Spaces:
Running
Running
File size: 19,724 Bytes
a28eca3 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 |
import { DepthTexture, FloatType, RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, RendererUtils, NodeUpdateType } from 'three/webgpu';
import { Loop, int, exp, min, float, mul, uv, vec2, vec3, Fn, textureSize, orthographicDepthToViewZ, screenUV, nodeObject, uniform, vec4, passTexture, texture, perspectiveDepthToViewZ, positionView, reference } from 'three/tsl';
/** @module OutlineNode **/
const _quadMesh = /*@__PURE__*/ new QuadMesh();
const _size = /*@__PURE__*/ new Vector2();
const _BLUR_DIRECTION_X = /*@__PURE__*/ new Vector2( 1.0, 0.0 );
const _BLUR_DIRECTION_Y = /*@__PURE__*/ new Vector2( 0.0, 1.0 );
let _rendererState;
/**
* Post processing node for rendering outlines around selected objects. The node
* gives you great flexibility in composing the final outline look depending on
* your requirements.
* ```js
* const postProcessing = new THREE.PostProcessing( renderer );
*
* const scenePass = pass( scene, camera );
*
* // outline parameter
*
* const edgeStrength = uniform( 3.0 );
* const edgeGlow = uniform( 0.0 );
* const edgeThickness = uniform( 1.0 );
* const visibleEdgeColor = uniform( new THREE.Color( 0xffffff ) );
* const hiddenEdgeColor = uniform( new THREE.Color( 0x4e3636 ) );
*
* outlinePass = outline( scene, camera, {
* selectedObjects,
* edgeGlow,
* edgeThickness
* } );
*
* // compose custom outline
*
* const { visibleEdge, hiddenEdge } = outlinePass;
* const outlineColor = visibleEdge.mul( visibleEdgeColor ).add( hiddenEdge.mul( hiddenEdgeColor ) ).mul( edgeStrength );
*
* postProcessing.outputNode = outlineColor.add( scenePass );
* ```
*
* @augments TempNode
*/
class OutlineNode extends TempNode {
static get type() {
return 'OutlineNode';
}
/**
* Constructs a new outline node.
*
* @param {Scene} scene - A reference to the scene.
* @param {Camera} camera - The camera the scene is rendered with.
* @param {Object} params - The configuration parameters.
* @param {Array<Object3D>} params.selectedObjects - An array of selected objects.
* @param {Node<float>} [params.edgeThickness=float(1)] - The thickness of the edges.
* @param {Node<float>} [params.edgeGlow=float(0)] - Can be used for an animated glow/pulse effects.
* @param {Number} [params.downSampleRatio=2] - The downsample ratio.
*/
constructor( scene, camera, params = {} ) {
super( 'vec4' );
const {
selectedObjects = [],
edgeThickness = float( 1 ),
edgeGlow = float( 0 ),
downSampleRatio = 2
} = params;
/**
* A reference to the scene.
*
* @type {Scene}
*/
this.scene = scene;
/**
* The camera the scene is rendered with.
*
* @type {Camera}
*/
this.camera = camera;
/**
* An array of selected objects.
*
* @type {Array<Object3D>}
*/
this.selectedObjects = selectedObjects;
/**
* The thickness of the edges.
*
* @type {Node<float>}
*/
this.edgeThicknessNode = nodeObject( edgeThickness );
/**
* Can be used for an animated glow/pulse effect.
*
* @type {Node<float>}
*/
this.edgeGlowNode = nodeObject( edgeGlow );
/**
* The downsample ratio.
*
* @type {Number}
* @default 2
*/
this.downSampleRatio = downSampleRatio;
/**
* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
* its effect once per frame in `updateBefore()`.
*
* @type {String}
* @default 'frame'
*/
this.updateBeforeType = NodeUpdateType.FRAME;
// render targets
/**
* The render target for the depth pre-pass.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetDepthBuffer = new RenderTarget();
this._renderTargetDepthBuffer.depthTexture = new DepthTexture();
this._renderTargetDepthBuffer.depthTexture.type = FloatType;
/**
* The render target for the mask pass.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetMaskBuffer = new RenderTarget();
/**
* The render target for the mask downsample.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetMaskDownSampleBuffer = new RenderTarget( 1, 1, { depthBuffer: false } );
/**
* The first render target for the edge detection.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetEdgeBuffer1 = new RenderTarget( 1, 1, { depthBuffer: false } );
/**
* The second render target for the edge detection.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetEdgeBuffer2 = new RenderTarget( 1, 1, { depthBuffer: false } );
/**
* The first render target for the blur pass.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetBlurBuffer1 = new RenderTarget( 1, 1, { depthBuffer: false } );
/**
* The second render target for the blur pass.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetBlurBuffer2 = new RenderTarget( 1, 1, { depthBuffer: false } );
/**
* The render target for the final composite.
*
* @private
* @type {RenderTarget}
*/
this._renderTargetComposite = new RenderTarget( 1, 1, { depthBuffer: false } );
// uniforms
/**
* Represents the near value of the scene's camera.
*
* @private
* @type {ReferenceNode<float>}
*/
this._cameraNear = reference( 'near', 'float', camera );
/**
* Represents the far value of the scene's camera.
*
* @private
* @type {ReferenceNode<float>}
*/
this._cameraFar = reference( 'far', 'float', camera );
/**
* Uniform that represents the blur direction of the pass.
*
* @private
* @type {UniformNode<vec2>}
*/
this._blurDirection = uniform( new Vector2() );
/**
* Texture node that holds the data from the depth pre-pass.
*
* @private
* @type {TextureNode}
*/
this._depthTextureUniform = texture( this._renderTargetDepthBuffer.depthTexture );
/**
* Texture node that holds the data from the mask pass.
*
* @private
* @type {TextureNode}
*/
this._maskTextureUniform = texture( this._renderTargetMaskBuffer.texture );
/**
* Texture node that holds the data from the mask downsample pass.
*
* @private
* @type {TextureNode}
*/
this._maskTextureDownsSampleUniform = texture( this._renderTargetMaskDownSampleBuffer.texture );
/**
* Texture node that holds the data from the first edge detection pass.
*
* @private
* @type {TextureNode}
*/
this._edge1TextureUniform = texture( this._renderTargetEdgeBuffer1.texture );
/**
* Texture node that holds the data from the second edge detection pass.
*
* @private
* @type {TextureNode}
*/
this._edge2TextureUniform = texture( this._renderTargetEdgeBuffer2.texture );
/**
* Texture node that holds the current blurred color data.
*
* @private
* @type {TextureNode}
*/
this._blurColorTextureUniform = texture( this._renderTargetEdgeBuffer1.texture );
// constants
/**
* Visible edge color.
*
* @private
* @type {Node<vec3>}
*/
this._visibleEdgeColor = vec3( 1, 0, 0 );
/**
* Hidden edge color.
*
* @private
* @type {Node<vec3>}
*/
this._hiddenEdgeColor = vec3( 0, 1, 0 );
// materials
/**
* The material for the depth pre-pass.
*
* @private
* @type {NodeMaterial}
*/
this._depthMaterial = new NodeMaterial();
this._depthMaterial.fragmentNode = vec4( 0, 0, 0, 1 );
this._depthMaterial.name = 'OutlineNode.depth';
/**
* The material for preparing the mask.
*
* @private
* @type {NodeMaterial}
*/
this._prepareMaskMaterial = new NodeMaterial();
this._prepareMaskMaterial.name = 'OutlineNode.prepareMask';
/**
* The copy material
*
* @private
* @type {NodeMaterial}
*/
this._materialCopy = new NodeMaterial();
this._materialCopy.name = 'OutlineNode.copy';
/**
* The edge detection material.
*
* @private
* @type {NodeMaterial}
*/
this._edgeDetectionMaterial = new NodeMaterial();
this._edgeDetectionMaterial.name = 'OutlineNode.edgeDetection';
/**
* The material that is used to render in the blur pass.
*
* @private
* @type {NodeMaterial}
*/
this._separableBlurMaterial = new NodeMaterial();
this._separableBlurMaterial.name = 'OutlineNode.separableBlur';
/**
* The material that is used to render in the blur pass.
*
* @private
* @type {NodeMaterial}
*/
this._separableBlurMaterial2 = new NodeMaterial();
this._separableBlurMaterial2.name = 'OutlineNode.separableBlur2';
/**
* The final composite material.
*
* @private
* @type {NodeMaterial}
*/
this._compositeMaterial = new NodeMaterial();
this._compositeMaterial.name = 'OutlineNode.composite';
/**
* A set to cache selected objects in the scene.
*
* @private
* @type {Set<Object3D>}
*/
this._selectionCache = new Set();
/**
* The result of the effect is represented as a separate texture node.
*
* @private
* @type {PassTextureNode}
*/
this._textureNode = passTexture( this, this._renderTargetComposite.texture );
}
/**
* A mask value that represents the visible edge.
*
* @return {Node<float>} The visible edge.
*/
get visibleEdge() {
return this.r;
}
/**
* A mask value that represents the hidden edge.
*
* @return {Node<float>} The hidden edge.
*/
get hiddenEdge() {
return this.g;
}
/**
* Returns the result of the effect as a texture node.
*
* @return {PassTextureNode} A texture node that represents the result of the effect.
*/
getTextureNode() {
return this._textureNode;
}
/**
* Sets the size of the effect.
*
* @param {Number} width - The width of the effect.
* @param {Number} height - The height of the effect.
*/
setSize( width, height ) {
this._renderTargetDepthBuffer.setSize( width, height );
this._renderTargetMaskBuffer.setSize( width, height );
this._renderTargetComposite.setSize( width, height );
// downsample 1
let resx = Math.round( width / this.downSampleRatio );
let resy = Math.round( height / this.downSampleRatio );
this._renderTargetMaskDownSampleBuffer.setSize( resx, resy );
this._renderTargetEdgeBuffer1.setSize( resx, resy );
this._renderTargetBlurBuffer1.setSize( resx, resy );
// downsample 2
resx = Math.round( resx / 2 );
resy = Math.round( resy / 2 );
this._renderTargetEdgeBuffer2.setSize( resx, resy );
this._renderTargetBlurBuffer2.setSize( resx, resy );
}
/**
* This method is used to render the effect once per frame.
*
* @param {NodeFrame} frame - The current node frame.
*/
updateBefore( frame ) {
const { renderer } = frame;
const { camera, scene } = this;
_rendererState = RendererUtils.resetRendererAndSceneState( renderer, scene, _rendererState );
//
const size = renderer.getDrawingBufferSize( _size );
this.setSize( size.width, size.height );
//
renderer.setClearColor( 0xffffff, 1 );
this._updateSelectionCache();
// 1. Draw non-selected objects in the depth buffer
scene.overrideMaterial = this._depthMaterial;
renderer.setRenderTarget( this._renderTargetDepthBuffer );
renderer.setRenderObjectFunction( ( object, ...params ) => {
if ( this._selectionCache.has( object ) === false ) {
renderer.renderObject( object, ...params );
}
} );
renderer.render( scene, camera );
// 2. Draw only the selected objects by comparing the depth buffer of non-selected objects
scene.overrideMaterial = this._prepareMaskMaterial;
renderer.setRenderTarget( this._renderTargetMaskBuffer );
renderer.setRenderObjectFunction( ( object, ...params ) => {
if ( this._selectionCache.has( object ) === true ) {
renderer.renderObject( object, ...params );
}
} );
renderer.render( scene, camera );
//
renderer.setRenderObjectFunction( _rendererState.renderObjectFunction );
this._selectionCache.clear();
// 3. Downsample to (at least) half resolution
_quadMesh.material = this._materialCopy;
renderer.setRenderTarget( this._renderTargetMaskDownSampleBuffer );
_quadMesh.render( renderer );
// 4. Perform edge detection (half resolution)
_quadMesh.material = this._edgeDetectionMaterial;
renderer.setRenderTarget( this._renderTargetEdgeBuffer1 );
_quadMesh.render( renderer );
// 5. Apply blur (half resolution)
this._blurColorTextureUniform.value = this._renderTargetEdgeBuffer1.texture;
this._blurDirection.value.copy( _BLUR_DIRECTION_X );
_quadMesh.material = this._separableBlurMaterial;
renderer.setRenderTarget( this._renderTargetBlurBuffer1 );
_quadMesh.render( renderer );
this._blurColorTextureUniform.value = this._renderTargetBlurBuffer1.texture;
this._blurDirection.value.copy( _BLUR_DIRECTION_Y );
renderer.setRenderTarget( this._renderTargetEdgeBuffer1 );
_quadMesh.render( renderer );
// 6. Apply blur (quarter resolution)
this._blurColorTextureUniform.value = this._renderTargetEdgeBuffer1.texture;
this._blurDirection.value.copy( _BLUR_DIRECTION_X );
_quadMesh.material = this._separableBlurMaterial2;
renderer.setRenderTarget( this._renderTargetBlurBuffer2 );
_quadMesh.render( renderer );
this._blurColorTextureUniform.value = this._renderTargetBlurBuffer2.texture;
this._blurDirection.value.copy( _BLUR_DIRECTION_Y );
renderer.setRenderTarget( this._renderTargetEdgeBuffer2 );
_quadMesh.render( renderer );
// 7. Composite
_quadMesh.material = this._compositeMaterial;
renderer.setRenderTarget( this._renderTargetComposite );
_quadMesh.render( renderer );
// restore
RendererUtils.restoreRendererAndSceneState( renderer, scene, _rendererState );
}
/**
* This method is used to setup the effect's TSL code.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {PassTextureNode}
*/
setup() {
// prepare mask material
const prepareMask = () => {
const depth = this._depthTextureUniform.sample( screenUV );
let viewZNode;
if ( this.camera.isPerspectiveCamera ) {
viewZNode = perspectiveDepthToViewZ( depth, this._cameraNear, this._cameraFar );
} else {
viewZNode = orthographicDepthToViewZ( depth, this._cameraNear, this._cameraFar );
}
const depthTest = positionView.z.lessThanEqual( viewZNode ).select( 1, 0 );
return vec4( 0.0, depthTest, 1.0, 1.0 );
};
this._prepareMaskMaterial.fragmentNode = prepareMask();
this._prepareMaskMaterial.needsUpdate = true;
// copy material
this._materialCopy.fragmentNode = this._maskTextureUniform;
this._materialCopy.needsUpdate = true;
// edge detection material
const edgeDetection = Fn( () => {
const resolution = textureSize( this._maskTextureDownsSampleUniform );
const invSize = vec2( 1 ).div( resolution ).toVar();
const uvOffset = vec4( 1.0, 0.0, 0.0, 1.0 ).mul( vec4( invSize, invSize ) );
const uvNode = uv();
const c1 = this._maskTextureDownsSampleUniform.sample( uvNode.add( uvOffset.xy ) ).toVar();
const c2 = this._maskTextureDownsSampleUniform.sample( uvNode.sub( uvOffset.xy ) ).toVar();
const c3 = this._maskTextureDownsSampleUniform.sample( uvNode.add( uvOffset.yw ) ).toVar();
const c4 = this._maskTextureDownsSampleUniform.sample( uvNode.sub( uvOffset.yw ) ).toVar();
const diff1 = mul( c1.r.sub( c2.r ), 0.5 );
const diff2 = mul( c3.r.sub( c4.r ), 0.5 );
const d = vec2( diff1, diff2 ).length();
const a1 = min( c1.g, c2.g );
const a2 = min( c3.g, c4.g );
const visibilityFactor = min( a1, a2 );
const edgeColor = visibilityFactor.oneMinus().greaterThan( 0.001 ).select( this._visibleEdgeColor, this._hiddenEdgeColor );
return vec4( edgeColor, 1 ).mul( d );
} );
this._edgeDetectionMaterial.fragmentNode = edgeDetection();
this._edgeDetectionMaterial.needsUpdate = true;
// separable blur material
const MAX_RADIUS = 4;
const gaussianPdf = Fn( ( [ x, sigma ] ) => {
return float( 0.39894 ).mul( exp( float( - 0.5 ).mul( x ).mul( x ).div( sigma.mul( sigma ) ) ).div( sigma ) );
} );
const separableBlur = Fn( ( [ kernelRadius ] ) => {
const resolution = textureSize( this._maskTextureDownsSampleUniform );
const invSize = vec2( 1 ).div( resolution ).toVar();
const uvNode = uv();
const sigma = kernelRadius.div( 2 ).toVar();
const weightSum = gaussianPdf( 0, sigma ).toVar();
const diffuseSum = this._blurColorTextureUniform.sample( uvNode ).mul( weightSum ).toVar();
const delta = this._blurDirection.mul( invSize ).mul( kernelRadius ).div( MAX_RADIUS ).toVar();
const uvOffset = delta.toVar();
Loop( { start: int( 1 ), end: int( MAX_RADIUS ), type: 'int', condition: '<=' }, ( { i } ) => {
const x = kernelRadius.mul( float( i ) ).div( MAX_RADIUS );
const w = gaussianPdf( x, sigma );
const sample1 = this._blurColorTextureUniform.sample( uvNode.add( uvOffset ) );
const sample2 = this._blurColorTextureUniform.sample( uvNode.sub( uvOffset ) );
diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) );
weightSum.addAssign( w.mul( 2 ) );
uvOffset.addAssign( delta );
} );
return diffuseSum.div( weightSum );
} );
this._separableBlurMaterial.fragmentNode = separableBlur( this.edgeThicknessNode );
this._separableBlurMaterial.needsUpdate = true;
this._separableBlurMaterial2.fragmentNode = separableBlur( MAX_RADIUS );
this._separableBlurMaterial2.needsUpdate = true;
// composite material
const composite = Fn( () => {
const edgeValue1 = this._edge1TextureUniform;
const edgeValue2 = this._edge2TextureUniform;
const maskColor = this._maskTextureUniform;
const edgeValue = edgeValue1.add( edgeValue2.mul( this.edgeGlowNode ) );
return maskColor.r.mul( edgeValue );
} );
this._compositeMaterial.fragmentNode = composite();
this._compositeMaterial.needsUpdate = true;
return this._textureNode;
}
/**
* Frees internal resources. This method should be called
* when the effect is no longer required.
*/
dispose() {
this.selectedObjects.length = 0;
this._renderTargetDepthBuffer.dispose();
this._renderTargetMaskBuffer.dispose();
this._renderTargetMaskDownSampleBuffer.dispose();
this._renderTargetEdgeBuffer1.dispose();
this._renderTargetEdgeBuffer2.dispose();
this._renderTargetBlurBuffer1.dispose();
this._renderTargetBlurBuffer2.dispose();
this._renderTargetComposite.dispose();
this._depthMaterial.dispose();
this._prepareMaskMaterial.dispose();
this._materialCopy.dispose();
this._edgeDetectionMaterial.dispose();
this._separableBlurMaterial.dispose();
this._separableBlurMaterial2.dispose();
this._compositeMaterial.dispose();
}
/**
* Updates the selection cache based on the selected objects.
*
* @private
*/
_updateSelectionCache() {
for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
const selectedObject = this.selectedObjects[ i ];
selectedObject.traverse( ( object ) => {
if ( object.isMesh ) this._selectionCache.add( object );
} );
}
}
}
export default OutlineNode;
/**
* TSL function for creating an outline effect around selected objects.
*
* @function
* @param {Scene} scene - A reference to the scene.
* @param {Camera} camera - The camera the scene is rendered with.
* @param {Object} params - The configuration parameters.
* @param {Array<Object3D>} params.selectedObjects - An array of selected objects.
* @param {Node<float>} [params.edgeThickness=float(1)] - The thickness of the edges.
* @param {Node<float>} [params.edgeGlow=float(0)] - Can be used for animated glow/pulse effects.
* @param {Number} [params.downSampleRatio=2] - The downsample ratio.
* @returns {OutlineNode}
*/
export const outline = ( scene, camera, params ) => nodeObject( new OutlineNode( scene, camera, params ) );
|