mirror of
https://github.com/Doodle3D/Doodle3D-Core.git
synced 2024-12-22 02:53:50 +01:00
update render logic
This commit is contained in:
parent
8e76f3383c
commit
d4e1fd8e55
15
shaders/combine_frag.glsl
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15
shaders/combine_frag.glsl
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@ -0,0 +1,15 @@
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varying vec2 vUv;
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uniform sampler2D tDiffuse;
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uniform sampler2D uTexArray[1];
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void main() {
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vec4 cDiffuse = texture2D(tDiffuse, vUv);
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for (int i = 0; i < 1; i ++) {
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vec4 cTex = texture2D(uTexArray[i], vUv);
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cDiffuse = mix(cDiffuse, cTex, cTex.w);
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// cDiffuse = cTex;
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}
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gl_FragColor = cDiffuse;
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}
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38
shaders/edge_frag.glsl
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38
shaders/edge_frag.glsl
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@ -0,0 +1,38 @@
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uniform sampler2D tDiffuse;
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uniform vec3 color;
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uniform vec2 resolution;
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varying vec2 vUv;
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1., 2. / 3., 1. / 3., 3.);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6. - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0., 1.), c.y);
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}
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// convert depth to hue value so we can detect edges
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vec3 depth(vec4 c) {
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return hsv2rgb(vec3(c.z, 1., 1.)) * c.w;
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}
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float cubicInOut(float t) {
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return t < .5 ? 4. * pow(t, 3.) : .5 * pow(2. * t - 2., 3.) + 1.;
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}
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void main() {
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float x = 1. / resolution.x;
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float y = 1. / resolution.y;
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// lapace filter
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vec4 f01 = texture2D(tDiffuse, vUv + vec2(0., -y));
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vec4 f10 = texture2D(tDiffuse, vUv + vec2(-x, 0.));
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vec4 f11 = texture2D(tDiffuse, vUv);
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vec4 f12 = texture2D(tDiffuse, vUv + vec2(0., y));
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vec4 f21 = texture2D(tDiffuse, vUv + vec2(x, 0.));
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float depthLaplace = length(4. * depth(f11) - depth(f01) - depth(f10) - depth(f12) - depth(f21));
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float normalLaplace = length(4. * f11.xy - f01.xy - f10.xy - f12.xy - f21.xy);
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float edge = cubicInOut(depthLaplace) + cubicInOut(normalLaplace);
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gl_FragColor = vec4(vec3(0.), edge);
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}
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6
shaders/edge_vert.glsl
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6
shaders/edge_vert.glsl
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@ -0,0 +1,6 @@
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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@ -1,16 +0,0 @@
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uniform sampler2D tDiffuse;
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uniform sampler2D tNormal;
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uniform sampler2D tDepth;
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uniform sampler2D tUI;
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varying vec2 vUv;
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void main() {
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vec4 colorDiffuse = texture2D(tDiffuse, vUv); // cell shader
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vec4 colorNormal = texture2D(tNormal, vUv); // outline from normal texture
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colorNormal.w = 0.0;
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vec4 colorDepth = texture2D(tDepth, vUv); // outline from depth texture
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colorDepth.w = 0.0;
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vec4 colorUI = texture2D(tUI, vUv); // color ui's
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gl_FragColor = mix(max(colorDiffuse - colorDepth - colorNormal, 0.0), colorUI, colorUI.w);
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}
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@ -1,14 +0,0 @@
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uniform float mNear;
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uniform float mFar;
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uniform float opacity;
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uniform float logDepthBufFC;
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varying float vFragDepth;
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#include <common>
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void main() {
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float fragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;
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float depth = fragDepthEXT / gl_FragCoord.w;
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float color = 1.0 - smoothstep( mNear, mFar, depth );
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gl_FragColor = vec4( vec3( color ), opacity );
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}
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@ -1,26 +0,0 @@
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uniform sampler2D tDiffuse;
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uniform float threshold;
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uniform vec2 aspect;
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varying vec2 vUv;
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void main() {
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float w = (1.0 / aspect.x);
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float h = (1.0 / aspect.y);
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vec4 n[9];
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n[0] = texture2D(tDiffuse, vUv + vec2( -w, -h));
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n[1] = texture2D(tDiffuse, vUv + vec2(0.0, -h));
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n[2] = texture2D(tDiffuse, vUv + vec2( w, -h));
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n[3] = texture2D(tDiffuse, vUv + vec2( -w, 0.0));
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n[4] = texture2D(tDiffuse, vUv);
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n[5] = texture2D(tDiffuse, vUv + vec2( w, 0.0));
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n[6] = texture2D(tDiffuse, vUv + vec2( -w, h));
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n[7] = texture2D(tDiffuse, vUv + vec2(0.0, h));
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n[8] = texture2D(tDiffuse, vUv + vec2( w, h));
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vec4 sobel_horizEdge = n[2] + (2.0 * n[5]) + n[8] - (n[0] + (2.0 * n[3]) + n[6]);
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vec4 sobel_vertEdge = n[0] + (2.0 * n[1]) + n[2] - (n[6] + (2.0 * n[7]) + n[8]);
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vec3 sobel = sqrt((sobel_horizEdge.rgb * sobel_horizEdge.rgb) + (sobel_vertEdge.rgb * sobel_vertEdge.rgb));
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gl_FragColor = (length(sobel) > threshold) ? vec4(vec3(1.0), 0.0) : vec4(0.0);
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}
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@ -1,21 +0,0 @@
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// edge detection based on http://williamchyr.com/tag/unity/page/2/
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uniform sampler2D tDiffuse;
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uniform float threshold;
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uniform vec2 aspect;
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varying vec2 vUv;
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void main() {
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float w = (1.0 / aspect.x);
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float h = (1.0 / aspect.y);
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vec4 a = texture2D(tDiffuse, vUv);
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vec4 b = texture2D(tDiffuse, vUv + vec2(-w, -h));
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vec4 c = texture2D(tDiffuse, vUv + vec2(w, -h));
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vec4 d = texture2D(tDiffuse, vUv + vec2(-w, h));
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vec4 e = texture2D(tDiffuse, vUv + vec2(w, h));
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vec4 averageDepth = (b + c + d + e) / 4.0;
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float difference = length(averageDepth - a);
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gl_FragColor = difference > threshold ? vec4(vec3(1.0), 0.0) : vec4(0.0);
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}
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@ -1,20 +0,0 @@
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// edge detection based on http://williamchyr.com/tag/unity/page/2/
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uniform sampler2D tDiffuse;
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uniform float threshold;
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uniform vec2 aspect;
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varying vec2 vUv;
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void main() {
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float w = (1.0 / aspect.x);
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float h = (1.0 / aspect.y);
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// vec4 a = texture2D(tDiffuse, vUv);
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vec4 b = texture2D(tDiffuse, vUv + vec2(-w, -h));
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vec4 c = texture2D(tDiffuse, vUv + vec2(w, -h));
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vec4 d = texture2D(tDiffuse, vUv + vec2(-w, h));
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vec4 e = texture2D(tDiffuse, vUv + vec2(w, h));
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float difference = length(b - e) + length(c - d);
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gl_FragColor = difference > threshold ? vec4(vec3(1.0), 0.0) : vec4(0.0);
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}
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9
shaders/normal_depth_frag.glsl
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9
shaders/normal_depth_frag.glsl
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@ -0,0 +1,9 @@
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varying vec3 vNormal;
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varying float vDepth;
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void main() {
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vec2 normal = vNormal.xy / 2. + .5;
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float depth = mod(vDepth, 1.);
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gl_FragColor = vec4(normal, depth, 1.);
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}
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10
shaders/normal_depth_vert.glsl
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10
shaders/normal_depth_vert.glsl
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varying vec3 vNormal;
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varying float vDepth;
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void main() {
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vNormal = normalize(normalMatrix * normal);
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vDepth = (projectionMatrix * modelViewMatrix * vec4(position, 1.0)).z / 30.;
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#include <begin_vertex>
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#include <project_vertex>
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}
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varying float vFragDepth;
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uniform float logDepthBufFC;
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#include <common>
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#include <morphtarget_pars_vertex>
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void main() {
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#include <begin_vertex>
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#include <morphtarget_vertex>
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#include <project_vertex>
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// gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;
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vFragDepth = 1.0 + gl_Position.w;
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}
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@ -16,7 +16,6 @@ import TwistTransformer from '../d3/transformers/TwistTransformer.js';
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import SculptTransformer from '../d3/transformers/SculptTransformer.js';
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import StampTransformer from '../d3/transformers/StampTransformer.js';
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import SelectionBox from '../d3/SelectionBox.js';
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import ToonShaderRenderChain from '../d3/ToonShaderRenderChain';
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import RenderChain from '../d3/RenderChain';
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import BaseTransformer from '../d3/transformers/BaseTransformer.js';
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import Camera from '../d3/Camera.js';
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@ -68,17 +67,12 @@ class D3Panel extends React.Component {
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componentWillMount() {
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this.createScene();
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if (hasExtensionsFor.toonShaderPreview) {
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this.renderChain = new ToonShaderRenderChain(this.renderer, this.scene, this.camera, {
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UI: this.UIContainer,
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shapes: this.shapesManager,
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boundingBox: this.selectionBox,
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plane: this.plane
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});
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} else {
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this.renderer.setClearColor(0xffffff);
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this.renderChain = new RenderChain(this.renderer, this.scene, this.camera);
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}
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this.renderChain = new RenderChain(this.renderer, this.scene, this.camera, hasExtensionsFor.toonShaderPreview, {
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UI: this.UIContainer,
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shapes: this.shapesManager,
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boundingBox: this.selectionBox,
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plane: this.plane
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});
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this.DOM = null;
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}
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@ -95,7 +89,7 @@ class D3Panel extends React.Component {
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}
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createScene() {
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this.renderer = new THREE.WebGLRenderer();
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this.renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true, preserveDrawingBuffer: true });
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this.scene = new EventScene(this.renderer.domElement);
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@ -224,7 +218,7 @@ class D3Panel extends React.Component {
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resizeHandler = (width, height) => {
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// set renderer size
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this.renderChain.setSize(width, height, PIXEL_RATIO);
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this.renderChain.setSize(width, height, PIXEL_RATIO, false);
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this.renderRequest();
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};
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@ -249,7 +243,7 @@ class D3Panel extends React.Component {
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renderScene = () => {
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if (this.needRender) {
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this.scene.updateMatrixWorld();
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this.renderChain.render(true);
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this.renderChain.render();
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this.needRender = false;
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}
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};
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73
src/d3/OutlinePass.js
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73
src/d3/OutlinePass.js
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import * as THREE from 'three';
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import normalDepthVert from '../../shaders/normal_depth_vert.glsl';
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import normalDepthFrag from '../../shaders/normal_depth_frag.glsl';
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import edgeVert from '../../shaders/edge_vert.glsl';
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import edgeFrag from '../../shaders/edge_frag.glsl';
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import combineVert from '../../shaders/combine_vert.glsl';
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import combineFrag from '../../shaders/combine_frag.glsl';
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export default class OutlinePass {
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constructor(scene, camera, callbackBeforeRender) {
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this.scene = scene;
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this.camera = camera;
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this._callbackBeforeRender = callbackBeforeRender;
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this.clear = true;
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this.renderToScreen = false;
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this._depthNormalRenderTarget = new THREE.WebGLRenderTarget();
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this._edgeRenderTarget = new THREE.WebGLRenderTarget();
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this._normalDepthMateral = new THREE.ShaderMaterial({
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vertexShader: normalDepthVert,
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fragmentShader: normalDepthFrag
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});
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this._edgeMaterial = new THREE.ShaderMaterial({
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uniforms: {
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"tDiffuse": { type: 't', value: this._depthNormalRenderTarget.texture },
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"resolution": { type: 'v2', value: new THREE.Vector2() }
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},
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vertexShader: edgeVert,
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fragmentShader: edgeFrag
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});
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this._copyEdge = new THREE.ShaderMaterial({
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uniforms: {
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"tDiffuse": { type: 't', value: null },
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"uTexArray" : { type: 'tv', value: [this._edgeRenderTarget.texture] }
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},
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vertexShader: combineVert,
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fragmentShader: combineFrag
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})
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this._camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
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this._scene = new THREE.Scene();
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this._quad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2));
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this._quad.frustumCulled = false;
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this._scene.add(this._quad);
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}
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setSize(width, height) {
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this._depthNormalRenderTarget.setSize(width, height);
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this._edgeRenderTarget.setSize(width, height);
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this._edgeMaterial.uniforms.resolution.value.set(width, height);
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}
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render(renderer, writeBuffer, readBuffer, delta, maskActive) {
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if (this._callbackBeforeRender) this._callbackBeforeRender();
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this._copyEdge.uniforms.tDiffuse.value = readBuffer.texture;
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this.scene.overrideMaterial = this._normalDepthMateral;
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renderer.render(this.scene, this.camera, this._depthNormalRenderTarget, true);
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this._scene.overrideMaterial = this._edgeMaterial;
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renderer.render(this._scene, this._camera, this._edgeRenderTarget, true);
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this._scene.overrideMaterial = this._copyEdge;
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renderer.render(this._scene, this._camera, this.renderToScreen ? null : writeBuffer, this.clear);
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this.scene.overrideMaterial = null;
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this._scene.overrideMaterial = null;
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}
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}
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83
src/d3/RenderChain.js
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83
src/d3/RenderChain.js
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export default class RenderChain {
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constructor(renderer, scene, camera) {
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import * as THREE from 'three';
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import OutlinePass from './OutlinePass.js';
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import RenderPass from './RenderPass.js';
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import 'three/examples/js/shaders/CopyShader.js';
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import 'three/examples/js/postprocessing/EffectComposer.js';
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import 'three/examples/js/postprocessing/ShaderPass.js';
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export default class RenderChain extends THREE.EffectComposer {
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constructor(renderer, scene, camera, toonShader, groups) {
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super(renderer);
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this._groups = groups;
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if (toonShader) {
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const renderPass = new RenderPass(scene, camera, () => {
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this._setVisible(this._initalValues, [groups.shapes, groups.plane, groups.boundingBox]);
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});
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this.addPass(renderPass);
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const outlinePass = new OutlinePass(scene, camera, () => {
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this._setVisible(this._initalValues, [groups.shapes]);
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});
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outlinePass.renderToScreen = true;
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this.addPass(outlinePass);
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const renderPassUI = new RenderPass(scene, camera, () => {
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this._setVisible(this._initalValues, [groups.UI]);
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});
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renderPassUI.clear = false;
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renderPassUI.renderToScreen = true;
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this.addPass(renderPassUI);
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} else {
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const renderPass = new RenderPass(scene, camera);
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renderPass.renderToScreen = true;
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this.addPass(renderPass);
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}
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this._renderer = renderer;
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this._scene = scene;
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this._camera = camera;
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this._scene = scene;
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this._toonShader = toonShader;
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}
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setSize(width, height) {
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this._renderer.setSize(width, height);
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_getCurrentVisibleValues() {
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const visibleValues = {};
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for (const key in this._groups) {
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visibleValues[key] = this._groups[key].visible;
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}
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return visibleValues;
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}
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_setVisible(initalValues, visibleGroups) {
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for (const key in this._groups) {
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const group = this._groups[key];
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if (visibleGroups.indexOf(group) !== -1) {
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group.visible = initalValues[key];
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} else {
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group.visible = false;
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}
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}
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}
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setSize(width, height, pixelRatio, rerender = true) {
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this._renderer.setPixelRatio(pixelRatio);
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this._renderer.setSize(width, height);
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super.setSize(width * pixelRatio, height * pixelRatio);
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// adjust aspect ratio of camera
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this._camera.aspect = width / height;
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this._camera.updateProjectionMatrix();
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if (rerender) this.render();
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}
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render() {
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this._renderer.render(this._scene, this._camera);
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if (this._toonShader) {
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this._initalValues = this._getCurrentVisibleValues();
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}
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super.render();
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if (this._toonShader) {
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const { shapes, UI, plane, boundingBox } = this._groups;
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this._setVisible(this._initalValues, [shapes, UI, plane, boundingBox]);
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}
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}
|
||||
}
|
||||
|
31
src/d3/RenderPass.js
vendored
Normal file
31
src/d3/RenderPass.js
vendored
Normal file
@ -0,0 +1,31 @@
|
||||
import * as THREE from 'three';
|
||||
|
||||
export default class RenderPass {
|
||||
constructor(scene, camera, callbackBeforeRender) {
|
||||
this.scene = scene;
|
||||
this.camera = camera;
|
||||
this._callbackBeforeRender = callbackBeforeRender;
|
||||
|
||||
this.clear = true;
|
||||
this.renderToScreen = false;
|
||||
}
|
||||
|
||||
setSize(width, height) {
|
||||
}
|
||||
|
||||
render(renderer, writeBuffer, readBuffer, delta, maskActive) {
|
||||
if (this._callbackBeforeRender) this._callbackBeforeRender();
|
||||
|
||||
let oldAutoClear;
|
||||
if (this.clear === false) {
|
||||
oldAutoClear = renderer.autoClear;
|
||||
renderer.autoClear = false;
|
||||
}
|
||||
|
||||
renderer.render(this.scene, this.camera, this.renderToScreen ? null : readBuffer, this.clear);
|
||||
|
||||
if (this.clear === false) {
|
||||
renderer.autoClear = oldAutoClear;
|
||||
}
|
||||
}
|
||||
}
|
164
src/d3/ToonShaderRenderChain.js
vendored
164
src/d3/ToonShaderRenderChain.js
vendored
@ -1,164 +0,0 @@
|
||||
import * as THREE from 'three';
|
||||
import 'three/examples/js/postprocessing/EffectComposer.js';
|
||||
import 'three/examples/js/postprocessing/RenderPass.js';
|
||||
import 'three/examples/js/postprocessing/ShaderPass.js';
|
||||
import 'three/examples/js/shaders/CopyShader.js';
|
||||
import vertexShaderPostprocessing from '../../shaders/vertexShaderPostprocessing.glsl';
|
||||
import fragmentShaderSobelDepth from '../../shaders/fragmentShaderSobelDepth.glsl';
|
||||
import fragmentShaderSobelNormal from '../../shaders/fragmentShaderSobelNormal.glsl';
|
||||
import fragmentShaderCombineTextures from '../../shaders/fragmentShaderCombineTextures.glsl';
|
||||
import fragmentShaderDepth from '../../shaders/fragmentShaderDepth.glsl';
|
||||
import vertexShaderDepth from '../../shaders/vertexShaderDepth.glsl';
|
||||
|
||||
// Based on Doodle3D/Toon-Shader
|
||||
|
||||
// initize render targets with default canvas size
|
||||
const DEFAULT_WIDTH = 300;
|
||||
const DEFAULT_HEIGHT = 200;
|
||||
|
||||
const NORMAL_MATERIAL = new THREE.MeshNormalMaterial({ side: THREE.DoubleSide });
|
||||
const DEPTH_MATERIAL = new THREE.ShaderMaterial({
|
||||
uniforms: {
|
||||
mNear: { type: 'f', value: 1.0 },
|
||||
mFar: { type: 'f', value: 3000.0 },
|
||||
opacity: { type: 'f', value: 1.0 },
|
||||
logDepthBufFC: { type: 'f', value: 2.0 }
|
||||
},
|
||||
vertexShader: vertexShaderDepth,
|
||||
fragmentShader: fragmentShaderDepth,
|
||||
side: THREE.DoubleSide
|
||||
});
|
||||
|
||||
export default class Composer {
|
||||
constructor(renderer, scene, camera, groups) {
|
||||
this._renderer = renderer;
|
||||
this._scene = scene;
|
||||
this._camera = camera;
|
||||
this._groups = groups;
|
||||
|
||||
this._aspect = new THREE.Vector2(DEFAULT_WIDTH, DEFAULT_HEIGHT);
|
||||
|
||||
const {
|
||||
composer: composerDepth,
|
||||
renderTarget: renderTargetDepth
|
||||
} = this._createSobelComposer(DEPTH_MATERIAL, 0.005, fragmentShaderSobelDepth);
|
||||
|
||||
this._composerDepth = composerDepth;
|
||||
|
||||
const {
|
||||
composer: composerNormal,
|
||||
renderTarget: renderTargetNormal
|
||||
} = this._createSobelComposer(NORMAL_MATERIAL, 0.5, fragmentShaderSobelNormal);
|
||||
|
||||
this._composerNormal = composerNormal;
|
||||
|
||||
const renderTargetUI = new THREE.WebGLRenderTarget(DEFAULT_WIDTH, DEFAULT_HEIGHT, {
|
||||
format: THREE.RGBAFormat
|
||||
});
|
||||
this._composerUI = new THREE.EffectComposer(this._renderer, renderTargetUI);
|
||||
this._composerUI.addPass(new THREE.RenderPass(scene, camera));
|
||||
this._composerUI.addPass(new THREE.ShaderPass(THREE.CopyShader));
|
||||
|
||||
this._composer = new THREE.EffectComposer(renderer);
|
||||
this._composer.addPass(new THREE.RenderPass(scene, camera, undefined, new THREE.Color(0xffffff), 1.0));
|
||||
const combineComposers = new THREE.ShaderPass(new THREE.ShaderMaterial({
|
||||
uniforms: {
|
||||
tDiffuse: { type: 't' },
|
||||
tNormal: { type: 't', value: renderTargetNormal.texture },
|
||||
tDepth: { type: 't', value: renderTargetDepth.texture },
|
||||
tUI: { type: 't', value: renderTargetUI.texture }
|
||||
},
|
||||
vertexShader: vertexShaderPostprocessing,
|
||||
fragmentShader: fragmentShaderCombineTextures
|
||||
}));
|
||||
combineComposers.renderToScreen = true;
|
||||
this._composer.addPass(combineComposers);
|
||||
}
|
||||
|
||||
_createSobelComposer(material, threshold, fragmentShader) {
|
||||
const renderTarget = new THREE.WebGLRenderTarget(DEFAULT_WIDTH, DEFAULT_HEIGHT, {
|
||||
format: THREE.RGBFormat
|
||||
});
|
||||
|
||||
const composer = new THREE.EffectComposer(this._renderer, renderTarget);
|
||||
|
||||
composer.addPass(new THREE.RenderPass(this._scene, this._camera, material));
|
||||
|
||||
const sobelShader = new THREE.ShaderPass(new THREE.ShaderMaterial({
|
||||
uniforms: {
|
||||
tDiffuse: { type: 't' },
|
||||
threshold: { type: 'f', value: threshold },
|
||||
aspect: { type: 'v2', value: this._aspect }
|
||||
},
|
||||
vertexShader: vertexShaderPostprocessing,
|
||||
fragmentShader
|
||||
}));
|
||||
composer.addPass(sobelShader);
|
||||
|
||||
composer.addPass(new THREE.ShaderPass(THREE.CopyShader));
|
||||
|
||||
return { renderTarget, composer };
|
||||
}
|
||||
|
||||
setSize(width, height, pixelRatio) {
|
||||
this._renderer.setPixelRatio(pixelRatio);
|
||||
this._renderer.setSize(width, height);
|
||||
|
||||
this._aspect.set(width, height);
|
||||
|
||||
// adjust aspect ratio of camera
|
||||
this._camera.aspect = width / height;
|
||||
this._camera.updateProjectionMatrix();
|
||||
|
||||
width *= pixelRatio;
|
||||
height *= pixelRatio;
|
||||
|
||||
this._composer.setSize(width, height);
|
||||
this._composerNormal.setSize(width, height);
|
||||
this._composerDepth.setSize(width, height);
|
||||
this._composerUI.setSize(width, height);
|
||||
}
|
||||
|
||||
getCurrentVisibleValues() {
|
||||
const visibleValues = {};
|
||||
|
||||
for (const key in this._groups) {
|
||||
visibleValues[key] = this._groups[key].visible;
|
||||
}
|
||||
|
||||
return visibleValues;
|
||||
}
|
||||
|
||||
setVisible(initalValues, visibleGroups) {
|
||||
for (const key in this._groups) {
|
||||
const group = this._groups[key];
|
||||
|
||||
if (visibleGroups.indexOf(group) !== -1) {
|
||||
group.visible = initalValues[key];
|
||||
} else {
|
||||
group.visible = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
render() {
|
||||
const initalValues = this.getCurrentVisibleValues();
|
||||
|
||||
const shapes = this._groups.shapes;
|
||||
const UI = this._groups.UI;
|
||||
const plane = this._groups.plane;
|
||||
const boundingBox = this._groups.boundingBox;
|
||||
|
||||
this.setVisible(initalValues, [shapes]);
|
||||
this._composerDepth.render();
|
||||
this._composerNormal.render();
|
||||
|
||||
this.setVisible(initalValues, [UI]);
|
||||
this._composerUI.render();
|
||||
|
||||
this.setVisible(initalValues, [shapes, plane, boundingBox]);
|
||||
this._composer.render();
|
||||
|
||||
this.setVisible(initalValues, [shapes, UI, plane, boundingBox]);
|
||||
}
|
||||
}
|
36
src/d3/createScene.js
vendored
36
src/d3/createScene.js
vendored
@ -1,6 +1,6 @@
|
||||
import * as THREE from 'three';
|
||||
import ShapesManager from './ShapesManager.js';
|
||||
import ToonShaderRenderChain from './ToonShaderRenderChain.js';
|
||||
import RenderChain from './RenderChain.js';
|
||||
import { hasExtensionsFor } from '../utils/webGLSupport.js';
|
||||
import { CANVAS_SIZE } from '../constants/d2Constants.js';
|
||||
|
||||
@ -43,32 +43,14 @@ export default function createScene(state, canvas) {
|
||||
const light = new THREE.AmbientLight(0x505050);
|
||||
scene.add(light);
|
||||
|
||||
let render;
|
||||
let setSizeRenderer;
|
||||
if (hasExtensionsFor.toonShaderThumbnail) {
|
||||
const renderChain = new ToonShaderRenderChain(renderer, scene, camera, {
|
||||
plane,
|
||||
UI: new THREE.Object3D(),
|
||||
shapes: shapesManager,
|
||||
boundingBox: new THREE.Object3D()
|
||||
});
|
||||
setSizeRenderer = renderChain.setSize.bind(renderChain);
|
||||
render = renderChain.render.bind(renderChain);
|
||||
} else {
|
||||
renderer.setClearColor(0xffffff);
|
||||
|
||||
setSizeRenderer = renderer.setSize.bind(renderer);
|
||||
render = renderer.render.bind(renderer, scene, camera);
|
||||
}
|
||||
|
||||
const setSize = (width, height, pixelRatio) => {
|
||||
setSizeRenderer(width, height, pixelRatio);
|
||||
|
||||
camera.aspect = width / height;
|
||||
camera.updateProjectionMatrix();
|
||||
|
||||
render();
|
||||
};
|
||||
const renderChain = new RenderChain(renderer, scene, camera, hasExtensionsFor.toonShaderThumbnail, {
|
||||
plane,
|
||||
UI: new THREE.Object3D(),
|
||||
shapes: shapesManager,
|
||||
boundingBox: new THREE.Object3D()
|
||||
});
|
||||
const setSize = renderChain.setSize.bind(renderChain);
|
||||
const render = renderChain.render.bind(renderChain);
|
||||
|
||||
return { scene, camera, renderer, render, setSize };
|
||||
}
|
||||
|
1
src/d3/index.js
vendored
1
src/d3/index.js
vendored
@ -1,7 +1,6 @@
|
||||
import createSceneData from './createSceneData.js';
|
||||
import createScene from './createScene.js';
|
||||
import RenderChain from './RenderChain.js';
|
||||
import ToonShaderRenderChain from './ToonShaderRenderChain.js';
|
||||
import ShapeMesh from './ShapeMesh.js';
|
||||
import ShapesManager from './ShapesManager.js';
|
||||
|
||||
|
@ -69,6 +69,7 @@ export class CanvasPlane extends THREE.Mesh {
|
||||
const texture = new THREE.Texture(canvas);
|
||||
const material = new THREE.MeshBasicMaterial({
|
||||
map: texture,
|
||||
depthTest: false,
|
||||
side: THREE.DoubleSide
|
||||
});
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user