@gnsx/three 0.184.0

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Files changed (1182) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +85 -0
  3. package/build/three.cjs +79695 -0
  4. package/build/three.core.js +59732 -0
  5. package/build/three.core.min.js +6 -0
  6. package/build/three.module.js +19552 -0
  7. package/build/three.module.min.js +6 -0
  8. package/build/three.tsl.js +654 -0
  9. package/build/three.tsl.min.js +6 -0
  10. package/build/three.webgpu.js +83969 -0
  11. package/build/three.webgpu.min.js +6 -0
  12. package/build/three.webgpu.nodes.js +83702 -0
  13. package/build/three.webgpu.nodes.min.js +6 -0
  14. package/examples/fonts/LICENSE +13 -0
  15. package/examples/fonts/MPLUSRounded1c/MPLUSRounded1c-Regular.typeface.json.zip +0 -0
  16. package/examples/fonts/MPLUSRounded1c/OFL.txt +91 -0
  17. package/examples/fonts/README.md +11 -0
  18. package/examples/fonts/droid/NOTICE +190 -0
  19. package/examples/fonts/droid/README.txt +18 -0
  20. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  21. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  22. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  23. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  24. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  25. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  26. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  27. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  28. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  29. package/examples/fonts/optimer_bold.typeface.json +1 -0
  30. package/examples/fonts/optimer_regular.typeface.json +1 -0
  31. package/examples/fonts/ttf/README.md +9 -0
  32. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  33. package/examples/jsm/Addons.js +293 -0
  34. package/examples/jsm/animation/AnimationClipCreator.js +168 -0
  35. package/examples/jsm/animation/CCDIKSolver.js +595 -0
  36. package/examples/jsm/capabilities/WebGL.js +113 -0
  37. package/examples/jsm/capabilities/WebGPU.js +59 -0
  38. package/examples/jsm/controls/ArcballControls.js +3539 -0
  39. package/examples/jsm/controls/DragControls.js +452 -0
  40. package/examples/jsm/controls/FirstPersonControls.js +451 -0
  41. package/examples/jsm/controls/FlyControls.js +384 -0
  42. package/examples/jsm/controls/MapControls.js +116 -0
  43. package/examples/jsm/controls/OrbitControls.js +1963 -0
  44. package/examples/jsm/controls/PointerLockControls.js +264 -0
  45. package/examples/jsm/controls/TrackballControls.js +1001 -0
  46. package/examples/jsm/controls/TransformControls.js +1950 -0
  47. package/examples/jsm/csm/CSM.js +598 -0
  48. package/examples/jsm/csm/CSMFrustum.js +209 -0
  49. package/examples/jsm/csm/CSMHelper.js +243 -0
  50. package/examples/jsm/csm/CSMShader.js +307 -0
  51. package/examples/jsm/csm/CSMShadowNode.js +603 -0
  52. package/examples/jsm/curves/CurveExtras.js +694 -0
  53. package/examples/jsm/curves/NURBSCurve.js +155 -0
  54. package/examples/jsm/curves/NURBSSurface.js +98 -0
  55. package/examples/jsm/curves/NURBSUtils.js +532 -0
  56. package/examples/jsm/curves/NURBSVolume.js +82 -0
  57. package/examples/jsm/effects/AnaglyphEffect.js +274 -0
  58. package/examples/jsm/effects/AsciiEffect.js +310 -0
  59. package/examples/jsm/effects/OutlineEffect.js +489 -0
  60. package/examples/jsm/effects/ParallaxBarrierEffect.js +155 -0
  61. package/examples/jsm/effects/StereoEffect.js +91 -0
  62. package/examples/jsm/environments/ColorEnvironment.js +59 -0
  63. package/examples/jsm/environments/DebugEnvironment.js +102 -0
  64. package/examples/jsm/environments/RoomEnvironment.js +185 -0
  65. package/examples/jsm/exporters/DRACOExporter.js +311 -0
  66. package/examples/jsm/exporters/EXRExporter.js +618 -0
  67. package/examples/jsm/exporters/GLTFExporter.js +3738 -0
  68. package/examples/jsm/exporters/KTX2Exporter.js +347 -0
  69. package/examples/jsm/exporters/OBJExporter.js +308 -0
  70. package/examples/jsm/exporters/PLYExporter.js +562 -0
  71. package/examples/jsm/exporters/STLExporter.js +221 -0
  72. package/examples/jsm/exporters/USDZExporter.js +1254 -0
  73. package/examples/jsm/geometries/BoxLineGeometry.js +92 -0
  74. package/examples/jsm/geometries/ConvexGeometry.js +72 -0
  75. package/examples/jsm/geometries/DecalGeometry.js +420 -0
  76. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  77. package/examples/jsm/geometries/ParametricGeometry.js +172 -0
  78. package/examples/jsm/geometries/RoundedBoxGeometry.js +216 -0
  79. package/examples/jsm/geometries/TeapotGeometry.js +689 -0
  80. package/examples/jsm/geometries/TextGeometry.js +102 -0
  81. package/examples/jsm/gpgpu/BitonicSort.js +715 -0
  82. package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
  83. package/examples/jsm/helpers/LightProbeGridHelper.js +221 -0
  84. package/examples/jsm/helpers/LightProbeHelper.js +165 -0
  85. package/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
  86. package/examples/jsm/helpers/OctreeHelper.js +109 -0
  87. package/examples/jsm/helpers/PositionalAudioHelper.js +169 -0
  88. package/examples/jsm/helpers/RapierHelper.js +59 -0
  89. package/examples/jsm/helpers/RectAreaLightHelper.js +118 -0
  90. package/examples/jsm/helpers/TextureHelper.js +265 -0
  91. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  92. package/examples/jsm/helpers/VertexNormalsHelper.js +155 -0
  93. package/examples/jsm/helpers/VertexTangentsHelper.js +133 -0
  94. package/examples/jsm/helpers/ViewHelper.js +519 -0
  95. package/examples/jsm/inspector/Extension.js +13 -0
  96. package/examples/jsm/inspector/Inspector.js +542 -0
  97. package/examples/jsm/inspector/RendererInspector.js +425 -0
  98. package/examples/jsm/inspector/extensions/extensions.json +6 -0
  99. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +916 -0
  100. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +281 -0
  101. package/examples/jsm/inspector/tabs/Console.js +238 -0
  102. package/examples/jsm/inspector/tabs/Memory.js +128 -0
  103. package/examples/jsm/inspector/tabs/Parameters.js +380 -0
  104. package/examples/jsm/inspector/tabs/Performance.js +268 -0
  105. package/examples/jsm/inspector/tabs/Settings.js +264 -0
  106. package/examples/jsm/inspector/tabs/Timeline.js +1611 -0
  107. package/examples/jsm/inspector/tabs/Viewer.js +268 -0
  108. package/examples/jsm/inspector/ui/Graph.js +95 -0
  109. package/examples/jsm/inspector/ui/Item.js +170 -0
  110. package/examples/jsm/inspector/ui/List.js +75 -0
  111. package/examples/jsm/inspector/ui/Profiler.js +2072 -0
  112. package/examples/jsm/inspector/ui/Style.js +1667 -0
  113. package/examples/jsm/inspector/ui/Tab.js +265 -0
  114. package/examples/jsm/inspector/ui/Values.js +476 -0
  115. package/examples/jsm/inspector/ui/utils.js +69 -0
  116. package/examples/jsm/interaction/InteractionManager.js +226 -0
  117. package/examples/jsm/interactive/HTMLMesh.js +601 -0
  118. package/examples/jsm/interactive/InteractiveGroup.js +224 -0
  119. package/examples/jsm/interactive/SelectionBox.js +324 -0
  120. package/examples/jsm/interactive/SelectionHelper.js +150 -0
  121. package/examples/jsm/libs/ammo.wasm.js +822 -0
  122. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  123. package/examples/jsm/libs/basis/README.md +46 -0
  124. package/examples/jsm/libs/basis/basis_transcoder.js +19 -0
  125. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  126. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  127. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  128. package/examples/jsm/libs/draco/README.md +32 -0
  129. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  130. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  131. package/examples/jsm/libs/draco/draco_encoder.js +33 -0
  132. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  133. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  134. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  135. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -0
  136. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  137. package/examples/jsm/libs/ecsy.module.js +1792 -0
  138. package/examples/jsm/libs/fflate.module.js +2672 -0
  139. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  140. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  141. package/examples/jsm/libs/lottie_canvas.module.js +14849 -0
  142. package/examples/jsm/libs/meshopt_decoder.module.js +196 -0
  143. package/examples/jsm/libs/mikktspace.module.js +128 -0
  144. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  145. package/examples/jsm/libs/opentype.module.js +14506 -0
  146. package/examples/jsm/libs/potpack.module.js +125 -0
  147. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -0
  148. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +16 -0
  149. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  150. package/examples/jsm/libs/stats.module.js +167 -0
  151. package/examples/jsm/libs/surfaceNet.js +201 -0
  152. package/examples/jsm/libs/tween.module.js +876 -0
  153. package/examples/jsm/libs/utif.module.js +1665 -0
  154. package/examples/jsm/libs/zstddec.module.js +1 -0
  155. package/examples/jsm/lighting/DynamicLighting.js +82 -0
  156. package/examples/jsm/lighting/LightProbeGrid.js +651 -0
  157. package/examples/jsm/lighting/TiledLighting.js +42 -0
  158. package/examples/jsm/lights/LightProbeGenerator.js +337 -0
  159. package/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
  160. package/examples/jsm/lights/RectAreaLightUniformsLib.js +40 -0
  161. package/examples/jsm/lines/Line2.js +56 -0
  162. package/examples/jsm/lines/LineGeometry.js +157 -0
  163. package/examples/jsm/lines/LineMaterial.js +703 -0
  164. package/examples/jsm/lines/LineSegments2.js +426 -0
  165. package/examples/jsm/lines/LineSegmentsGeometry.js +298 -0
  166. package/examples/jsm/lines/Wireframe.js +108 -0
  167. package/examples/jsm/lines/WireframeGeometry2.js +49 -0
  168. package/examples/jsm/lines/webgpu/Line2.js +46 -0
  169. package/examples/jsm/lines/webgpu/LineSegments2.js +411 -0
  170. package/examples/jsm/lines/webgpu/Wireframe.js +86 -0
  171. package/examples/jsm/loaders/3DMLoader.js +1836 -0
  172. package/examples/jsm/loaders/3MFLoader.js +1621 -0
  173. package/examples/jsm/loaders/AMFLoader.js +541 -0
  174. package/examples/jsm/loaders/BVHLoader.js +484 -0
  175. package/examples/jsm/loaders/ColladaLoader.js +153 -0
  176. package/examples/jsm/loaders/DDSLoader.js +385 -0
  177. package/examples/jsm/loaders/DRACOLoader.js +739 -0
  178. package/examples/jsm/loaders/EXRLoader.js +3423 -0
  179. package/examples/jsm/loaders/FBXLoader.js +4580 -0
  180. package/examples/jsm/loaders/FontLoader.js +260 -0
  181. package/examples/jsm/loaders/GCodeLoader.js +318 -0
  182. package/examples/jsm/loaders/GLTFLoader.js +4860 -0
  183. package/examples/jsm/loaders/HDRCubeTextureLoader.js +164 -0
  184. package/examples/jsm/loaders/HDRLoader.js +485 -0
  185. package/examples/jsm/loaders/IESLoader.js +379 -0
  186. package/examples/jsm/loaders/KMZLoader.js +163 -0
  187. package/examples/jsm/loaders/KTX2Loader.js +1257 -0
  188. package/examples/jsm/loaders/KTXLoader.js +197 -0
  189. package/examples/jsm/loaders/LDrawLoader.js +2510 -0
  190. package/examples/jsm/loaders/LUT3dlLoader.js +205 -0
  191. package/examples/jsm/loaders/LUTCubeLoader.js +190 -0
  192. package/examples/jsm/loaders/LUTImageLoader.js +190 -0
  193. package/examples/jsm/loaders/LWOLoader.js +1047 -0
  194. package/examples/jsm/loaders/LottieLoader.js +130 -0
  195. package/examples/jsm/loaders/MD2Loader.js +435 -0
  196. package/examples/jsm/loaders/MDDLoader.js +147 -0
  197. package/examples/jsm/loaders/MTLLoader.js +593 -0
  198. package/examples/jsm/loaders/MaterialXLoader.js +1104 -0
  199. package/examples/jsm/loaders/NRRDLoader.js +718 -0
  200. package/examples/jsm/loaders/OBJLoader.js +955 -0
  201. package/examples/jsm/loaders/PCDLoader.js +620 -0
  202. package/examples/jsm/loaders/PDBLoader.js +272 -0
  203. package/examples/jsm/loaders/PLYLoader.js +805 -0
  204. package/examples/jsm/loaders/PVRLoader.js +270 -0
  205. package/examples/jsm/loaders/RGBELoader.js +18 -0
  206. package/examples/jsm/loaders/STLLoader.js +421 -0
  207. package/examples/jsm/loaders/SVGLoader.js +3267 -0
  208. package/examples/jsm/loaders/TDSLoader.js +1142 -0
  209. package/examples/jsm/loaders/TGALoader.js +538 -0
  210. package/examples/jsm/loaders/TIFFLoader.js +59 -0
  211. package/examples/jsm/loaders/TTFLoader.js +261 -0
  212. package/examples/jsm/loaders/USDLoader.js +279 -0
  213. package/examples/jsm/loaders/USDZLoader.js +16 -0
  214. package/examples/jsm/loaders/UltraHDRLoader.js +755 -0
  215. package/examples/jsm/loaders/VOXLoader.js +919 -0
  216. package/examples/jsm/loaders/VRMLLoader.js +3646 -0
  217. package/examples/jsm/loaders/VTKLoader.js +1293 -0
  218. package/examples/jsm/loaders/XYZLoader.js +143 -0
  219. package/examples/jsm/loaders/collada/ColladaComposer.js +3044 -0
  220. package/examples/jsm/loaders/collada/ColladaParser.js +1977 -0
  221. package/examples/jsm/loaders/lwo/IFFParser.js +1217 -0
  222. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -0
  223. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -0
  224. package/examples/jsm/loaders/usd/USDAParser.js +828 -0
  225. package/examples/jsm/loaders/usd/USDCParser.js +1878 -0
  226. package/examples/jsm/loaders/usd/USDComposer.js +4594 -0
  227. package/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
  228. package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
  229. package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
  230. package/examples/jsm/math/Capsule.js +159 -0
  231. package/examples/jsm/math/ColorConverter.js +58 -0
  232. package/examples/jsm/math/ColorSpaces.js +147 -0
  233. package/examples/jsm/math/ConvexHull.js +1695 -0
  234. package/examples/jsm/math/ImprovedNoise.js +88 -0
  235. package/examples/jsm/math/Lut.js +317 -0
  236. package/examples/jsm/math/MeshSurfaceSampler.js +315 -0
  237. package/examples/jsm/math/OBB.js +535 -0
  238. package/examples/jsm/math/Octree.js +822 -0
  239. package/examples/jsm/math/SimplexNoise.js +470 -0
  240. package/examples/jsm/misc/ConvexObjectBreaker.js +539 -0
  241. package/examples/jsm/misc/GPUComputationRenderer.js +508 -0
  242. package/examples/jsm/misc/Gyroscope.js +78 -0
  243. package/examples/jsm/misc/MD2Character.js +391 -0
  244. package/examples/jsm/misc/MD2CharacterComplex.js +740 -0
  245. package/examples/jsm/misc/MorphAnimMesh.js +119 -0
  246. package/examples/jsm/misc/MorphBlendMesh.js +425 -0
  247. package/examples/jsm/misc/ProgressiveLightMap.js +370 -0
  248. package/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
  249. package/examples/jsm/misc/RollerCoaster.js +661 -0
  250. package/examples/jsm/misc/TubePainter.js +599 -0
  251. package/examples/jsm/misc/Volume.js +520 -0
  252. package/examples/jsm/misc/VolumeSlice.js +275 -0
  253. package/examples/jsm/modifiers/CurveModifier.js +374 -0
  254. package/examples/jsm/modifiers/CurveModifierGPU.js +256 -0
  255. package/examples/jsm/modifiers/EdgeSplitModifier.js +299 -0
  256. package/examples/jsm/modifiers/SimplifyModifier.js +632 -0
  257. package/examples/jsm/modifiers/TessellateModifier.js +340 -0
  258. package/examples/jsm/objects/GroundedSkybox.js +69 -0
  259. package/examples/jsm/objects/Lensflare.js +489 -0
  260. package/examples/jsm/objects/LensflareMesh.js +376 -0
  261. package/examples/jsm/objects/MarchingCubes.js +1261 -0
  262. package/examples/jsm/objects/Reflector.js +386 -0
  263. package/examples/jsm/objects/ReflectorForSSRPass.js +393 -0
  264. package/examples/jsm/objects/Refractor.js +389 -0
  265. package/examples/jsm/objects/ShadowMesh.js +130 -0
  266. package/examples/jsm/objects/Sky.js +321 -0
  267. package/examples/jsm/objects/SkyMesh.js +377 -0
  268. package/examples/jsm/objects/Water.js +374 -0
  269. package/examples/jsm/objects/Water2.js +403 -0
  270. package/examples/jsm/objects/Water2Mesh.js +199 -0
  271. package/examples/jsm/objects/WaterMesh.js +194 -0
  272. package/examples/jsm/offscreen/jank.js +45 -0
  273. package/examples/jsm/offscreen/offscreen.js +8 -0
  274. package/examples/jsm/offscreen/scene.js +86 -0
  275. package/examples/jsm/physics/AmmoPhysics.js +359 -0
  276. package/examples/jsm/physics/JoltPhysics.js +334 -0
  277. package/examples/jsm/physics/RapierPhysics.js +436 -0
  278. package/examples/jsm/postprocessing/AfterimagePass.js +185 -0
  279. package/examples/jsm/postprocessing/BloomPass.js +274 -0
  280. package/examples/jsm/postprocessing/BokehPass.js +218 -0
  281. package/examples/jsm/postprocessing/ClearPass.js +97 -0
  282. package/examples/jsm/postprocessing/CubeTexturePass.js +146 -0
  283. package/examples/jsm/postprocessing/DotScreenPass.js +114 -0
  284. package/examples/jsm/postprocessing/EffectComposer.js +365 -0
  285. package/examples/jsm/postprocessing/FXAAPass.js +40 -0
  286. package/examples/jsm/postprocessing/FilmPass.js +113 -0
  287. package/examples/jsm/postprocessing/GTAOPass.js +727 -0
  288. package/examples/jsm/postprocessing/GlitchPass.js +177 -0
  289. package/examples/jsm/postprocessing/HalftonePass.js +134 -0
  290. package/examples/jsm/postprocessing/LUTPass.js +138 -0
  291. package/examples/jsm/postprocessing/MaskPass.js +195 -0
  292. package/examples/jsm/postprocessing/OutlinePass.js +776 -0
  293. package/examples/jsm/postprocessing/OutputPass.js +148 -0
  294. package/examples/jsm/postprocessing/Pass.js +191 -0
  295. package/examples/jsm/postprocessing/RenderPass.js +193 -0
  296. package/examples/jsm/postprocessing/RenderPixelatedPass.js +314 -0
  297. package/examples/jsm/postprocessing/RenderTransitionPass.js +267 -0
  298. package/examples/jsm/postprocessing/SAOPass.js +407 -0
  299. package/examples/jsm/postprocessing/SMAAPass.js +230 -0
  300. package/examples/jsm/postprocessing/SSAARenderPass.js +313 -0
  301. package/examples/jsm/postprocessing/SSAOPass.js +527 -0
  302. package/examples/jsm/postprocessing/SSRPass.js +856 -0
  303. package/examples/jsm/postprocessing/SavePass.js +132 -0
  304. package/examples/jsm/postprocessing/ShaderPass.js +135 -0
  305. package/examples/jsm/postprocessing/TAARenderPass.js +243 -0
  306. package/examples/jsm/postprocessing/TexturePass.js +131 -0
  307. package/examples/jsm/postprocessing/UnrealBloomPass.js +524 -0
  308. package/examples/jsm/renderers/CSS2DRenderer.js +328 -0
  309. package/examples/jsm/renderers/CSS3DRenderer.js +454 -0
  310. package/examples/jsm/renderers/Projector.js +1154 -0
  311. package/examples/jsm/renderers/SVGRenderer.js +799 -0
  312. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +96 -0
  313. package/examples/jsm/shaders/AfterimageShader.js +63 -0
  314. package/examples/jsm/shaders/BasicShader.js +36 -0
  315. package/examples/jsm/shaders/BleachBypassShader.js +68 -0
  316. package/examples/jsm/shaders/BlendShader.js +56 -0
  317. package/examples/jsm/shaders/BokehShader.js +151 -0
  318. package/examples/jsm/shaders/BokehShader2.js +404 -0
  319. package/examples/jsm/shaders/BrightnessContrastShader.js +62 -0
  320. package/examples/jsm/shaders/ColorCorrectionShader.js +59 -0
  321. package/examples/jsm/shaders/ColorifyShader.js +57 -0
  322. package/examples/jsm/shaders/ConvolutionShader.js +74 -0
  323. package/examples/jsm/shaders/CopyShader.js +52 -0
  324. package/examples/jsm/shaders/DOFMipMapShader.js +63 -0
  325. package/examples/jsm/shaders/DepthLimitedBlurShader.js +180 -0
  326. package/examples/jsm/shaders/DigitalGlitch.js +104 -0
  327. package/examples/jsm/shaders/DotScreenShader.js +75 -0
  328. package/examples/jsm/shaders/ExposureShader.js +51 -0
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@@ -0,0 +1,812 @@
1
+ import { DepthTexture, FloatType, RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, SpriteNodeMaterial, RendererUtils, NodeUpdateType } from 'three/webgpu';
2
+ import { Loop, int, exp, min, float, mul, uv, vec2, vec3, Fn, textureSize, orthographicDepthToViewZ, screenUV, nodeObject, uniform, vec4, passTexture, texture, perspectiveDepthToViewZ, positionView, reference, color } from 'three/tsl';
3
+
4
+ const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
+ const _size = /*@__PURE__*/ new Vector2();
6
+ const _BLUR_DIRECTION_X = /*@__PURE__*/ new Vector2( 1.0, 0.0 );
7
+ const _BLUR_DIRECTION_Y = /*@__PURE__*/ new Vector2( 0.0, 1.0 );
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+
9
+ let _rendererState;
10
+
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+ /**
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+ * Post processing node for rendering outlines around selected objects. The node
13
+ * gives you great flexibility in composing the final outline look depending on
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+ * your requirements.
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+ * ```js
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+ * const renderPipeline = new THREE.RenderPipeline( renderer );
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+ *
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+ * const scenePass = pass( scene, camera );
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+ *
20
+ * // outline parameter
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+ *
22
+ * const edgeStrength = uniform( 3.0 );
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+ * const edgeGlow = uniform( 0.0 );
24
+ * const edgeThickness = uniform( 1.0 );
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+ * const visibleEdgeColor = uniform( new THREE.Color( 0xffffff ) );
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+ * const hiddenEdgeColor = uniform( new THREE.Color( 0x4e3636 ) );
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+ *
28
+ * outlinePass = outline( scene, camera, {
29
+ * selectedObjects,
30
+ * edgeGlow,
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+ * edgeThickness
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+ * } );
33
+ *
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+ * // compose custom outline
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+ *
36
+ * const { visibleEdge, hiddenEdge } = outlinePass;
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+ * const outlineColor = visibleEdge.mul( visibleEdgeColor ).add( hiddenEdge.mul( hiddenEdgeColor ) ).mul( edgeStrength );
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+ *
39
+ * renderPipeline.outputNode = outlineColor.add( scenePass );
40
+ * ```
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+ *
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+ * @augments TempNode
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+ * @three_import import { outline } from 'three/addons/tsl/display/OutlineNode.js';
44
+ */
45
+ class OutlineNode extends TempNode {
46
+
47
+ static get type() {
48
+
49
+ return 'OutlineNode';
50
+
51
+ }
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+
53
+ /**
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+ * Constructs a new outline node.
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+ *
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+ * @param {Scene} scene - A reference to the scene.
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+ * @param {Camera} camera - The camera the scene is rendered with.
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+ * @param {Object} params - The configuration parameters.
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+ * @param {Array<Object3D>} [params.selectedObjects] - An array of selected objects.
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+ * @param {Node<float>} [params.edgeThickness=float(1)] - The thickness of the edges.
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+ * @param {Node<float>} [params.edgeGlow=float(0)] - Can be used for an animated glow/pulse effects.
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+ * @param {number} [params.downSampleRatio=2] - The downsample ratio.
63
+ */
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+ constructor( scene, camera, params = {} ) {
65
+
66
+ super( 'vec4' );
67
+
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+ const {
69
+ selectedObjects = [],
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+ edgeThickness = float( 1 ),
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+ edgeGlow = float( 0 ),
72
+ downSampleRatio = 2
73
+ } = params;
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+
75
+ /**
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+ * A reference to the scene.
77
+ *
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+ * @type {Scene}
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+ */
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+ this.scene = scene;
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+
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+ /**
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+ * The camera the scene is rendered with.
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+ *
85
+ * @type {Camera}
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+ */
87
+ this.camera = camera;
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+
89
+ /**
90
+ * An array of selected objects.
91
+ *
92
+ * @type {Array<Object3D>}
93
+ */
94
+ this.selectedObjects = selectedObjects;
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+
96
+ /**
97
+ * The thickness of the edges.
98
+ *
99
+ * @type {Node<float>}
100
+ */
101
+ this.edgeThicknessNode = nodeObject( edgeThickness );
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+
103
+ /**
104
+ * Can be used for an animated glow/pulse effect.
105
+ *
106
+ * @type {Node<float>}
107
+ */
108
+ this.edgeGlowNode = nodeObject( edgeGlow );
109
+
110
+ /**
111
+ * The downsample ratio.
112
+ *
113
+ * @type {number}
114
+ * @default 2
115
+ */
116
+ this.downSampleRatio = downSampleRatio;
117
+
118
+ /**
119
+ * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
120
+ * its effect once per frame in `updateBefore()`.
121
+ *
122
+ * @type {string}
123
+ * @default 'frame'
124
+ */
125
+ this.updateBeforeType = NodeUpdateType.FRAME;
126
+
127
+ // render targets
128
+
129
+ /**
130
+ * The render target for the depth pre-pass.
131
+ *
132
+ * @private
133
+ * @type {RenderTarget}
134
+ */
135
+ this._renderTargetDepthBuffer = new RenderTarget();
136
+ this._renderTargetDepthBuffer.depthTexture = new DepthTexture();
137
+ this._renderTargetDepthBuffer.depthTexture.type = FloatType;
138
+
139
+ /**
140
+ * The render target for the mask pass.
141
+ *
142
+ * @private
143
+ * @type {RenderTarget}
144
+ */
145
+ this._renderTargetMaskBuffer = new RenderTarget();
146
+
147
+ /**
148
+ * The render target for the mask downsample.
149
+ *
150
+ * @private
151
+ * @type {RenderTarget}
152
+ */
153
+ this._renderTargetMaskDownSampleBuffer = new RenderTarget( 1, 1, { depthBuffer: false } );
154
+
155
+ /**
156
+ * The first render target for the edge detection.
157
+ *
158
+ * @private
159
+ * @type {RenderTarget}
160
+ */
161
+ this._renderTargetEdgeBuffer1 = new RenderTarget( 1, 1, { depthBuffer: false } );
162
+
163
+ /**
164
+ * The second render target for the edge detection.
165
+ *
166
+ * @private
167
+ * @type {RenderTarget}
168
+ */
169
+ this._renderTargetEdgeBuffer2 = new RenderTarget( 1, 1, { depthBuffer: false } );
170
+
171
+ /**
172
+ * The first render target for the blur pass.
173
+ *
174
+ * @private
175
+ * @type {RenderTarget}
176
+ */
177
+ this._renderTargetBlurBuffer1 = new RenderTarget( 1, 1, { depthBuffer: false } );
178
+
179
+ /**
180
+ * The second render target for the blur pass.
181
+ *
182
+ * @private
183
+ * @type {RenderTarget}
184
+ */
185
+ this._renderTargetBlurBuffer2 = new RenderTarget( 1, 1, { depthBuffer: false } );
186
+
187
+ /**
188
+ * The render target for the final composite.
189
+ *
190
+ * @private
191
+ * @type {RenderTarget}
192
+ */
193
+ this._renderTargetComposite = new RenderTarget( 1, 1, { depthBuffer: false } );
194
+
195
+ // uniforms
196
+
197
+ /**
198
+ * Represents the near value of the scene's camera.
199
+ *
200
+ * @private
201
+ * @type {ReferenceNode<float>}
202
+ */
203
+ this._cameraNear = reference( 'near', 'float', camera );
204
+
205
+ /**
206
+ * Represents the far value of the scene's camera.
207
+ *
208
+ * @private
209
+ * @type {ReferenceNode<float>}
210
+ */
211
+ this._cameraFar = reference( 'far', 'float', camera );
212
+
213
+ /**
214
+ * Uniform that represents the blur direction of the pass.
215
+ *
216
+ * @private
217
+ * @type {UniformNode<vec2>}
218
+ */
219
+ this._blurDirection = uniform( new Vector2() );
220
+
221
+ /**
222
+ * Texture node that holds the data from the depth pre-pass.
223
+ *
224
+ * @private
225
+ * @type {TextureNode}
226
+ */
227
+ this._depthTextureUniform = texture( this._renderTargetDepthBuffer.depthTexture );
228
+
229
+ /**
230
+ * Texture node that holds the data from the mask pass.
231
+ *
232
+ * @private
233
+ * @type {TextureNode}
234
+ */
235
+ this._maskTextureUniform = texture( this._renderTargetMaskBuffer.texture );
236
+
237
+ /**
238
+ * Texture node that holds the data from the mask downsample pass.
239
+ *
240
+ * @private
241
+ * @type {TextureNode}
242
+ */
243
+ this._maskTextureDownsSampleUniform = texture( this._renderTargetMaskDownSampleBuffer.texture );
244
+
245
+ /**
246
+ * Texture node that holds the data from the first edge detection pass.
247
+ *
248
+ * @private
249
+ * @type {TextureNode}
250
+ */
251
+ this._edge1TextureUniform = texture( this._renderTargetEdgeBuffer1.texture );
252
+
253
+ /**
254
+ * Texture node that holds the data from the second edge detection pass.
255
+ *
256
+ * @private
257
+ * @type {TextureNode}
258
+ */
259
+ this._edge2TextureUniform = texture( this._renderTargetEdgeBuffer2.texture );
260
+
261
+ /**
262
+ * Texture node that holds the current blurred color data.
263
+ *
264
+ * @private
265
+ * @type {TextureNode}
266
+ */
267
+ this._blurColorTextureUniform = texture( this._renderTargetEdgeBuffer1.texture );
268
+
269
+ // constants
270
+
271
+ /**
272
+ * Visible edge color.
273
+ *
274
+ * @private
275
+ * @type {Node<vec3>}
276
+ */
277
+ this._visibleEdgeColor = vec3( 1, 0, 0 );
278
+
279
+ /**
280
+ * Hidden edge color.
281
+ *
282
+ * @private
283
+ * @type {Node<vec3>}
284
+ */
285
+ this._hiddenEdgeColor = vec3( 0, 1, 0 );
286
+
287
+ // materials
288
+
289
+ /**
290
+ * The material for the depth pre-pass.
291
+ *
292
+ * @private
293
+ * @type {NodeMaterial}
294
+ */
295
+ this._depthMaterial = new NodeMaterial();
296
+ this._depthMaterial.colorNode = color( 0, 0, 0 );
297
+ this._depthMaterial.name = 'OutlineNode.depth';
298
+
299
+ this._depthSpriteMaterial = new SpriteNodeMaterial();
300
+ this._depthSpriteMaterial.colorNode = color( 0, 0, 0 );
301
+ this._depthSpriteMaterial.name = 'OutlineNode.depthSprite';
302
+
303
+ /**
304
+ * The material for preparing the mask.
305
+ *
306
+ * @private
307
+ * @type {NodeMaterial}
308
+ */
309
+ this._prepareMaskMaterial = new NodeMaterial();
310
+ this._prepareMaskMaterial.name = 'OutlineNode.prepareMask';
311
+
312
+ this._prepareMaskSpriteMaterial = new SpriteNodeMaterial();
313
+ this._prepareMaskSpriteMaterial.name = 'OutlineNode.prepareMaskSprite';
314
+
315
+ /**
316
+ * The copy material
317
+ *
318
+ * @private
319
+ * @type {NodeMaterial}
320
+ */
321
+ this._materialCopy = new NodeMaterial();
322
+ this._materialCopy.name = 'OutlineNode.copy';
323
+
324
+ /**
325
+ * The edge detection material.
326
+ *
327
+ * @private
328
+ * @type {NodeMaterial}
329
+ */
330
+ this._edgeDetectionMaterial = new NodeMaterial();
331
+ this._edgeDetectionMaterial.name = 'OutlineNode.edgeDetection';
332
+
333
+ /**
334
+ * The material that is used to render in the blur pass.
335
+ *
336
+ * @private
337
+ * @type {NodeMaterial}
338
+ */
339
+ this._separableBlurMaterial = new NodeMaterial();
340
+ this._separableBlurMaterial.name = 'OutlineNode.separableBlur';
341
+
342
+ /**
343
+ * The material that is used to render in the blur pass.
344
+ *
345
+ * @private
346
+ * @type {NodeMaterial}
347
+ */
348
+ this._separableBlurMaterial2 = new NodeMaterial();
349
+ this._separableBlurMaterial2.name = 'OutlineNode.separableBlur2';
350
+
351
+ /**
352
+ * The final composite material.
353
+ *
354
+ * @private
355
+ * @type {NodeMaterial}
356
+ */
357
+ this._compositeMaterial = new NodeMaterial();
358
+ this._compositeMaterial.name = 'OutlineNode.composite';
359
+
360
+ /**
361
+ * A set to cache selected objects in the scene.
362
+ *
363
+ * @private
364
+ * @type {Set<Object3D>}
365
+ */
366
+ this._selectionCache = new Set();
367
+
368
+ /**
369
+ * The number of selected objects from the previous frame. Used to detect
370
+ * the transition to an empty selection so the composite render target can
371
+ * be cleared once and avoid leaving a stale outline on screen.
372
+ *
373
+ * @private
374
+ * @type {number}
375
+ * @default 0
376
+ */
377
+ this._lastSelectionCount = 0;
378
+
379
+ /**
380
+ * The result of the effect is represented as a separate texture node.
381
+ *
382
+ * @private
383
+ * @type {PassTextureNode}
384
+ */
385
+ this._textureNode = passTexture( this, this._renderTargetComposite.texture );
386
+
387
+ }
388
+
389
+ /**
390
+ * A mask value that represents the visible edge.
391
+ *
392
+ * @return {Node<float>} The visible edge.
393
+ */
394
+ get visibleEdge() {
395
+
396
+ return this.r;
397
+
398
+ }
399
+
400
+ /**
401
+ * A mask value that represents the hidden edge.
402
+ *
403
+ * @return {Node<float>} The hidden edge.
404
+ */
405
+ get hiddenEdge() {
406
+
407
+ return this.g;
408
+
409
+ }
410
+
411
+ /**
412
+ * Returns the result of the effect as a texture node.
413
+ *
414
+ * @return {PassTextureNode} A texture node that represents the result of the effect.
415
+ */
416
+ getTextureNode() {
417
+
418
+ return this._textureNode;
419
+
420
+ }
421
+
422
+ /**
423
+ * Sets the size of the effect.
424
+ *
425
+ * @param {number} width - The width of the effect.
426
+ * @param {number} height - The height of the effect.
427
+ */
428
+ setSize( width, height ) {
429
+
430
+ this._renderTargetDepthBuffer.setSize( width, height );
431
+ this._renderTargetMaskBuffer.setSize( width, height );
432
+ this._renderTargetComposite.setSize( width, height );
433
+
434
+ // downsample 1
435
+
436
+ let resx = Math.round( width / this.downSampleRatio );
437
+ let resy = Math.round( height / this.downSampleRatio );
438
+
439
+ this._renderTargetMaskDownSampleBuffer.setSize( resx, resy );
440
+ this._renderTargetEdgeBuffer1.setSize( resx, resy );
441
+ this._renderTargetBlurBuffer1.setSize( resx, resy );
442
+
443
+ // downsample 2
444
+
445
+ resx = Math.round( resx / 2 );
446
+ resy = Math.round( resy / 2 );
447
+
448
+ this._renderTargetEdgeBuffer2.setSize( resx, resy );
449
+ this._renderTargetBlurBuffer2.setSize( resx, resy );
450
+
451
+ }
452
+
453
+ /**
454
+ * This method is used to render the effect once per frame.
455
+ *
456
+ * @param {NodeFrame} frame - The current node frame.
457
+ */
458
+ updateBefore( frame ) {
459
+
460
+ const { renderer } = frame;
461
+ const { camera, scene } = this;
462
+
463
+ this._updateSelectionCache();
464
+
465
+ // If no objects are selected, all subsequent passes can be skipped since
466
+ // the outline would be empty anyway. The composite render target is cleared
467
+ // once when transitioning to an empty selection so a previously rendered
468
+ // outline does not linger on screen.
469
+
470
+ if ( this._selectionCache.size === 0 ) {
471
+
472
+ if ( this._lastSelectionCount > 0 ) {
473
+
474
+ _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
475
+
476
+ renderer.setRenderTarget( this._renderTargetComposite );
477
+ renderer.setClearColor( 0x000000, 0 );
478
+ renderer.clear();
479
+
480
+ RendererUtils.restoreRendererState( renderer, _rendererState );
481
+
482
+ this._lastSelectionCount = 0;
483
+
484
+ }
485
+
486
+ return;
487
+
488
+ }
489
+
490
+ this._lastSelectionCount = this._selectionCache.size;
491
+
492
+ _rendererState = RendererUtils.resetRendererAndSceneState( renderer, scene, _rendererState );
493
+
494
+ //
495
+
496
+ const size = renderer.getDrawingBufferSize( _size );
497
+ this.setSize( size.width, size.height );
498
+
499
+ //
500
+
501
+ renderer.setClearColor( 0xffffff, 1 );
502
+
503
+ const currentSceneName = scene.name;
504
+
505
+ // 1. Draw non-selected objects in the depth buffer
506
+
507
+ renderer.setRenderTarget( this._renderTargetDepthBuffer );
508
+ renderer.setRenderObjectFunction( ( object, scene, camera, geometry, material, group, lightsNode, clippingContext ) => {
509
+
510
+ if ( this._selectionCache.has( object ) === false ) {
511
+
512
+ const overrideMaterial = object.isSprite ? this._depthSpriteMaterial : this._depthMaterial;
513
+
514
+ renderer.renderObject( object, scene, camera, geometry, overrideMaterial, group, lightsNode, clippingContext );
515
+
516
+ }
517
+
518
+ } );
519
+
520
+ scene.name = 'Outline [ Non-Selected Objects Pass ]';
521
+ renderer.render( scene, camera );
522
+
523
+ // 2. Draw only the selected objects by comparing the depth buffer of non-selected objects
524
+
525
+ renderer.setRenderTarget( this._renderTargetMaskBuffer );
526
+ renderer.setRenderObjectFunction( ( object, scene, camera, geometry, material, group, lightsNode, clippingContext ) => {
527
+
528
+ if ( this._selectionCache.has( object ) === true ) {
529
+
530
+ const overrideMaterial = object.isSprite ? this._prepareMaskSpriteMaterial : this._prepareMaskMaterial;
531
+
532
+ renderer.renderObject( object, scene, camera, geometry, overrideMaterial, group, lightsNode, clippingContext );
533
+
534
+ }
535
+
536
+ } );
537
+
538
+ scene.name = 'Outline [ Selected Objects Pass ]';
539
+ renderer.render( scene, camera );
540
+
541
+ //
542
+
543
+ renderer.setRenderObjectFunction( _rendererState.renderObjectFunction );
544
+
545
+ this._selectionCache.clear();
546
+
547
+ scene.name = currentSceneName;
548
+
549
+ // 3. Downsample to (at least) half resolution
550
+
551
+ _quadMesh.material = this._materialCopy;
552
+ _quadMesh.name = 'Outline [ Downsample ]';
553
+ renderer.setRenderTarget( this._renderTargetMaskDownSampleBuffer );
554
+ _quadMesh.render( renderer );
555
+
556
+ // 4. Perform edge detection (half resolution)
557
+
558
+ _quadMesh.material = this._edgeDetectionMaterial;
559
+ _quadMesh.name = 'Outline [ Edge Detection ]';
560
+ renderer.setRenderTarget( this._renderTargetEdgeBuffer1 );
561
+ _quadMesh.render( renderer );
562
+
563
+ // 5. Apply blur (half resolution)
564
+
565
+ this._blurColorTextureUniform.value = this._renderTargetEdgeBuffer1.texture;
566
+ this._blurDirection.value.copy( _BLUR_DIRECTION_X );
567
+
568
+ _quadMesh.material = this._separableBlurMaterial;
569
+ _quadMesh.name = 'Outline [ Blur Half Resolution ]';
570
+ renderer.setRenderTarget( this._renderTargetBlurBuffer1 );
571
+ _quadMesh.render( renderer );
572
+
573
+ this._blurColorTextureUniform.value = this._renderTargetBlurBuffer1.texture;
574
+ this._blurDirection.value.copy( _BLUR_DIRECTION_Y );
575
+
576
+ renderer.setRenderTarget( this._renderTargetEdgeBuffer1 );
577
+ _quadMesh.render( renderer );
578
+
579
+ // 6. Apply blur (quarter resolution)
580
+
581
+ this._blurColorTextureUniform.value = this._renderTargetEdgeBuffer1.texture;
582
+ this._blurDirection.value.copy( _BLUR_DIRECTION_X );
583
+
584
+ _quadMesh.material = this._separableBlurMaterial2;
585
+ _quadMesh.name = 'Outline [ Blur Quarter Resolution ]';
586
+ renderer.setRenderTarget( this._renderTargetBlurBuffer2 );
587
+ _quadMesh.render( renderer );
588
+
589
+ this._blurColorTextureUniform.value = this._renderTargetBlurBuffer2.texture;
590
+ this._blurDirection.value.copy( _BLUR_DIRECTION_Y );
591
+
592
+ renderer.setRenderTarget( this._renderTargetEdgeBuffer2 );
593
+ _quadMesh.render( renderer );
594
+
595
+ // 7. Composite
596
+
597
+ _quadMesh.material = this._compositeMaterial;
598
+ _quadMesh.name = 'Outline [ Blur Quarter Resolution ]';
599
+ renderer.setRenderTarget( this._renderTargetComposite );
600
+ _quadMesh.render( renderer );
601
+
602
+ // restore
603
+
604
+ RendererUtils.restoreRendererAndSceneState( renderer, scene, _rendererState );
605
+
606
+ }
607
+
608
+ /**
609
+ * This method is used to setup the effect's TSL code.
610
+ *
611
+ * @param {NodeBuilder} builder - The current node builder.
612
+ * @return {PassTextureNode}
613
+ */
614
+ setup() {
615
+
616
+ // prepare mask material
617
+
618
+ const prepareMask = () => {
619
+
620
+ const depth = this._depthTextureUniform.sample( screenUV );
621
+
622
+ let viewZNode;
623
+
624
+ if ( this.camera.isPerspectiveCamera ) {
625
+
626
+ viewZNode = perspectiveDepthToViewZ( depth, this._cameraNear, this._cameraFar );
627
+
628
+ } else {
629
+
630
+ viewZNode = orthographicDepthToViewZ( depth, this._cameraNear, this._cameraFar );
631
+
632
+ }
633
+
634
+ const depthTest = positionView.z.lessThanEqual( viewZNode ).select( 1, 0 );
635
+ return vec3( 0.0, depthTest, 1.0 );
636
+
637
+ };
638
+
639
+ this._prepareMaskMaterial.colorNode = prepareMask();
640
+ this._prepareMaskMaterial.needsUpdate = true;
641
+
642
+ this._prepareMaskSpriteMaterial.colorNode = prepareMask();
643
+ this._prepareMaskSpriteMaterial.needsUpdate = true;
644
+
645
+ // copy material
646
+
647
+ this._materialCopy.fragmentNode = this._maskTextureUniform;
648
+ this._materialCopy.needsUpdate = true;
649
+
650
+ // edge detection material
651
+
652
+ const edgeDetection = Fn( () => {
653
+
654
+ const resolution = textureSize( this._maskTextureDownsSampleUniform );
655
+ const invSize = vec2( 1 ).div( resolution ).toVar();
656
+ const uvOffset = vec4( 1.0, 0.0, 0.0, 1.0 ).mul( vec4( invSize, invSize ) );
657
+
658
+ const uvNode = uv();
659
+ const c1 = this._maskTextureDownsSampleUniform.sample( uvNode.add( uvOffset.xy ) ).toVar();
660
+ const c2 = this._maskTextureDownsSampleUniform.sample( uvNode.sub( uvOffset.xy ) ).toVar();
661
+ const c3 = this._maskTextureDownsSampleUniform.sample( uvNode.add( uvOffset.yw ) ).toVar();
662
+ const c4 = this._maskTextureDownsSampleUniform.sample( uvNode.sub( uvOffset.yw ) ).toVar();
663
+
664
+ const diff1 = mul( c1.r.sub( c2.r ), 0.5 );
665
+ const diff2 = mul( c3.r.sub( c4.r ), 0.5 );
666
+ const d = vec2( diff1, diff2 ).length();
667
+ const a1 = min( c1.g, c2.g );
668
+ const a2 = min( c3.g, c4.g );
669
+ const visibilityFactor = min( a1, a2 );
670
+ const edgeColor = visibilityFactor.oneMinus().greaterThan( 0.001 ).select( this._visibleEdgeColor, this._hiddenEdgeColor );
671
+ return vec4( edgeColor, 1 ).mul( d );
672
+
673
+ } );
674
+
675
+ this._edgeDetectionMaterial.fragmentNode = edgeDetection();
676
+ this._edgeDetectionMaterial.needsUpdate = true;
677
+
678
+ // separable blur material
679
+
680
+ const MAX_RADIUS = 4;
681
+
682
+ const gaussianPdf = Fn( ( [ x, sigma ] ) => {
683
+
684
+ return float( 0.39894 ).mul( exp( float( - 0.5 ).mul( x ).mul( x ).div( sigma.mul( sigma ) ) ).div( sigma ) );
685
+
686
+ } );
687
+
688
+ const separableBlur = Fn( ( [ kernelRadius ] ) => {
689
+
690
+ const resolution = textureSize( this._maskTextureDownsSampleUniform );
691
+ const invSize = vec2( 1 ).div( resolution ).toVar();
692
+ const uvNode = uv();
693
+
694
+ const sigma = kernelRadius.div( 2 ).toVar();
695
+ const weightSum = gaussianPdf( 0, sigma ).toVar();
696
+ const diffuseSum = this._blurColorTextureUniform.sample( uvNode ).mul( weightSum ).toVar();
697
+ const delta = this._blurDirection.mul( invSize ).mul( kernelRadius ).div( MAX_RADIUS ).toVar();
698
+
699
+ const uvOffset = delta.toVar();
700
+
701
+ Loop( { start: int( 1 ), end: int( MAX_RADIUS ), type: 'int', condition: '<=' }, ( { i } ) => {
702
+
703
+ const x = kernelRadius.mul( float( i ) ).div( MAX_RADIUS );
704
+ const w = gaussianPdf( x, sigma );
705
+ const sample1 = this._blurColorTextureUniform.sample( uvNode.add( uvOffset ) );
706
+ const sample2 = this._blurColorTextureUniform.sample( uvNode.sub( uvOffset ) );
707
+
708
+ diffuseSum.addAssign( sample1.add( sample2 ).mul( w ) );
709
+ weightSum.addAssign( w.mul( 2 ) );
710
+ uvOffset.addAssign( delta );
711
+
712
+ } );
713
+
714
+ return diffuseSum.div( weightSum );
715
+
716
+ } );
717
+
718
+ this._separableBlurMaterial.fragmentNode = separableBlur( this.edgeThicknessNode );
719
+ this._separableBlurMaterial.needsUpdate = true;
720
+
721
+ this._separableBlurMaterial2.fragmentNode = separableBlur( MAX_RADIUS );
722
+ this._separableBlurMaterial2.needsUpdate = true;
723
+
724
+ // composite material
725
+
726
+ const composite = Fn( () => {
727
+
728
+ const edgeValue1 = this._edge1TextureUniform;
729
+ const edgeValue2 = this._edge2TextureUniform;
730
+ const maskColor = this._maskTextureUniform;
731
+
732
+ const edgeValue = edgeValue1.add( edgeValue2.mul( this.edgeGlowNode ) );
733
+
734
+ return maskColor.r.mul( edgeValue );
735
+
736
+ } );
737
+
738
+ this._compositeMaterial.fragmentNode = composite();
739
+ this._compositeMaterial.needsUpdate = true;
740
+
741
+ return this._textureNode;
742
+
743
+ }
744
+
745
+ /**
746
+ * Frees internal resources. This method should be called
747
+ * when the effect is no longer required.
748
+ */
749
+ dispose() {
750
+
751
+ this.selectedObjects.length = 0;
752
+
753
+ this._renderTargetDepthBuffer.dispose();
754
+ this._renderTargetMaskBuffer.dispose();
755
+ this._renderTargetMaskDownSampleBuffer.dispose();
756
+ this._renderTargetEdgeBuffer1.dispose();
757
+ this._renderTargetEdgeBuffer2.dispose();
758
+ this._renderTargetBlurBuffer1.dispose();
759
+ this._renderTargetBlurBuffer2.dispose();
760
+ this._renderTargetComposite.dispose();
761
+
762
+ this._depthMaterial.dispose();
763
+ this._depthSpriteMaterial.dispose();
764
+ this._prepareMaskMaterial.dispose();
765
+ this._prepareMaskSpriteMaterial.dispose();
766
+ this._materialCopy.dispose();
767
+ this._edgeDetectionMaterial.dispose();
768
+ this._separableBlurMaterial.dispose();
769
+ this._separableBlurMaterial2.dispose();
770
+ this._compositeMaterial.dispose();
771
+
772
+ }
773
+
774
+ /**
775
+ * Updates the selection cache based on the selected objects.
776
+ *
777
+ * @private
778
+ */
779
+ _updateSelectionCache() {
780
+
781
+ for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
782
+
783
+ const selectedObject = this.selectedObjects[ i ];
784
+ selectedObject.traverse( ( object ) => {
785
+
786
+ if ( object.isMesh || object.isSprite ) this._selectionCache.add( object );
787
+
788
+ } );
789
+
790
+ }
791
+
792
+ }
793
+
794
+ }
795
+
796
+ export default OutlineNode;
797
+
798
+ /**
799
+ * TSL function for creating an outline effect around selected objects.
800
+ *
801
+ * @tsl
802
+ * @function
803
+ * @param {Scene} scene - A reference to the scene.
804
+ * @param {Camera} camera - The camera the scene is rendered with.
805
+ * @param {Object} params - The configuration parameters.
806
+ * @param {Array<Object3D>} [params.selectedObjects] - An array of selected objects.
807
+ * @param {Node<float>} [params.edgeThickness=float(1)] - The thickness of the edges.
808
+ * @param {Node<float>} [params.edgeGlow=float(0)] - Can be used for animated glow/pulse effects.
809
+ * @param {number} [params.downSampleRatio=2] - The downsample ratio.
810
+ * @returns {OutlineNode}
811
+ */
812
+ export const outline = ( scene, camera, params ) => new OutlineNode( scene, camera, params );