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three-stdlib

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stand-alone library of threejs examples

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"use strict"; var __defProp = Object.defineProperty; var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; var __publicField = (obj, key, value) => { __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); return value; }; Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); const Pass = require("./Pass.cjs"); const THREE = require("three"); const CopyShader = require("../shaders/CopyShader.cjs"); class OutlinePass extends Pass.Pass { constructor(resolution, scene, camera, selectedObjects) { super(); __publicField(this, "renderScene"); __publicField(this, "renderCamera"); __publicField(this, "selectedObjects"); __publicField(this, "visibleEdgeColor"); __publicField(this, "hiddenEdgeColor"); __publicField(this, "edgeGlow"); __publicField(this, "usePatternTexture"); __publicField(this, "edgeThickness"); __publicField(this, "edgeStrength"); __publicField(this, "downSampleRatio"); __publicField(this, "pulsePeriod"); __publicField(this, "resolution"); __publicField(this, "renderTargetMaskBuffer"); __publicField(this, "depthMaterial"); __publicField(this, "prepareMaskMaterial"); __publicField(this, "renderTargetDepthBuffer"); __publicField(this, "renderTargetMaskDownSampleBuffer"); __publicField(this, "renderTargetBlurBuffer1"); __publicField(this, "renderTargetBlurBuffer2"); __publicField(this, "edgeDetectionMaterial"); __publicField(this, "renderTargetEdgeBuffer1"); __publicField(this, "renderTargetEdgeBuffer2"); __publicField(this, "separableBlurMaterial1"); __publicField(this, "separableBlurMaterial2"); __publicField(this, "overlayMaterial"); __publicField(this, "materialCopy"); __publicField(this, "oldClearAlpha"); __publicField(this, "fsQuad"); __publicField(this, "tempPulseColor1"); __publicField(this, "tempPulseColor2"); __publicField(this, "textureMatrix"); __publicField(this, "patternTexture"); __publicField(this, "_visibilityCache"); __publicField(this, "_oldClearColor"); __publicField(this, "copyUniforms"); __publicField(this, "BlurDirectionX", new THREE.Vector2(1, 0)); __publicField(this, "BlurDirectionY", new THREE.Vector2(0, 1)); this.renderScene = scene; this.renderCamera = camera; this.selectedObjects = selectedObjects !== void 0 ? selectedObjects : []; this.visibleEdgeColor = new THREE.Color(1, 1, 1); this.hiddenEdgeColor = new THREE.Color(0.1, 0.04, 0.02); this.edgeGlow = 0; this.usePatternTexture = false; this.edgeThickness = 1; this.edgeStrength = 3; this.downSampleRatio = 2; this.pulsePeriod = 0; this._visibilityCache = /* @__PURE__ */ new Map(); this.resolution = resolution !== void 0 ? new THREE.Vector2(resolution.x, resolution.y) : new THREE.Vector2(256, 256); const resx = Math.round(this.resolution.x / this.downSampleRatio); const resy = Math.round(this.resolution.y / this.downSampleRatio); this.renderTargetMaskBuffer = new THREE.WebGLRenderTarget(this.resolution.x, this.resolution.y); 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.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera ); this.renderTargetDepthBuffer = new THREE.WebGLRenderTarget(this.resolution.x, this.resolution.y); this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth"; this.renderTargetDepthBuffer.texture.generateMipmaps = false; this.renderTargetMaskDownSampleBuffer = new THREE.WebGLRenderTarget(resx, resy); this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample"; this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false; this.renderTargetBlurBuffer1 = new THREE.WebGLRenderTarget(resx, resy); this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1"; this.renderTargetBlurBuffer1.texture.generateMipmaps = false; this.renderTargetBlurBuffer2 = new THREE.WebGLRenderTarget(Math.round(resx / 2), Math.round(resy / 2)); this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2"; this.renderTargetBlurBuffer2.texture.generateMipmaps = false; this.edgeDetectionMaterial = this.getEdgeDetectionMaterial(); this.renderTargetEdgeBuffer1 = new THREE.WebGLRenderTarget(resx, resy); this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1"; this.renderTargetEdgeBuffer1.texture.generateMipmaps = false; this.renderTargetEdgeBuffer2 = new THREE.WebGLRenderTarget(Math.round(resx / 2), Math.round(resy / 2)); 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; this.overlayMaterial = this.getOverlayMaterial(); if (CopyShader.CopyShader === void 0) console.error("THREE.OutlinePass relies on CopyShader"); const copyShader = CopyShader.CopyShader; this.copyUniforms = THREE.UniformsUtils.clone(copyShader.uniforms); this.copyUniforms["opacity"].value = 1; 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.fsQuad = new Pass.FullScreenQuad(this.materialCopy); this.tempPulseColor1 = new THREE.Color(); this.tempPulseColor2 = new THREE.Color(); this.textureMatrix = new THREE.Matrix4(); function replaceDepthToViewZ(string, camera2) { const type = camera2.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(); } 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) { 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) { if (bVisible === true) { object.visible = cache.get(object); } else { cache.set(object, object.visible); object.visible = bVisible; } } } this.renderScene.traverse(VisibilityChangeCallBack); } updateTextureMatrix() { this.textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1); 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(16777215, 1); this.changeVisibilityOfSelectedObjects(false); const currentBackground = this.renderScene.background; this.renderScene.background = null; this.renderScene.overrideMaterial = this.depthMaterial; renderer.setRenderTarget(this.renderTargetDepthBuffer); renderer.clear(); renderer.render(this.renderScene, this.renderCamera); this.changeVisibilityOfSelectedObjects(true); this._visibilityCache.clear(); this.updateTextureMatrix(); 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; 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 - 0.25) / 2; this.tempPulseColor1.multiplyScalar(scalar); this.tempPulseColor2.multiplyScalar(scalar); } 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); this.fsQuad.material = this.separableBlurMaterial1; this.separableBlurMaterial1.uniforms["colorTexture"].value = this.renderTargetEdgeBuffer1.texture; this.separableBlurMaterial1.uniforms["direction"].value = this.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 = this.BlurDirectionY; renderer.setRenderTarget(this.renderTargetEdgeBuffer1); renderer.clear(); this.fsQuad.render(renderer); this.fsQuad.material = this.separableBlurMaterial2; this.separableBlurMaterial2.uniforms["colorTexture"].value = this.renderTargetEdgeBuffer1.texture; this.separableBlurMaterial2.uniforms["direction"].value = this.BlurDirectionX; renderer.setRenderTarget(this.renderTargetBlurBuffer2); renderer.clear(); this.fsQuad.render(renderer); this.separableBlurMaterial2.uniforms["colorTexture"].value = this.renderTargetBlurBuffer2.texture; this.separableBlurMaterial2.uniforms["direction"].value = this.BlurDirectionY; renderer.setRenderTarget(this.renderTargetEdgeBuffer2); renderer.clear(); this.fsQuad.render(renderer); 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 THREE.ShaderMaterial({ uniforms: { depthTexture: { value: null }, cameraNearFar: { value: new THREE.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 = modelMatrix * vec4( transformed, 1.0 ); 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 THREE.ShaderMaterial({ uniforms: { maskTexture: { value: null }, texSize: { value: new THREE.Vector2(0.5, 0.5) }, visibleEdgeColor: { value: new THREE.Vector3(1, 1, 1) }, hiddenEdgeColor: { value: new THREE.Vector3(1, 1, 1) } }, 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 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 } }, 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 weightSum = gaussianPdf(0.0, kernelRadius); 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 w = gaussianPdf(uvOffset.x, kernelRadius); 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 THREE.ShaderMaterial({ uniforms: { maskTexture: { value: null }, edgeTexture1: { value: null }, edgeTexture2: { value: null }, patternTexture: { value: null }, edgeStrength: { value: 1 }, edgeGlow: { value: 1 }, usePatternTexture: { value: 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: THREE.AdditiveBlending, depthTest: false, depthWrite: false, transparent: true }); } } exports.OutlinePass = OutlinePass; //# sourceMappingURL=OutlinePass.cjs.map