprocessing/EffectComposer.js create mode 100644 components/threejs/postprocessing/MaskPass.js create mode 100644 components/threejs/postprocessing/OutlinePass.js create mode 100644 components/threejs/postprocessing/Pass.js create mode 100644 components/threejs/postprocessing/RenderPass.js create mode 100644 components/threejs/postprocessing/ShaderPass.js create mode 100644 components/threejs/shaders/CopyShader.js diff --git a/components/threejs/postprocessing/EffectComposer.js b/components/threejs/postprocessing/EffectComposer.js new file mode 100644 index 0000000..110eabc --- /dev/null +++ b/components/threejs/postprocessing/EffectComposer.js @@ -0,0 +1,231 @@ +import { + Clock, + HalfFloatType, + NoBlending, + Vector2, + WebGLRenderTarget +} from 'three'; +import { CopyShader } from '../shaders/CopyShader.js'; +import { ShaderPass } from './ShaderPass.js'; +import { MaskPass } from './MaskPass.js'; +import { ClearMaskPass } from './MaskPass.js'; + +class EffectComposer { + + constructor( renderer, renderTarget ) { + + this.renderer = renderer; + + this._pixelRatio = renderer.getPixelRatio(); + + if ( renderTarget === undefined ) { + + const size = renderer.getSize( new Vector2() ); + this._width = size.width; + this._height = size.height; + + renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType } ); + renderTarget.texture.name = 'EffectComposer.rt1'; + + } else { + + this._width = renderTarget.width; + this._height = renderTarget.height; + + } + + this.renderTarget1 = renderTarget; + this.renderTarget2 = renderTarget.clone(); + this.renderTarget2.texture.name = 'EffectComposer.rt2'; + + this.writeBuffer = this.renderTarget1; + this.readBuffer = this.renderTarget2; + + this.renderToScreen = true; + + this.passes = []; + + this.copyPass = new ShaderPass( CopyShader ); + this.copyPass.material.blending = NoBlending; + + this.clock = new Clock(); + + } + + swapBuffers() { + + const tmp = this.readBuffer; + this.readBuffer = this.writeBuffer; + this.writeBuffer = tmp; + + } + + addPass( pass ) { + + this.passes.push( pass ); + pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio ); + + } + + insertPass( pass, index ) { + + this.passes.splice( index, 0, pass ); + pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio ); + + } + + removePass( pass ) { + + const index = this.passes.indexOf( pass ); + + if ( index !== - 1 ) { + + this.passes.splice( index, 1 ); + + } + + } + + isLastEnabledPass( passIndex ) { + + for ( let i = passIndex + 1; i < this.passes.length; i ++ ) { + + if ( this.passes[ i ].enabled ) { + + return false; + + } + + } + + return true; + + } + + render( deltaTime ) { + + // deltaTime value is in seconds + + if ( deltaTime === undefined ) { + + deltaTime = this.clock.getDelta(); + + } + + const currentRenderTarget = this.renderer.getRenderTarget(); + + let maskActive = false; + + for ( let i = 0, il = this.passes.length; i < il; i ++ ) { + + const pass = this.passes[ i ]; + + if ( pass.enabled === false ) continue; + + pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) ); + pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive ); + + if ( pass.needsSwap ) { + + if ( maskActive ) { + + const context = this.renderer.getContext(); + const stencil = this.renderer.state.buffers.stencil; + + //context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff ); + stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff ); + + this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime ); + + //context.stencilFunc( context.EQUAL, 1, 0xffffffff ); + stencil.setFunc( context.EQUAL, 1, 0xffffffff ); + + } + + this.swapBuffers(); + + } + + if ( MaskPass !== undefined ) { + + if ( pass instanceof MaskPass ) { + + maskActive = true; + + } else if ( pass instanceof ClearMaskPass ) { + + maskActive = false; + + } + + } + + } + + this.renderer.setRenderTarget( currentRenderTarget ); + + } + + reset( renderTarget ) { + + if ( renderTarget === undefined ) { + + const size = this.renderer.getSize( new Vector2() ); + this._pixelRatio = this.renderer.getPixelRatio(); + this._width = size.width; + this._height = size.height; + + renderTarget = this.renderTarget1.clone(); + renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio ); + + } + + this.renderTarget1.dispose(); + this.renderTarget2.dispose(); + this.renderTarget1 = renderTarget; + this.renderTarget2 = renderTarget.clone(); + + this.writeBuffer = this.renderTarget1; + this.readBuffer = this.renderTarget2; + + } + + setSize( width, height ) { + + this._width = width; + this._height = height; + + const effectiveWidth = this._width * this._pixelRatio; + const effectiveHeight = this._height * this._pixelRatio; + + this.renderTarget1.setSize( effectiveWidth, effectiveHeight ); + this.renderTarget2.setSize( effectiveWidth, effectiveHeight ); + + for ( let i = 0; i < this.passes.length; i ++ ) { + + this.passes[ i ].setSize( effectiveWidth, effectiveHeight ); + + } + + } + + setPixelRatio( pixelRatio ) { + + this._pixelRatio = pixelRatio; + + this.setSize( this._width, this._height ); + + } + + dispose() { + + this.renderTarget1.dispose(); + this.renderTarget2.dispose(); + + this.copyPass.dispose(); + + } + +} + +export { EffectComposer }; diff --git a/components/threejs/postprocessing/MaskPass.js b/components/threejs/postprocessing/MaskPass.js new file mode 100644 index 0000000..b30811c --- /dev/null +++ b/components/threejs/postprocessing/MaskPass.js @@ -0,0 +1,104 @@ +import { Pass } from './Pass.js'; + +class MaskPass extends Pass { + + constructor( scene, camera ) { + + super(); + + this.scene = scene; + this.camera = camera; + + this.clear = true; + this.needsSwap = false; + + this.inverse = false; + + } + + render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { + + const context = renderer.getContext(); + const state = renderer.state; + + // don't update color or depth + + state.buffers.color.setMask( false ); + state.buffers.depth.setMask( false ); + + // lock buffers + + state.buffers.color.setLocked( true ); + state.buffers.depth.setLocked( true ); + + // set up stencil + + let writeValue, clearValue; + + if ( this.inverse ) { + + writeValue = 0; + clearValue = 1; + + } else { + + writeValue = 1; + clearValue = 0; + + } + + state.buffers.stencil.setTest( true ); + state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE ); + state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff ); + state.buffers.stencil.setClear( clearValue ); + state.buffers.stencil.setLocked( true ); + + // draw into the stencil buffer + + renderer.setRenderTarget( readBuffer ); + if ( this.clear ) renderer.clear(); + renderer.render( this.scene, this.camera ); + + renderer.setRenderTarget( writeBuffer ); + if ( this.clear ) renderer.clear(); + renderer.render( this.scene, this.camera ); + + // unlock color and depth buffer and make them writable for subsequent rendering/clearing + + state.buffers.color.setLocked( false ); + state.buffers.depth.setLocked( false ); + + state.buffers.color.setMask( true ); + state.buffers.depth.setMask( true ); + + // only render where stencil is set to 1 + + state.buffers.stencil.setLocked( false ); + state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1 + state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP ); + state.buffers.stencil.setLocked( true ); + + } + +} + +class ClearMaskPass extends Pass { + + constructor() { + + super(); + + this.needsSwap = false; + + } + + render( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) { + + renderer.state.buffers.stencil.setLocked( false ); + renderer.state.buffers.stencil.setTest( false ); + + } + +} + +export { MaskPass, ClearMaskPass }; diff --git a/components/threejs/postprocessing/OutlinePass.js b/components/threejs/postprocessing/OutlinePass.js new file mode 100644 index 0000000..f96a7f4 --- /dev/null +++ b/components/threejs/postprocessing/OutlinePass.js @@ -0,0 +1,654 @@ +import { + AdditiveBlending, + Color, + DoubleSide, + HalfFloatType, + Matrix4, + MeshDepthMaterial, + NoBlending, + RGBADepthPacking, + ShaderMaterial, + UniformsUtils, + Vector2, + Vector3, + WebGLRenderTarget +} from 'three'; +import { Pass, FullScreenQuad } from './Pass.js'; +import { CopyShader } from '../shaders/CopyShader.js'; + +class OutlinePass extends Pass { + + constructor( resolution, scene, camera, selectedObjects ) { + + super(); + + this.renderScene = scene; + this.renderCamera = camera; + this.selectedObjects = selectedObjects !== undefined ? selectedObjects : []; + this.visibleEdgeColor = new Color( 1, 1, 1 ); + this.hiddenEdgeColor = new 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; + + this._visibilityCache = new Map(); + + + this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 ); + + const resx = Math.round( this.resolution.x / this.downSampleRatio ); + const resy = Math.round( this.resolution.y / this.downSampleRatio ); + + this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y ); + this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask'; + this.renderTargetMaskBuffer.texture.generateMipmaps = false; + + this.depthMaterial = new MeshDepthMaterial(); + this.depthMaterial.side = DoubleSide; + this.depthMaterial.depthPacking = RGBADepthPacking; + this.depthMaterial.blending = NoBlending; + + this.prepareMaskMaterial = this.getPrepareMaskMaterial(); + this.prepareMaskMaterial.side = DoubleSide; + this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera ); + + this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { type: HalfFloatType } ); + this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth'; + this.renderTargetDepthBuffer.texture.generateMipmaps = false; + + this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } ); + this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample'; + this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false; + + this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } ); + this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1'; + this.renderTargetBlurBuffer1.texture.generateMipmaps = false; + this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } ); + this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2'; + this.renderTargetBlurBuffer2.texture.generateMipmaps = false; + + this.edgeDetectionMaterial = this.getEdgeDetectionMaterial(); + this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } ); + this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1'; + this.renderTargetEdgeBuffer1.texture.generateMipmaps = false; + this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } ); + this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2'; + this.renderTargetEdgeBuffer2.texture.generateMipmaps = false; + + const MAX_EDGE_THICKNESS = 4; + const MAX_EDGE_GLOW = 4; + + this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS ); + this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy ); + this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1; + this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW ); + this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) ); + this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW; + + // Overlay material + this.overlayMaterial = this.getOverlayMaterial(); + + // copy material + + const copyShader = CopyShader; + + this.copyUniforms = UniformsUtils.clone( copyShader.uniforms ); + + this.materialCopy = new ShaderMaterial( { + uniforms: this.copyUniforms, + vertexShader: copyShader.vertexShader, + fragmentShader: copyShader.fragmentShader, + blending: NoBlending, + depthTest: false, + depthWrite: false + } ); + + this.enabled = true; + this.needsSwap = false; + + this._oldClearColor = new Color(); + this.oldClearAlpha = 1; + + this.fsQuad = new FullScreenQuad( null ); + + this.tempPulseColor1 = new Color(); + this.tempPulseColor2 = new Color(); + this.textureMatrix = new Matrix4(); + + function replaceDepthToViewZ( string, camera ) { + + const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic'; + + return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' ); + + } + + } + + dispose() { + + this.renderTargetMaskBuffer.dispose(); + this.renderTargetDepthBuffer.dispose(); + this.renderTargetMaskDownSampleBuffer.dispose(); + this.renderTargetBlurBuffer1.dispose(); + this.renderTargetBlurBuffer2.dispose(); + this.renderTargetEdgeBuffer1.dispose(); + this.renderTargetEdgeBuffer2.dispose(); + + this.depthMaterial.dispose(); + this.prepareMaskMaterial.dispose(); + this.edgeDetectionMaterial.dispose(); + this.separableBlurMaterial1.dispose(); + this.separableBlurMaterial2.dispose(); + this.overlayMaterial.dispose(); + this.materialCopy.dispose(); + + this.fsQuad.dispose(); + + } + + setSize( width, height ) { + + this.renderTargetMaskBuffer.setSize( width, height ); + this.renderTargetDepthBuffer.setSize( width, height ); + + let resx = Math.round( width / this.downSampleRatio ); + let 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.set( 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.set( resx, resy ); + + } + + changeVisibilityOfSelectedObjects( bVisible ) { + + const cache = this._visibilityCache; + + function gatherSelectedMeshesCallBack( object ) { + + if ( object.isMesh ) { + + if ( bVisible === true ) { + + object.visible = cache.get( object ); + + } else { + + cache.set( object, object.visible ); + object.visible = bVisible; + + } + + } + + } + + for ( let i = 0; i < this.selectedObjects.length; i ++ ) { + + const selectedObject = this.selectedObjects[ i ]; + selectedObject.traverse( gatherSelectedMeshesCallBack ); + + } + + } + + changeVisibilityOfNonSelectedObjects( bVisible ) { + + const cache = this._visibilityCache; + const selectedMeshes = []; + + function gatherSelectedMeshesCallBack( object ) { + + if ( object.isMesh ) selectedMeshes.push( object ); + + } + + for ( let i = 0; i < this.selectedObjects.length; i ++ ) { + + const selectedObject = this.selectedObjects[ i ]; + selectedObject.traverse( gatherSelectedMeshesCallBack ); + + } + + function VisibilityChangeCallBack( object ) { + + if ( object.isMesh || object.isSprite ) { + + // only meshes and sprites are supported by OutlinePass + + let bFound = false; + + for ( let i = 0; i < selectedMeshes.length; i ++ ) { + + const selectedObjectId = selectedMeshes[ i ].id; + + if ( selectedObjectId === object.id ) { + + bFound = true; + break; + + } + + } + + if ( bFound === false ) { + + const visibility = object.visible; + + if ( bVisible === false || cache.get( object ) === true ) { + + object.visible = bVisible; + + } + + cache.set( object, visibility ); + + } + + } else if ( object.isPoints || object.isLine ) { + + // the visibilty of points and lines is always set to false in order to + // not affect the outline computation + + if ( bVisible === true ) { + + object.visible = cache.get( object ); // restore + + } else { + + cache.set( object, object.visible ); + object.visible = bVisible; + + } + + } + + } + + this.renderScene.traverse( VisibilityChangeCallBack ); + + } + + updateTextureMatrix() { + + 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( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) { + + if ( this.selectedObjects.length > 0 ) { + + renderer.getClearColor( this._oldClearColor ); + this.oldClearAlpha = renderer.getClearAlpha(); + const oldAutoClear = renderer.autoClear; + + renderer.autoClear = false; + + if ( maskActive ) renderer.state.buffers.stencil.setTest( false ); + + renderer.setClearColor( 0xffffff, 1 ); + + // Make selected objects invisible + this.changeVisibilityOfSelectedObjects( false ); + + const currentBackground = this.renderScene.background; + this.renderScene.background = null; + + // 1. Draw Non Selected objects in the depth buffer + this.renderScene.overrideMaterial = this.depthMaterial; + renderer.setRenderTarget( this.renderTargetDepthBuffer ); + renderer.clear(); + renderer.render( this.renderScene, this.renderCamera ); + + // Make selected objects visible + this.changeVisibilityOfSelectedObjects( true ); + this._visibilityCache.clear(); + + // 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.set( this.renderCamera.near, this.renderCamera.far ); + this.prepareMaskMaterial.uniforms[ 'depthTexture' ].value = this.renderTargetDepthBuffer.texture; + this.prepareMaskMaterial.uniforms[ 'textureMatrix' ].value = this.textureMatrix; + renderer.setRenderTarget( this.renderTargetMaskBuffer ); + renderer.clear(); + renderer.render( this.renderScene, this.renderCamera ); + this.renderScene.overrideMaterial = null; + this.changeVisibilityOfNonSelectedObjects( true ); + this._visibilityCache.clear(); + + this.renderScene.background = currentBackground; + + // 2. Downsample to Half resolution + this.fsQuad.material = this.materialCopy; + this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetMaskBuffer.texture; + renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer ); + renderer.clear(); + this.fsQuad.render( renderer ); + + this.tempPulseColor1.copy( this.visibleEdgeColor ); + this.tempPulseColor2.copy( this.hiddenEdgeColor ); + + if ( this.pulsePeriod > 0 ) { + + const 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.fsQuad.material = this.edgeDetectionMaterial; + this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture; + this.edgeDetectionMaterial.uniforms[ 'texSize' ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height ); + this.edgeDetectionMaterial.uniforms[ 'visibleEdgeColor' ].value = this.tempPulseColor1; + this.edgeDetectionMaterial.uniforms[ 'hiddenEdgeColor' ].value = this.tempPulseColor2; + renderer.setRenderTarget( this.renderTargetEdgeBuffer1 ); + renderer.clear(); + this.fsQuad.render( renderer ); + + // 4. Apply Blur on Half res + this.fsQuad.material = this.separableBlurMaterial1; + this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture; + this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX; + this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = this.edgeThickness; + renderer.setRenderTarget( this.renderTargetBlurBuffer1 ); + renderer.clear(); + this.fsQuad.render( renderer ); + this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer1.texture; + this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY; + renderer.setRenderTarget( this.renderTargetEdgeBuffer1 ); + renderer.clear(); + this.fsQuad.render( renderer ); + + // Apply Blur on quarter res + this.fsQuad.material = this.separableBlurMaterial2; + this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture; + this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX; + renderer.setRenderTarget( this.renderTargetBlurBuffer2 ); + renderer.clear(); + this.fsQuad.render( renderer ); + this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture; + this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY; + renderer.setRenderTarget( this.renderTargetEdgeBuffer2 ); + renderer.clear(); + this.fsQuad.render( renderer ); + + // Blend it additively over the input texture + this.fsQuad.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.state.buffers.stencil.setTest( true ); + + renderer.setRenderTarget( readBuffer ); + this.fsQuad.render( renderer ); + + renderer.setClearColor( this._oldClearColor, this.oldClearAlpha ); + renderer.autoClear = oldAutoClear; + + } + + if ( this.renderToScreen ) { + + this.fsQuad.material = this.materialCopy; + this.copyUniforms[ 'tDiffuse' ].value = readBuffer.texture; + renderer.setRenderTarget( null ); + this.fsQuad.render( renderer ); + + } + + } + + getPrepareMaskMaterial() { + + return new ShaderMaterial( { + + uniforms: { + 'depthTexture': { value: null }, + 'cameraNearFar': { value: new Vector2( 0.5, 0.5 ) }, + 'textureMatrix': { value: null } + }, + + vertexShader: + `#include <morphtarget_pars_vertex> + #include <skinning_pars_vertex> + + varying vec4 projTexCoord; + varying vec4 vPosition; + uniform mat4 textureMatrix; + + void main() { + + #include <skinbase_vertex> + #include <begin_vertex> + #include <morphtarget_vertex> + #include <skinning_vertex> + #include <project_vertex> + + vPosition = mvPosition; + + vec4 worldPosition = vec4( transformed, 1.0 ); + + #ifdef USE_INSTANCING + + worldPosition = instanceMatrix * worldPosition; + + #endif + + worldPosition = modelMatrix * worldPosition; + + projTexCoord = textureMatrix * worldPosition; + + }`, + + 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 = - DEPTH_TO_VIEW_Z( 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() { + + return new ShaderMaterial( { + + uniforms: { + 'maskTexture': { value: null }, + 'texSize': { value: new Vector2( 0.5, 0.5 ) }, + 'visibleEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) }, + 'hiddenEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) }, + }, + + vertexShader: + `varying vec2 vUv; + + void main() { + vUv = uv; + gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); + }`, + + fragmentShader: + `varying vec2 vUv; + + uniform sampler2D maskTexture; + uniform vec2 texSize; + uniform vec3 visibleEdgeColor; + uniform vec3 hiddenEdgeColor; + + void main() { + 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( maxRadius ) { + + return new ShaderMaterial( { + + defines: { + 'MAX_RADIUS': maxRadius, + }, + + uniforms: { + 'colorTexture': { value: null }, + 'texSize': { value: new Vector2( 0.5, 0.5 ) }, + 'direction': { value: new Vector2( 0.5, 0.5 ) }, + 'kernelRadius': { value: 1.0 } + }, + + vertexShader: + `varying vec2 vUv; + + void main() { + vUv = uv; + gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); + }`, + + 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 sigma = kernelRadius/2.0; + float weightSum = gaussianPdf(0.0, sigma); + vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum; + vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS); + vec2 uvOffset = delta; + for( int i = 1; i <= MAX_RADIUS; i ++ ) { + float x = kernelRadius * float(i) / float(MAX_RADIUS); + float w = gaussianPdf(x, sigma); + vec4 sample1 = texture2D( colorTexture, vUv + uvOffset); + vec4 sample2 = texture2D( colorTexture, vUv - uvOffset); + diffuseSum += ((sample1 + sample2) * w); + weightSum += (2.0 * w); + uvOffset += delta; + } + gl_FragColor = diffuseSum/weightSum; + }` + } ); + + } + + getOverlayMaterial() { + + return new 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; + + void main() { + vUv = uv; + gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); + }`, + + 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: AdditiveBlending, + depthTest: false, + depthWrite: false, + transparent: true + } ); + + } + +} + +OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 ); +OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 ); + +export { OutlinePass }; diff --git a/components/threejs/postprocessing/Pass.js b/components/threejs/postprocessing/Pass.js new file mode 100644 index 0000000..a81582d --- /dev/null +++ b/components/threejs/postprocessing/Pass.js @@ -0,0 +1,95 @@ +import { + BufferGeometry, + Float32BufferAttribute, + OrthographicCamera, + Mesh +} from 'three'; + +class Pass { + + constructor() { + + this.isPass = true; + + // if set to true, the pass is processed by the composer + this.enabled = true; + + // if set to true, the pass indicates to swap read and write buffer after rendering + this.needsSwap = true; + + // if set to true, the pass clears its buffer before rendering + this.clear = false; + + // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer. + this.renderToScreen = false; + + } + + setSize( /* width, height */ ) {} + + render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) { + + console.error( 'THREE.Pass: .render() must be implemented in derived pass.' ); + + } + + dispose() {} + +} + +// Helper for passes that need to fill the viewport with a single quad. + +const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); + +// https://github.com/mrdoob/three.js/pull/21358 + +class FullscreenTriangleGeometry extends BufferGeometry { + + constructor() { + + super(); + + this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) ); + + } + +} + +const _geometry = new FullscreenTriangleGeometry(); + +class FullScreenQuad { + + constructor( material ) { + + this._mesh = new Mesh( _geometry, material ); + + } + + dispose() { + + this._mesh.geometry.dispose(); + + } + + render( renderer ) { + + renderer.render( this._mesh, _camera ); + + } + + get material() { + + return this._mesh.material; + + } + + set material( value ) { + + this._mesh.material = value; + + } + +} + +export { Pass, FullScreenQuad }; diff --git a/components/threejs/postprocessing/RenderPass.js b/components/threejs/postprocessing/RenderPass.js new file mode 100644 index 0000000..a6c3804 --- /dev/null +++ b/components/threejs/postprocessing/RenderPass.js @@ -0,0 +1,99 @@ +import { + Color +} from 'three'; +import { Pass } from './Pass.js'; + +class RenderPass extends Pass { + + constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) { + + super(); + + this.scene = scene; + this.camera = camera; + + this.overrideMaterial = overrideMaterial; + + this.clearColor = clearColor; + this.clearAlpha = clearAlpha; + + this.clear = true; + this.clearDepth = false; + this.needsSwap = false; + this._oldClearColor = new Color(); + + } + + render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { + + const oldAutoClear = renderer.autoClear; + renderer.autoClear = false; + + let oldClearAlpha, oldOverrideMaterial; + + if ( this.overrideMaterial !== null ) { + + oldOverrideMaterial = this.scene.overrideMaterial; + + this.scene.overrideMaterial = this.overrideMaterial; + + } + + if ( this.clearColor !== null ) { + + renderer.getClearColor( this._oldClearColor ); + renderer.setClearColor( this.clearColor ); + + } + + if ( this.clearAlpha !== null ) { + + oldClearAlpha = renderer.getClearAlpha(); + renderer.setClearAlpha( this.clearAlpha ); + + } + + if ( this.clearDepth == true ) { + + renderer.clearDepth(); + + } + + renderer.setRenderTarget( this.renderToScreen ? null : readBuffer ); + + if ( this.clear === true ) { + + // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600 + renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); + + } + + renderer.render( this.scene, this.camera ); + + // restore + + if ( this.clearColor !== null ) { + + renderer.setClearColor( this._oldClearColor ); + + } + + if ( this.clearAlpha !== null ) { + + renderer.setClearAlpha( oldClearAlpha ); + + } + + if ( this.overrideMaterial !== null ) { + + this.scene.overrideMaterial = oldOverrideMaterial; + + } + + renderer.autoClear = oldAutoClear; + + } + +} + +export { RenderPass }; diff --git a/components/threejs/postprocessing/ShaderPass.js b/components/threejs/postprocessing/ShaderPass.js new file mode 100644 index 0000000..597016c --- /dev/null +++ b/components/threejs/postprocessing/ShaderPass.js @@ -0,0 +1,77 @@ +import { + ShaderMaterial, + UniformsUtils +} from 'three'; +import { Pass, FullScreenQuad } from './Pass.js'; + +class ShaderPass extends Pass { + + constructor( shader, textureID ) { + + super(); + + this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse'; + + if ( shader instanceof ShaderMaterial ) { + + this.uniforms = shader.uniforms; + + this.material = shader; + + } else if ( shader ) { + + this.uniforms = UniformsUtils.clone( shader.uniforms ); + + this.material = new ShaderMaterial( { + + name: ( shader.name !== undefined ) ? shader.name : 'unspecified', + defines: Object.assign( {}, shader.defines ), + uniforms: this.uniforms, + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader + + } ); + + } + + this.fsQuad = new FullScreenQuad( this.material ); + + } + + render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { + + if ( this.uniforms[ this.textureID ] ) { + + this.uniforms[ this.textureID ].value = readBuffer.texture; + + } + + this.fsQuad.material = this.material; + + if ( this.renderToScreen ) { + + renderer.setRenderTarget( null ); + this.fsQuad.render( renderer ); + + } else { + + renderer.setRenderTarget( writeBuffer ); + // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600 + if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); + this.fsQuad.render( renderer ); + + } + + } + + dispose() { + + this.material.dispose(); + + this.fsQuad.dispose(); + + } + +} + +export { ShaderPass }; diff --git a/components/threejs/shaders/CopyShader.js b/components/threejs/shaders/CopyShader.js new file mode 100644 index 0000000..8c3f2cd --- /dev/null +++ b/components/threejs/shaders/CopyShader.js @@ -0,0 +1,45 @@ +/** + * Full-screen textured quad shader + */ + +const CopyShader = { + + name: 'CopyShader', + + uniforms: { + + 'tDiffuse': { value: null }, + 'opacity': { value: 1.0 } + + }, + + vertexShader: /* glsl */` + + varying vec2 vUv; + + void main() { + + vUv = uv; + gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); + + }`, + + fragmentShader: /* glsl */` + + uniform float opacity; + + uniform sampler2D tDiffuse; + + varying vec2 vUv; + + void main() { + + vec4 texel = texture2D( tDiffuse, vUv ); + gl_FragColor = opacity * texel; + + + }` + +}; + +export { CopyShader }; -- GitLab