From 82ffa91927ff2aae20d2d657fc72c0c223848445 Mon Sep 17 00:00:00 2001
From: luxiaotao1123 <t1341870251@63.com>
Date: 星期五, 31 十二月 2021 10:55:21 +0800
Subject: [PATCH] #
---
static/js/lib/Pass.js | 80 +++++
static/js/app.js | 20
static/js/lib/OutlinePass.js | 641 +++++++++++++++++++++++++++++++++++++++++++++
static/js/lib/CopyShader.js | 42 +++
static/js/object/ObjectSelect.js | 4
5 files changed, 778 insertions(+), 9 deletions(-)
diff --git a/static/js/app.js b/static/js/app.js
index fe024a4..26215d3 100644
--- a/static/js/app.js
+++ b/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 = [];//鍦烘櫙涓墍鏈夊璞$殑闆嗗悎
this.firstTime = 1;
this.stats = null;
+ this.outlinePass = null;
this.goodTypes=[];//瀛樺偍鎵�鏈夌殑搴撲綅绫诲瀷
this.crnTasks = [];// 鍫嗗灈鏈哄垪琛�
this.moveForward = false;//鏄惁鍚戝墠杩愯
@@ -45,6 +48,7 @@
this.initStats();
this.initLight();
this.initReSize(this);
+ this.initOutLine();
this.initObjectSelect();
this.initPointLockControl(this);
this.initFloor();
@@ -180,16 +184,16 @@
}, false);
}
this.initOutLine = function(){
- // this.outlinePass = new THREE.OutlinePass(new THREE.Vector2(window.innerWidth, window.innerWidth), this.scene, this.camera);
- // this.outlinePass.edgeStrength = 10;//鍖呭洿绾挎祿搴�
- // this.outlinePass.edgeGlow = 0.1;//杈圭紭绾胯寖鍥�
- // this.outlinePass.edgeThickness = 1;//杈圭紭绾挎祿搴�
- // this.outlinePass.pulsePeriod = 2;//鍖呭洿绾块棯鐑佽瘎鐜�
- // this.outlinePass.visibleEdgeColor.set('#B31985');//鍖呭洿绾块鑹�
- // this.outlinePass.hiddenEdgeColor.set('#190a05');//琚伄鎸$殑杈圭晫绾块鑹�
+ this.outlinePass = new OutlinePass( new THREE.Vector2( window.innerWidth, window.innerHeight ), this.scene, this.camera )
+ this.outlinePass.edgeStrength = 10;//鍖呭洿绾挎祿搴�
+ this.outlinePass.edgeGlow = 0.1;//杈圭紭绾胯寖鍥�
+ this.outlinePass.edgeThickness = 1;//杈圭紭绾挎祿搴�
+ this.outlinePass.pulsePeriod = 2;//鍖呭洿绾块棯鐑佽瘎鐜�
+ this.outlinePass.visibleEdgeColor.set('#B31985');//鍖呭洿绾块鑹�
+ this.outlinePass.hiddenEdgeColor.set('#190a05');//琚伄鎸$殑杈圭晫绾块鑹�
}
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 );
diff --git a/static/js/lib/CopyShader.js b/static/js/lib/CopyShader.js
new file mode 100644
index 0000000..f6e57bd
--- /dev/null
+++ b/static/js/lib/CopyShader.js
@@ -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 };
diff --git a/static/js/lib/OutlinePass.js b/static/js/lib/OutlinePass.js
new file mode 100644
index 0000000..08563ed
--- /dev/null
+++ b/static/js/lib/OutlinePass.js
@@ -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 };
diff --git a/static/js/lib/Pass.js b/static/js/lib/Pass.js
new file mode 100644
index 0000000..30eb17c
--- /dev/null
+++ b/static/js/lib/Pass.js
@@ -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 };
diff --git a/static/js/object/ObjectSelect.js b/static/js/object/ObjectSelect.js
index 08069ea..3b8b523 100644
--- a/static/js/object/ObjectSelect.js
+++ b/static/js/object/ObjectSelect.js
@@ -24,7 +24,9 @@
return;
}
let selectObject = intersects[0].object;
- console.log(selectObject)
+ console.log(outlinePass)
+ outlinePass.selectedObjects = selectedObjects;//缁欓�変腑鐨勭嚎鏉″拰鐗╀綋鍔犲彂鍏夌壒鏁�
+ console.log(selectObject);
}
}
--
Gitblit v1.9.1