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ToonOutlinePassNode: Add FX pass for toon outlines. (mrdoob#29483)
* ToonOutlineNode: Add FX pass for toon outlines. * ToonOutlinePassNode: Refactor code. * E2E: Update screenshot. * ToonOutlinePassNode: Clean up. * ToonOutlinePassNode: More clean up. * ToonOutlinePassNode: More clean up.
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Original file line number | Diff line number | Diff line change |
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import { float, nodeObject, normalize, vec4 } from '../tsl/TSLBase.js'; | ||
import { Color } from '../../math/Color.js'; | ||
import NodeMaterial from '../../materials/nodes/NodeMaterial.js'; | ||
import { cameraProjectionMatrix } from '../../nodes/accessors/Camera.js'; | ||
import { modelViewMatrix } from '../../nodes/accessors/ModelNode.js'; | ||
import { positionLocal } from '../../nodes/accessors/Position.js'; | ||
import { normalLocal } from '../../nodes/accessors/Normal.js'; | ||
import { BackSide } from '../../constants.js'; | ||
import PassNode from './PassNode.js'; | ||
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class ToonOutlinePassNode extends PassNode { | ||
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static get type() { | ||
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return 'ToonOutlinePassNode'; | ||
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} | ||
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constructor( scene, camera, colorNode, thicknessNode, alphaNode ) { | ||
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super( PassNode.COLOR, scene, camera ); | ||
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this.colorNode = colorNode; | ||
this.thicknessNode = thicknessNode; | ||
this.alphaNode = alphaNode; | ||
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this._materialCache = new WeakMap(); | ||
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} | ||
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updateBefore( frame ) { | ||
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const { renderer } = frame; | ||
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const currentRenderObjectFunction = renderer.getRenderObjectFunction(); | ||
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renderer.setRenderObjectFunction( ( object, scene, camera, geometry, material, group, lightsNode ) => { | ||
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// only render outline for supported materials | ||
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if ( material.isMeshToonMaterial || material.isMeshToonNodeMaterial ) { | ||
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if ( material.wireframe === false ) { | ||
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const outlineMaterial = this._getOutlineMaterial( material ); | ||
renderer.renderObject( object, scene, camera, geometry, outlineMaterial, group, lightsNode ); | ||
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} | ||
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} | ||
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// default | ||
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renderer.renderObject( object, scene, camera, geometry, material, group, lightsNode ); | ||
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} ); | ||
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super.updateBefore( frame ); | ||
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renderer.setRenderObjectFunction( currentRenderObjectFunction ); | ||
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} | ||
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_createMaterial() { | ||
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const material = new NodeMaterial(); | ||
material.isMeshToonOutlineMaterial = true; | ||
material.name = 'Toon_Outline'; | ||
material.side = BackSide; | ||
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// vertex node | ||
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const outlineNormal = normalLocal.negate(); | ||
const mvp = cameraProjectionMatrix.mul( modelViewMatrix ); | ||
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const ratio = float( 1.0 ); // TODO: support outline thickness ratio for each vertex | ||
const pos = mvp.mul( vec4( positionLocal, 1.0 ) ); | ||
const pos2 = mvp.mul( vec4( positionLocal.add( outlineNormal ), 1.0 ) ); | ||
const norm = normalize( pos.sub( pos2 ) ); // NOTE: subtract pos2 from pos because BackSide objectNormal is negative | ||
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material.vertexNode = pos.add( norm.mul( this.thicknessNode ).mul( pos.w ).mul( ratio ) ); | ||
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// color node | ||
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material.colorNode = vec4( this.colorNode, this.alphaNode ); | ||
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return material; | ||
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} | ||
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_getOutlineMaterial( originalMaterial ) { | ||
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let outlineMaterial = this._materialCache.get( originalMaterial ); | ||
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if ( outlineMaterial === undefined ) { | ||
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outlineMaterial = this._createMaterial(); | ||
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this._materialCache.set( originalMaterial, outlineMaterial ); | ||
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} | ||
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return outlineMaterial; | ||
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} | ||
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} | ||
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export default ToonOutlinePassNode; | ||
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export const toonOutlinePass = ( scene, camera, color = new Color( 0, 0, 0 ), thickness = 0.003, alpha = 1 ) => nodeObject( new ToonOutlinePassNode( scene, camera, nodeObject( color ), nodeObject( thickness ), nodeObject( alpha ) ) ); |