three-base 1.0.86 → 1.0.87
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/SpriteText.ts +3 -3
- package/lib/SpriteText2.d.ts +1 -1
- package/lib/SpriteText2.ts +3 -3
- package/lib/ThreeBase.js +8 -1
- package/lib/ThreeBase.ts +10 -1
- package/lib/stroke_pass/FullScreenQuad.d.ts +7 -0
- package/lib/stroke_pass/FullScreenQuad.js +25 -0
- package/lib/stroke_pass/FullScreenQuad.ts +33 -0
- package/lib/stroke_pass/stroke_pass.d.ts +2 -0
- package/lib/stroke_pass/stroke_pass.js +198 -0
- package/lib/stroke_pass/stroke_pass.ts +220 -0
- package/package.json +1 -1
package/lib/SpriteText.ts
CHANGED
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@@ -67,7 +67,7 @@ export default class SpriteText extends Sprite {
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_genCanvas() {
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const canvas = this._canvas;
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-
const ctx = canvas.getContext('2d')
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+
const ctx = canvas.getContext('2d')!;
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const border = Array.isArray(this.borderWidth) ? this.borderWidth : [this.borderWidth, this.borderWidth]; // x,y border
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const relBorder = border.map(b => b * this.fontSize * 0.1) as [number, number]; // border in canvas units
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@@ -118,12 +118,12 @@ export default class SpriteText extends Sprite {
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const hb = cornerWidth / 2;
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ctx.lineWidth = cornerWidth;
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ctx.beginPath();
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-
[
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+
([
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!!relBorderRadius[0] && [relBorderRadius[0], hb, hb, relBorderRadius[0]],
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!!relBorderRadius[1] && [canvas.width - relBorderRadius[1], canvas.width - hb, hb, relBorderRadius[1]],
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!!relBorderRadius[2] && [canvas.width - relBorderRadius[2], canvas.width - hb, canvas.height - hb, canvas.height - relBorderRadius[2]],
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!!relBorderRadius[3] && [relBorderRadius[3], hb, canvas.height - hb, canvas.height - relBorderRadius[3]]
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-
].filter(d => d).forEach(([x0, x1, y0, y1]) => {
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+
].filter(d => d) as [number, number, number, number][]).forEach(([x0, x1, y0, y1]) => {
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ctx.moveTo(x0, y0);
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ctx.quadraticCurveTo(x1, y0, x1, y1);
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});
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package/lib/SpriteText2.d.ts
CHANGED
package/lib/SpriteText2.ts
CHANGED
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@@ -136,12 +136,12 @@ export default class SpriteText2 extends Sprite {
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const hb = cornerWidth / 2;
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ctx.lineWidth = cornerWidth;
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ctx.beginPath();
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-
[
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+
([
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!!relBorderRadius[0] && [relBorderRadius[0], hb, hb, relBorderRadius[0]],
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!!relBorderRadius[1] && [canvas.width - relBorderRadius[1], canvas.width - hb, hb, relBorderRadius[1]],
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!!relBorderRadius[2] && [canvas.width - relBorderRadius[2], canvas.width - hb, ((canvas.height - 40) / 2) - hb, ((canvas.height - 40) / 2) - relBorderRadius[2]],
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!!relBorderRadius[3] && [relBorderRadius[3], hb, ((canvas.height - 40) / 2) - hb, ((canvas.height - 40) / 2) - relBorderRadius[3]]
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-
].filter(d => d).forEach(([x0, x1, y0, y1]) => {
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+
].filter(d => d) as [number, number, number, number][]).forEach(([x0, x1, y0, y1]) => {
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ctx.moveTo(x0, y0);
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ctx.quadraticCurveTo(x1, y0, x1, y1);
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});
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@@ -220,7 +220,7 @@ export default class SpriteText2 extends Sprite {
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}
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-
copy(source) {
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+
copy(source: SpriteText2) {
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this.color = source.color;
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this.backgroundColor = source.backgroundColor;
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this.padding = source.padding;
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package/lib/ThreeBase.js
CHANGED
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@@ -2,7 +2,7 @@
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* @Author: xiaosihan
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* @Date: 2021-12-20 13:38:22
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2023-
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* @Last Modified time: 2023-05-09 01:11:17
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*/
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import { round } from "lodash";
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import { AxesHelper, EventDispatcher, GridHelper, LinearFilter, Mesh, MOUSE, NoBlending, NormalBlending, PerspectiveCamera, RGBAFormat, Scene, TOUCH, Vector2, Vector3, WebGLRenderer, WebGLRenderTarget } from "three";
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@@ -13,6 +13,7 @@ import threeLoader from "./threeLoader";
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import ThreeMouse from "./ThreeMouse";
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import threeUtils from "./threeUtils";
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import Transition from "./Transition";
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import stroke_pass from "./stroke_pass/stroke_pass";
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// three.js 的基础对象
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export default class ThreeBase extends EventDispatcher {
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constructor() {
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@@ -253,6 +254,12 @@ export default class ThreeBase extends EventDispatcher {
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// 渲染场景
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this.dispatchEvent({ type: "beforeRender" });
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this.renderer.render(this.scene, this.camera);
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// 查找需要绘制描边的对象,并且绘制描边
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this.scene.traverse(obj => {
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if (obj.userData.stroke_enable) {
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stroke_pass(this.renderer, this.camera, obj);
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}
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});
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this.dispatchEvent({ type: "afterRender" });
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}
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renderBindThis = this.render.bind(this);
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package/lib/ThreeBase.ts
CHANGED
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@@ -2,7 +2,7 @@
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* @Author: xiaosihan
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* @Date: 2021-12-20 13:38:22
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2023-
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* @Last Modified time: 2023-05-09 01:11:17
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*/
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import { round } from "lodash";
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@@ -14,6 +14,7 @@ import threeLoader from "./threeLoader";
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import ThreeMouse from "./ThreeMouse";
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import threeUtils from "./threeUtils";
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import Transition from "./Transition";
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import stroke_pass from "./stroke_pass/stroke_pass";
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// three.js 的基础对象
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export default class ThreeBase extends EventDispatcher {
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@@ -306,6 +307,14 @@ export default class ThreeBase extends EventDispatcher {
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// 渲染场景
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this.dispatchEvent({ type: "beforeRender" });
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this.renderer.render(this.scene, this.camera);
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// 查找需要绘制描边的对象,并且绘制描边
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this.scene.traverse(obj => {
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if (obj.userData.stroke_enable) {
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stroke_pass(this.renderer, this.camera, obj);
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}
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});
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this.dispatchEvent({ type: "afterRender" });
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}
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@@ -0,0 +1,7 @@
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import { BufferGeometry, Material, Mesh, OrthographicCamera, Scene, WebGLRenderer } from "three";
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export default class FullScreenQuad extends Scene {
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constructor();
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mesh: Mesh<BufferGeometry, Material>;
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orthographicCamera: OrthographicCamera;
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render(renderer: WebGLRenderer, material: Material): void;
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}
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@@ -0,0 +1,25 @@
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/*
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* @Author: xiaosihan
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* @Date: 2023-05-09 01:36:35
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2023-05-09 01:47:07
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*/
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import { BufferGeometry, Float32BufferAttribute, Mesh, MeshBasicMaterial, OrthographicCamera, Scene } from "three";
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export default class FullScreenQuad extends Scene {
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constructor() {
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super();
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}
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mesh = (() => {
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const geometry = new BufferGeometry();
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geometry.setAttribute("position", new Float32BufferAttribute([-1, 3, 0, -1, -1, 0, 3, -1, 0], 3));
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geometry.setAttribute("uv", new Float32BufferAttribute([0, 2, 0, 0, 2, 0], 2));
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const mesh = new Mesh(geometry, new MeshBasicMaterial());
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this.add(mesh);
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return mesh;
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})();
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orthographicCamera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
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render(renderer, material) {
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this.mesh.material = material;
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renderer.render(this, this.orthographicCamera);
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}
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}
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@@ -0,0 +1,33 @@
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/*
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* @Author: xiaosihan
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* @Date: 2023-05-09 01:36:35
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2023-05-09 01:47:07
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*/
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import { BufferGeometry, Float32BufferAttribute, Material, Mesh, MeshBasicMaterial, OrthographicCamera, Scene, WebGLRenderer } from "three";
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export default class FullScreenQuad extends Scene {
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constructor() {
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super();
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}
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mesh = (() => {
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const geometry = new BufferGeometry();
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geometry.setAttribute("position", new Float32BufferAttribute([- 1, 3, 0, - 1, - 1, 0, 3, - 1, 0], 3));
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geometry.setAttribute("uv", new Float32BufferAttribute([0, 2, 0, 0, 2, 0], 2));
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const mesh = new Mesh<BufferGeometry, Material>(geometry, new MeshBasicMaterial());
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this.add(mesh);
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return mesh;
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})();
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orthographicCamera = new OrthographicCamera(- 1, 1, 1, - 1, 0, 1);
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render(renderer: WebGLRenderer, material: Material) {
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this.mesh.material = material;
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renderer.render(this, this.orthographicCamera);
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}
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}
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/*
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* @Author: xiaosihan
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* @Date: 2023-05-09 00:35:17
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2023-05-09 02:26:04
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*/
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import { LinearFilter, RGBAFormat, Vector2, WebGLRenderTarget, ShaderMaterial, NoBlending, Scene, RawShaderMaterial, Color, NormalBlending } from "three";
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import { CopyShader } from "three/examples/jsm/shaders/CopyShader.js";
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import FullScreenQuad from "./FullScreenQuad";
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// 选中对象的纹理
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const selectTextureTarget = new WebGLRenderTarget(512, 512, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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// 由于不能同时读写自己的纹理
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const blur1TextureTarget = new WebGLRenderTarget(512, 512, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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// 所以需要用2个模糊纹理相互读写
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const blur2TextureTarget = new WebGLRenderTarget(512, 512, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
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const size = new Vector2();
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// 创建一个渲染工具 用于处理纹理
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const fsQuad = new FullScreenQuad(); // 渲染辅助器
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//拷贝纹理着色器
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const copyShader = new ShaderMaterial({
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...CopyShader,
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depthTest: false,
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depthWrite: false,
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transparent: true
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});
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// 描边着色器
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const blurShader = new RawShaderMaterial({
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uniforms: {
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tDiffuse: { value: null },
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color: { value: new Color("#0f0") },
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width: { value: 1.0 },
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opacity: { value: 1.0 },
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resolution: { value: new Vector2(1 / 512, 1 / 512) },
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offset: {
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value: [
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new Vector2(0.000, 1.000),
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new Vector2(0.259, 0.966),
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new Vector2(0.500, 0.866),
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new Vector2(0.707, 0.707),
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new Vector2(0.866, 0.500),
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new Vector2(0.966, 0.259),
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new Vector2(1.000, 0.000),
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new Vector2(0.966, -0.259),
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new Vector2(0.866, -0.500),
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new Vector2(0.707, -0.707),
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new Vector2(0.500, -0.866),
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new Vector2(0.259, -0.966),
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new Vector2(0.000, -1.000),
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new Vector2(-0.259, -0.966),
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new Vector2(-0.500, -0.866),
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new Vector2(-0.707, -0.707),
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new Vector2(-0.866, -0.500),
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new Vector2(-0.966, -0.259),
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new Vector2(-1.000, -0.000),
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new Vector2(-0.966, 0.259),
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new Vector2(-0.866, 0.500),
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new Vector2(-0.707, 0.707),
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new Vector2(-0.500, 0.866),
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new Vector2(-0.259, 0.966)
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]
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}
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},
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vertexShader: `
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attribute vec3 position;
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attribute vec2 uv;
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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 = vec4(position, 1.0);
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}`,
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fragmentShader: `
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform sampler2D tDiffuse;
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uniform vec3 color;
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uniform float width;
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uniform float opacity;
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uniform vec2 resolution;
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uniform vec2 offset[24];
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varying vec2 vUv;
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vec2 piexl = resolution * width; // 描边厚度
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vec4 stroke(){
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vec4 blurColor = vec4(0.0);
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vec4 Color = vec4(0.0);
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int vSum = 0; // 周围像素点中和 visibleColor 相似的数量
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for (int i = 0; i < 24; i++ ) {
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Color = texture2D(tDiffuse, vUv + (offset[i] * piexl));
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if (Color.a > 0.0) {
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blurColor += Color;
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}
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}
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if (blurColor.a < 0.001) {
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return vec4(0.0);
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} else {
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return vec4(color, opacity);
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}
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}
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void main() {
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vec4 Color = texture2D(tDiffuse, vUv);
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if (Color.a > 0.0 || width == 0.0) {
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gl_FragColor = Color;
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} else {
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gl_FragColor = stroke();
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}
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}`,
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blending: NoBlending,
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depthTest: false,
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depthWrite: false,
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transparent: true
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});
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// 过滤着色器
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const filterSelectShader = new RawShaderMaterial({
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uniforms: {
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selectTexture: { value: null },
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blurTexture: { value: null }
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},
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vertexShader: `
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attribute vec3 position;
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attribute vec2 uv;
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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 = vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform sampler2D selectTexture;
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uniform sampler2D blurTexture;
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varying vec2 vUv;
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void main() {
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gl_FragColor = texture2D(blurTexture, vUv);
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gl_FragColor.a -= (texture2D(selectTexture, vUv).a);
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}
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`,
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blending: NoBlending,
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depthTest: false,
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depthWrite: false,
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transparent: true
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});
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// 场景对象
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const scene = new Scene();
|
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// 对象描边
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+
export default function stroke_pass(renderer, camera, object3d) {
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const { stroke_enable = false, stroke_color = "#04fa12", stroke_width = 1 } = object3d.userData;
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if (!stroke_enable) {
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return;
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}
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// 保存原帧缓冲区
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const originRenderTarget = renderer.getRenderTarget();
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// 设置选中目标的帧缓冲区
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+
renderer.getSize(size);
|
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+
selectTextureTarget.setSize(size.x, size.y);
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blur1TextureTarget.setSize(size.x, size.y);
|
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blur2TextureTarget.setSize(size.x, size.y);
|
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renderer.setRenderTarget(selectTextureTarget);
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scene.children = [object3d];
|
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renderer.clear();
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|
+
renderer.render(object3d, camera);
|
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|
+
// 设置描边着色器的分辨率
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166
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+
blurShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
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|
+
//描边颜色
|
|
168
|
+
blurShader.uniforms.color.value.set(stroke_color);
|
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|
+
blurShader.uniforms.width.value = stroke_width / 4;
|
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|
+
//一次描边
|
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171
|
+
renderer.setRenderTarget(blur1TextureTarget);
|
|
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|
+
blurShader.uniforms.tDiffuse.value = selectTextureTarget.texture;
|
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173
|
+
fsQuad.render(renderer, blurShader);
|
|
174
|
+
//二次描边
|
|
175
|
+
renderer.setRenderTarget(blur2TextureTarget);
|
|
176
|
+
blurShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
177
|
+
fsQuad.render(renderer, blurShader);
|
|
178
|
+
//三次描边
|
|
179
|
+
renderer.setRenderTarget(blur1TextureTarget);
|
|
180
|
+
blurShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
181
|
+
fsQuad.render(renderer, blurShader);
|
|
182
|
+
//四次描边
|
|
183
|
+
renderer.setRenderTarget(blur2TextureTarget);
|
|
184
|
+
blurShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
185
|
+
fsQuad.render(renderer, blurShader);
|
|
186
|
+
// 还原帧缓冲区 减去原始纹理保留描边
|
|
187
|
+
renderer.setRenderTarget(originRenderTarget);
|
|
188
|
+
filterSelectShader.uniforms.selectTexture.value = selectTextureTarget.texture;
|
|
189
|
+
filterSelectShader.uniforms.blurTexture.value = blur2TextureTarget.texture;
|
|
190
|
+
filterSelectShader.blending = NormalBlending; // 与有的纹理融合计算 保留前面通道传递下来的纹理
|
|
191
|
+
fsQuad.render(renderer, filterSelectShader);
|
|
192
|
+
// 调试代码
|
|
193
|
+
// renderer.setRenderTarget(null);
|
|
194
|
+
// renderer.clearDepth();
|
|
195
|
+
// copyShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
196
|
+
// fsQuad.render(renderer, copyShader);
|
|
197
|
+
// return;
|
|
198
|
+
}
|
|
@@ -0,0 +1,220 @@
|
|
|
1
|
+
/*
|
|
2
|
+
* @Author: xiaosihan
|
|
3
|
+
* @Date: 2023-05-09 00:35:17
|
|
4
|
+
* @Last Modified by: xiaosihan
|
|
5
|
+
* @Last Modified time: 2023-05-09 02:26:04
|
|
6
|
+
*/
|
|
7
|
+
|
|
8
|
+
import { Camera, LinearFilter, Object3D, RGBAFormat, Vector2, WebGLRenderTarget, WebGLRenderer, ShaderMaterial, NoBlending, Scene, RawShaderMaterial, Color, NormalBlending } from "three";
|
|
9
|
+
import { CopyShader } from "three/examples/jsm/shaders/CopyShader.js";
|
|
10
|
+
import FullScreenQuad from "./FullScreenQuad";
|
|
11
|
+
|
|
12
|
+
// 选中对象的纹理
|
|
13
|
+
const selectTextureTarget = new WebGLRenderTarget(512, 512, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
|
|
14
|
+
|
|
15
|
+
// 由于不能同时读写自己的纹理
|
|
16
|
+
const blur1TextureTarget = new WebGLRenderTarget(512, 512, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
|
|
17
|
+
|
|
18
|
+
// 所以需要用2个模糊纹理相互读写
|
|
19
|
+
const blur2TextureTarget = new WebGLRenderTarget(512, 512, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat });
|
|
20
|
+
|
|
21
|
+
const size = new Vector2();
|
|
22
|
+
|
|
23
|
+
// 创建一个渲染工具 用于处理纹理
|
|
24
|
+
const fsQuad = new FullScreenQuad(); // 渲染辅助器
|
|
25
|
+
|
|
26
|
+
//拷贝纹理着色器
|
|
27
|
+
const copyShader = new ShaderMaterial({
|
|
28
|
+
...CopyShader,
|
|
29
|
+
depthTest: false,
|
|
30
|
+
depthWrite: false,
|
|
31
|
+
transparent: true
|
|
32
|
+
});
|
|
33
|
+
|
|
34
|
+
// 描边着色器
|
|
35
|
+
const blurShader = new RawShaderMaterial({
|
|
36
|
+
uniforms: {
|
|
37
|
+
tDiffuse: { value: null },
|
|
38
|
+
color: { value: new Color("#0f0") }, // 没有被挡住的地方的颜色绿色
|
|
39
|
+
width: { value: 1.0 },
|
|
40
|
+
opacity: { value: 1.0 },
|
|
41
|
+
resolution: { value: new Vector2(1 / 512, 1 / 512) }, // 渲染器的分辨率
|
|
42
|
+
offset: {
|
|
43
|
+
value: [
|
|
44
|
+
new Vector2(0.000, 1.000),
|
|
45
|
+
new Vector2(0.259, 0.966),
|
|
46
|
+
new Vector2(0.500, 0.866),
|
|
47
|
+
new Vector2(0.707, 0.707),
|
|
48
|
+
new Vector2(0.866, 0.500),
|
|
49
|
+
new Vector2(0.966, 0.259),
|
|
50
|
+
new Vector2(1.000, 0.000),
|
|
51
|
+
new Vector2(0.966, -0.259),
|
|
52
|
+
new Vector2(0.866, -0.500),
|
|
53
|
+
new Vector2(0.707, -0.707),
|
|
54
|
+
new Vector2(0.500, -0.866),
|
|
55
|
+
new Vector2(0.259, -0.966),
|
|
56
|
+
new Vector2(0.000, -1.000),
|
|
57
|
+
new Vector2(-0.259, -0.966),
|
|
58
|
+
new Vector2(-0.500, -0.866),
|
|
59
|
+
new Vector2(-0.707, -0.707),
|
|
60
|
+
new Vector2(-0.866, -0.500),
|
|
61
|
+
new Vector2(-0.966, -0.259),
|
|
62
|
+
new Vector2(-1.000, -0.000),
|
|
63
|
+
new Vector2(-0.966, 0.259),
|
|
64
|
+
new Vector2(-0.866, 0.500),
|
|
65
|
+
new Vector2(-0.707, 0.707),
|
|
66
|
+
new Vector2(-0.500, 0.866),
|
|
67
|
+
new Vector2(-0.259, 0.966)
|
|
68
|
+
]
|
|
69
|
+
}
|
|
70
|
+
},
|
|
71
|
+
vertexShader: `
|
|
72
|
+
attribute vec3 position;
|
|
73
|
+
attribute vec2 uv;
|
|
74
|
+
varying vec2 vUv;
|
|
75
|
+
void main() {
|
|
76
|
+
vUv = uv;
|
|
77
|
+
gl_Position = vec4(position, 1.0);
|
|
78
|
+
}`,
|
|
79
|
+
fragmentShader: `
|
|
80
|
+
#ifdef GL_ES
|
|
81
|
+
precision highp float;
|
|
82
|
+
#endif
|
|
83
|
+
uniform sampler2D tDiffuse;
|
|
84
|
+
uniform vec3 color;
|
|
85
|
+
uniform float width;
|
|
86
|
+
uniform float opacity;
|
|
87
|
+
uniform vec2 resolution;
|
|
88
|
+
uniform vec2 offset[24];
|
|
89
|
+
varying vec2 vUv;
|
|
90
|
+
vec2 piexl = resolution * width; // 描边厚度
|
|
91
|
+
|
|
92
|
+
vec4 stroke(){
|
|
93
|
+
vec4 blurColor = vec4(0.0);
|
|
94
|
+
vec4 Color = vec4(0.0);
|
|
95
|
+
int vSum = 0; // 周围像素点中和 visibleColor 相似的数量
|
|
96
|
+
for (int i = 0; i < 24; i++ ) {
|
|
97
|
+
Color = texture2D(tDiffuse, vUv + (offset[i] * piexl));
|
|
98
|
+
if (Color.a > 0.0) {
|
|
99
|
+
blurColor += Color;
|
|
100
|
+
}
|
|
101
|
+
}
|
|
102
|
+
if (blurColor.a < 0.001) {
|
|
103
|
+
return vec4(0.0);
|
|
104
|
+
} else {
|
|
105
|
+
return vec4(color, opacity);
|
|
106
|
+
}
|
|
107
|
+
}
|
|
108
|
+
void main() {
|
|
109
|
+
vec4 Color = texture2D(tDiffuse, vUv);
|
|
110
|
+
if (Color.a > 0.0 || width == 0.0) {
|
|
111
|
+
gl_FragColor = Color;
|
|
112
|
+
} else {
|
|
113
|
+
gl_FragColor = stroke();
|
|
114
|
+
}
|
|
115
|
+
}`,
|
|
116
|
+
blending: NoBlending, // 渲染时不与背景融合计算 直接替换
|
|
117
|
+
depthTest: false,
|
|
118
|
+
depthWrite: false,
|
|
119
|
+
transparent: true
|
|
120
|
+
});
|
|
121
|
+
|
|
122
|
+
// 过滤着色器
|
|
123
|
+
const filterSelectShader = new RawShaderMaterial({
|
|
124
|
+
uniforms: {
|
|
125
|
+
selectTexture: { value: null },
|
|
126
|
+
blurTexture: { value: null }
|
|
127
|
+
},
|
|
128
|
+
vertexShader: `
|
|
129
|
+
attribute vec3 position;
|
|
130
|
+
attribute vec2 uv;
|
|
131
|
+
varying vec2 vUv;
|
|
132
|
+
void main() {
|
|
133
|
+
vUv = uv;
|
|
134
|
+
gl_Position = vec4(position, 1.0);
|
|
135
|
+
}
|
|
136
|
+
`,
|
|
137
|
+
fragmentShader: `
|
|
138
|
+
#ifdef GL_ES
|
|
139
|
+
precision highp float;
|
|
140
|
+
#endif
|
|
141
|
+
uniform sampler2D selectTexture;
|
|
142
|
+
uniform sampler2D blurTexture;
|
|
143
|
+
varying vec2 vUv;
|
|
144
|
+
|
|
145
|
+
void main() {
|
|
146
|
+
gl_FragColor = texture2D(blurTexture, vUv);
|
|
147
|
+
gl_FragColor.a -= (texture2D(selectTexture, vUv).a);
|
|
148
|
+
}
|
|
149
|
+
`,
|
|
150
|
+
blending: NoBlending, // 渲染时不与背景融合计算 直接替换
|
|
151
|
+
depthTest: false,
|
|
152
|
+
depthWrite: false,
|
|
153
|
+
transparent: true
|
|
154
|
+
});
|
|
155
|
+
|
|
156
|
+
// 场景对象
|
|
157
|
+
const scene = new Scene();
|
|
158
|
+
|
|
159
|
+
// 对象描边
|
|
160
|
+
export default function stroke_pass(renderer: WebGLRenderer, camera: Camera, object3d: Object3D) {
|
|
161
|
+
|
|
162
|
+
const { stroke_enable = false, stroke_color = "#04fa12", stroke_width = 1 } = object3d.userData;
|
|
163
|
+
if (!stroke_enable) {
|
|
164
|
+
return;
|
|
165
|
+
}
|
|
166
|
+
|
|
167
|
+
// 保存原帧缓冲区
|
|
168
|
+
const originRenderTarget = renderer.getRenderTarget();
|
|
169
|
+
|
|
170
|
+
// 设置选中目标的帧缓冲区
|
|
171
|
+
renderer.getSize(size);
|
|
172
|
+
selectTextureTarget.setSize(size.x, size.y);
|
|
173
|
+
blur1TextureTarget.setSize(size.x, size.y);
|
|
174
|
+
blur2TextureTarget.setSize(size.x, size.y);
|
|
175
|
+
renderer.setRenderTarget(selectTextureTarget);
|
|
176
|
+
scene.children = [object3d];
|
|
177
|
+
renderer.clear();
|
|
178
|
+
renderer.render(object3d, camera);
|
|
179
|
+
|
|
180
|
+
// 设置描边着色器的分辨率
|
|
181
|
+
blurShader.uniforms.resolution.value.set(1 / size.x, 1 / size.y);
|
|
182
|
+
//描边颜色
|
|
183
|
+
blurShader.uniforms.color.value.set(stroke_color);
|
|
184
|
+
blurShader.uniforms.width.value = stroke_width / 4;
|
|
185
|
+
|
|
186
|
+
//一次描边
|
|
187
|
+
renderer.setRenderTarget(blur1TextureTarget);
|
|
188
|
+
blurShader.uniforms.tDiffuse.value = selectTextureTarget.texture;
|
|
189
|
+
fsQuad.render(renderer, blurShader);
|
|
190
|
+
|
|
191
|
+
//二次描边
|
|
192
|
+
renderer.setRenderTarget(blur2TextureTarget);
|
|
193
|
+
blurShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
194
|
+
fsQuad.render(renderer, blurShader);
|
|
195
|
+
|
|
196
|
+
//三次描边
|
|
197
|
+
renderer.setRenderTarget(blur1TextureTarget);
|
|
198
|
+
blurShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
199
|
+
fsQuad.render(renderer, blurShader);
|
|
200
|
+
|
|
201
|
+
//四次描边
|
|
202
|
+
renderer.setRenderTarget(blur2TextureTarget);
|
|
203
|
+
blurShader.uniforms.tDiffuse.value = blur1TextureTarget.texture;
|
|
204
|
+
fsQuad.render(renderer, blurShader);
|
|
205
|
+
|
|
206
|
+
// 还原帧缓冲区 减去原始纹理保留描边
|
|
207
|
+
renderer.setRenderTarget(originRenderTarget);
|
|
208
|
+
filterSelectShader.uniforms.selectTexture.value = selectTextureTarget.texture;
|
|
209
|
+
filterSelectShader.uniforms.blurTexture.value = blur2TextureTarget.texture;
|
|
210
|
+
filterSelectShader.blending = NormalBlending; // 与有的纹理融合计算 保留前面通道传递下来的纹理
|
|
211
|
+
fsQuad.render(renderer, filterSelectShader);
|
|
212
|
+
|
|
213
|
+
|
|
214
|
+
// 调试代码
|
|
215
|
+
// renderer.setRenderTarget(null);
|
|
216
|
+
// renderer.clearDepth();
|
|
217
|
+
// copyShader.uniforms.tDiffuse.value = blur2TextureTarget.texture;
|
|
218
|
+
// fsQuad.render(renderer, copyShader);
|
|
219
|
+
// return;
|
|
220
|
+
}
|