#
luxiaotao1123
2021-12-31 82ffa91927ff2aae20d2d657fc72c0c223848445
#
2个文件已修改
3个文件已添加
787 ■■■■■ 已修改文件
static/js/app.js 20 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
static/js/lib/CopyShader.js 42 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
static/js/lib/OutlinePass.js 641 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
static/js/lib/Pass.js 80 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
static/js/object/ObjectSelect.js 4 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
static/js/app.js
@@ -1,12 +1,14 @@
import {OrbitControls} from './lib/OrbitControls.js';
import { PointerLockControls } from './lib/PointerLockControls.js';
import Stats from './lib/stats.module.js';
import { OutlinePass } from './lib/OutlinePass.js';
import {MTLLoader} from './lib/MTLLoader.js';
import {OBJLoader} from './lib/OBJLoader.js';
import {StoreShelf} from './object/StoreShelf.js';
import {StoreCrn} from './object/StoreCrn.js';
import {StoreConvey} from './object/StoreConvey.js';
import { Sky } from './object/Sky.js';
var APP = {
@@ -19,6 +21,7 @@
        this.objects = [];//场景中所有对象的集合
        this.firstTime = 1;
        this.stats = null;
        this.outlinePass = null;
        this.goodTypes=[];//存储所有的库位类型
        this.crnTasks = [];// 堆垛机列表
        this.moveForward = false;//是否向前运行
@@ -45,6 +48,7 @@
            this.initStats();
            this.initLight();
            this.initReSize(this);
            this.initOutLine();
            this.initObjectSelect();
            this.initPointLockControl(this);
            this.initFloor();
@@ -180,16 +184,16 @@
            }, false);
        }
        this.initOutLine = function(){
            // this.outlinePass = new THREE.OutlinePass(new THREE.Vector2(window.innerWidth, window.innerWidth), this.scene, this.camera);
            // this.outlinePass.edgeStrength = 10;//包围线浓度
            // this.outlinePass.edgeGlow = 0.1;//边缘线范围
            // this.outlinePass.edgeThickness = 1;//边缘线浓度
            // this.outlinePass.pulsePeriod = 2;//包围线闪烁评率
            // this.outlinePass.visibleEdgeColor.set('#B31985');//包围线颜色
            // this.outlinePass.hiddenEdgeColor.set('#190a05');//被遮挡的边界线颜色
            this.outlinePass = new OutlinePass( new THREE.Vector2( window.innerWidth, window.innerHeight ), this.scene, this.camera )
            this.outlinePass.edgeStrength = 10;//包围线浓度
            this.outlinePass.edgeGlow = 0.1;//边缘线范围
            this.outlinePass.edgeThickness = 1;//边缘线浓度
            this.outlinePass.pulsePeriod = 2;//包围线闪烁评率
            this.outlinePass.visibleEdgeColor.set('#B31985');//包围线颜色
            this.outlinePass.hiddenEdgeColor.set('#190a05');//被遮挡的边界线颜色
        }
        this.initObjectSelect = function(){
            new ObjectSelect(this.scene, this.camera);
            new ObjectSelect(this.scene, this.camera, this.outlinePass);
        }
        this.initPointLockControl = function(object){
            this.controls = new PointerLockControls( this.camera, document.body );
static/js/lib/CopyShader.js
New file
@@ -0,0 +1,42 @@
/**
 * Full-screen textured quad shader
 */
var 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 };
static/js/lib/OutlinePass.js
New file
@@ -0,0 +1,641 @@
import {
    AdditiveBlending,
    Color,
    DoubleSide,
    LinearFilter,
    Matrix4,
    MeshBasicMaterial,
    MeshDepthMaterial,
    NoBlending,
    RGBADepthPacking,
    RGBAFormat,
    ShaderMaterial,
    UniformsUtils,
    Vector2,
    Vector3,
    WebGLRenderTarget
} from '../three.module.js';
import { Pass, FullScreenQuad } from '../lib/Pass.js';
import { CopyShader } from '../lib/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 pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
        const resx = Math.round( this.resolution.x / this.downSampleRatio );
        const resy = Math.round( this.resolution.y / this.downSampleRatio );
        this.maskBufferMaterial = new MeshBasicMaterial( { color: 0xffffff } );
        this.maskBufferMaterial.side = DoubleSide;
        this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
        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, pars );
        this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
        this.renderTargetDepthBuffer.texture.generateMipmaps = false;
        this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, pars );
        this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
        this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
        this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, pars );
        this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
        this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
        this.renderTargetBlurBuffer2 = new 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 WebGLRenderTarget( resx, resy, pars );
        this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
        this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
        this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
        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
        if ( CopyShader === undefined ) console.error( 'THREE.OutlinePass relies on CopyShader' );
        const copyShader = CopyShader;
        this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
        this.copyUniforms[ 'opacity' ].value = 1.0;
        this.materialCopy = new ShaderMaterial( {
            uniforms: this.copyUniforms,
            vertexShader: copyShader.vertexShader,
            fragmentShader: copyShader.fragmentShader,
            blending: NoBlending,
            depthTest: false,
            depthWrite: false,
            transparent: true
        } );
        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 ) {
            var 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();
    }
    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 = 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 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 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 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 };
static/js/lib/Pass.js
New file
@@ -0,0 +1,80 @@
import {
    BufferGeometry,
    Float32BufferAttribute,
    OrthographicCamera,
    Mesh
} from '../three.module.js';
class Pass {
    constructor() {
        // 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.' );
    }
}
// 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
const _geometry = new BufferGeometry();
_geometry.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
_geometry.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
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 };
static/js/object/ObjectSelect.js
@@ -24,7 +24,9 @@
            return;
        }
        let selectObject = intersects[0].object;
        console.log(selectObject)
        console.log(outlinePass)
        outlinePass.selectedObjects = selectedObjects;//给选中的线条和物体加发光特效
        console.log(selectObject);
    }
}