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- import { VertexBuffer } from "../Buffers/buffer.js";
- import { Mesh } from "../Meshes/mesh.js";
- import { Scene } from "../scene.js";
- import { SceneComponentConstants } from "../sceneComponent.js";
- import { DrawWrapper } from "../Materials/drawWrapper.js";
- import "../Shaders/outline.fragment.js";
- import "../Shaders/outline.vertex.js";
- import { addClipPlaneUniforms, bindClipPlane, prepareStringDefinesForClipPlanes } from "../Materials/clipPlaneMaterialHelper.js";
- import { BindMorphTargetParameters, PrepareAttributesForMorphTargetsInfluencers, PushAttributesForInstances } from "../Materials/materialHelper.functions.js";
- /**
- * Gets the outline renderer associated with the scene
- * @returns a OutlineRenderer
- */
- Scene.prototype.getOutlineRenderer = function () {
- if (!this._outlineRenderer) {
- this._outlineRenderer = new OutlineRenderer(this);
- }
- return this._outlineRenderer;
- };
- Object.defineProperty(Mesh.prototype, "renderOutline", {
- get: function () {
- return this._renderOutline;
- },
- set: function (value) {
- if (value) {
- // Lazy Load the component.
- this.getScene().getOutlineRenderer();
- }
- this._renderOutline = value;
- },
- enumerable: true,
- configurable: true,
- });
- Object.defineProperty(Mesh.prototype, "renderOverlay", {
- get: function () {
- return this._renderOverlay;
- },
- set: function (value) {
- if (value) {
- // Lazy Load the component.
- this.getScene().getOutlineRenderer();
- }
- this._renderOverlay = value;
- },
- enumerable: true,
- configurable: true,
- });
- /**
- * This class is responsible to draw the outline/overlay of meshes.
- * It should not be used directly but through the available method on mesh.
- */
- export class OutlineRenderer {
- /**
- * Instantiates a new outline renderer. (There could be only one per scene).
- * @param scene Defines the scene it belongs to
- */
- constructor(scene) {
- /**
- * The name of the component. Each component must have a unique name.
- */
- this.name = SceneComponentConstants.NAME_OUTLINERENDERER;
- /**
- * Defines a zOffset default Factor to prevent zFighting between the overlay and the mesh.
- */
- this.zOffset = 1;
- /**
- * Defines a zOffset default Unit to prevent zFighting between the overlay and the mesh.
- */
- this.zOffsetUnits = 4; // 4 to account for projection a bit by default
- this.scene = scene;
- this._engine = scene.getEngine();
- this.scene._addComponent(this);
- this._passIdForDrawWrapper = [];
- for (let i = 0; i < 4; ++i) {
- this._passIdForDrawWrapper[i] = this._engine.createRenderPassId(`Outline Renderer (${i})`);
- }
- }
- /**
- * Register the component to one instance of a scene.
- */
- register() {
- this.scene._beforeRenderingMeshStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
- this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
- }
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild() {
- // Nothing to do here.
- }
- /**
- * Disposes the component and the associated resources.
- */
- dispose() {
- for (let i = 0; i < this._passIdForDrawWrapper.length; ++i) {
- this._engine.releaseRenderPassId(this._passIdForDrawWrapper[i]);
- }
- }
- /**
- * Renders the outline in the canvas.
- * @param subMesh Defines the sumesh to render
- * @param batch Defines the batch of meshes in case of instances
- * @param useOverlay Defines if the rendering is for the overlay or the outline
- * @param renderPassId Render pass id to use to render the mesh
- */
- render(subMesh, batch, useOverlay = false, renderPassId) {
- renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];
- const scene = this.scene;
- const engine = scene.getEngine();
- const hardwareInstancedRendering = engine.getCaps().instancedArrays &&
- ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || subMesh.getRenderingMesh().hasThinInstances);
- if (!this.isReady(subMesh, hardwareInstancedRendering, renderPassId)) {
- return;
- }
- const ownerMesh = subMesh.getMesh();
- const replacementMesh = ownerMesh._internalAbstractMeshDataInfo._actAsRegularMesh ? ownerMesh : null;
- const renderingMesh = subMesh.getRenderingMesh();
- const effectiveMesh = replacementMesh ? replacementMesh : renderingMesh;
- const material = subMesh.getMaterial();
- if (!material || !scene.activeCamera) {
- return;
- }
- const drawWrapper = subMesh._getDrawWrapper(renderPassId);
- const effect = DrawWrapper.GetEffect(drawWrapper);
- engine.enableEffect(drawWrapper);
- // Logarithmic depth
- if (material.useLogarithmicDepth) {
- effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
- }
- effect.setFloat("offset", useOverlay ? 0 : renderingMesh.outlineWidth);
- effect.setColor4("color", useOverlay ? renderingMesh.overlayColor : renderingMesh.outlineColor, useOverlay ? renderingMesh.overlayAlpha : material.alpha);
- effect.setMatrix("viewProjection", scene.getTransformMatrix());
- effect.setMatrix("world", effectiveMesh.getWorldMatrix());
- // Bones
- if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {
- effect.setMatrices("mBones", renderingMesh.skeleton.getTransformMatrices(renderingMesh));
- }
- if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {
- renderingMesh.morphTargetManager._bind(effect);
- }
- // Morph targets
- BindMorphTargetParameters(renderingMesh, effect);
- if (!hardwareInstancedRendering) {
- renderingMesh._bind(subMesh, effect, material.fillMode);
- }
- // Alpha test
- if (material && material.needAlphaTesting()) {
- const alphaTexture = material.getAlphaTestTexture();
- if (alphaTexture) {
- effect.setTexture("diffuseSampler", alphaTexture);
- effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
- }
- }
- // Clip plane
- bindClipPlane(effect, material, scene);
- engine.setZOffset(-this.zOffset);
- engine.setZOffsetUnits(-this.zOffsetUnits);
- renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) => {
- effect.setMatrix("world", world);
- });
- engine.setZOffset(0);
- engine.setZOffsetUnits(0);
- }
- /**
- * Returns whether or not the outline renderer is ready for a given submesh.
- * All the dependencies e.g. submeshes, texture, effect... mus be ready
- * @param subMesh Defines the submesh to check readiness for
- * @param useInstances Defines whether wee are trying to render instances or not
- * @param renderPassId Render pass id to use to render the mesh
- * @returns true if ready otherwise false
- */
- isReady(subMesh, useInstances, renderPassId) {
- renderPassId = renderPassId ?? this._passIdForDrawWrapper[0];
- const defines = [];
- const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];
- const mesh = subMesh.getMesh();
- const material = subMesh.getMaterial();
- if (!material) {
- return false;
- }
- const scene = mesh.getScene();
- // Alpha test
- if (material.needAlphaTesting()) {
- defines.push("#define ALPHATEST");
- if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {
- attribs.push(VertexBuffer.UVKind);
- defines.push("#define UV1");
- }
- if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {
- attribs.push(VertexBuffer.UV2Kind);
- defines.push("#define UV2");
- }
- }
- //Logarithmic depth
- if (material.useLogarithmicDepth) {
- defines.push("#define LOGARITHMICDEPTH");
- }
- // Clip planes
- prepareStringDefinesForClipPlanes(material, scene, defines);
- // Bones
- if (mesh.useBones && mesh.computeBonesUsingShaders) {
- attribs.push(VertexBuffer.MatricesIndicesKind);
- attribs.push(VertexBuffer.MatricesWeightsKind);
- if (mesh.numBoneInfluencers > 4) {
- attribs.push(VertexBuffer.MatricesIndicesExtraKind);
- attribs.push(VertexBuffer.MatricesWeightsExtraKind);
- }
- defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
- defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
- }
- else {
- defines.push("#define NUM_BONE_INFLUENCERS 0");
- }
- // Morph targets
- const morphTargetManager = mesh.morphTargetManager;
- let numMorphInfluencers = 0;
- if (morphTargetManager) {
- numMorphInfluencers = morphTargetManager.numMaxInfluencers || morphTargetManager.numInfluencers;
- if (numMorphInfluencers > 0) {
- defines.push("#define MORPHTARGETS");
- defines.push("#define NUM_MORPH_INFLUENCERS " + numMorphInfluencers);
- if (morphTargetManager.isUsingTextureForTargets) {
- defines.push("#define MORPHTARGETS_TEXTURE");
- }
- PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);
- }
- }
- // Instances
- if (useInstances) {
- defines.push("#define INSTANCES");
- PushAttributesForInstances(attribs);
- if (subMesh.getRenderingMesh().hasThinInstances) {
- defines.push("#define THIN_INSTANCES");
- }
- }
- // Get correct effect
- const drawWrapper = subMesh._getDrawWrapper(renderPassId, true);
- const cachedDefines = drawWrapper.defines;
- const join = defines.join("\n");
- if (cachedDefines !== join) {
- const uniforms = [
- "world",
- "mBones",
- "viewProjection",
- "diffuseMatrix",
- "offset",
- "color",
- "logarithmicDepthConstant",
- "morphTargetInfluences",
- "morphTargetCount",
- "morphTargetTextureInfo",
- "morphTargetTextureIndices",
- ];
- addClipPlaneUniforms(uniforms);
- drawWrapper.setEffect(this.scene.getEngine().createEffect("outline", attribs, uniforms, ["diffuseSampler", "morphTargets"], join, undefined, undefined, undefined, {
- maxSimultaneousMorphTargets: numMorphInfluencers,
- }), join);
- }
- return drawWrapper.effect.isReady();
- }
- _beforeRenderingMesh(mesh, subMesh, batch) {
- // Outline - step 1
- this._savedDepthWrite = this._engine.getDepthWrite();
- if (mesh.renderOutline) {
- const material = subMesh.getMaterial();
- if (material && material.needAlphaBlendingForMesh(mesh)) {
- this._engine.cacheStencilState();
- // Draw only to stencil buffer for the original mesh
- // The resulting stencil buffer will be used so the outline is not visible inside the mesh when the mesh is transparent
- this._engine.setDepthWrite(false);
- this._engine.setColorWrite(false);
- this._engine.setStencilBuffer(true);
- this._engine.setStencilOperationPass(7681);
- this._engine.setStencilFunction(519);
- this._engine.setStencilMask(OutlineRenderer._StencilReference);
- this._engine.setStencilFunctionReference(OutlineRenderer._StencilReference);
- this._engine.stencilStateComposer.useStencilGlobalOnly = true;
- this.render(subMesh, batch, /* This sets offset to 0 */ true, this._passIdForDrawWrapper[1]);
- this._engine.setColorWrite(true);
- this._engine.setStencilFunction(517);
- }
- // Draw the outline using the above stencil if needed to avoid drawing within the mesh
- this._engine.setDepthWrite(false);
- this.render(subMesh, batch, false, this._passIdForDrawWrapper[0]);
- this._engine.setDepthWrite(this._savedDepthWrite);
- if (material && material.needAlphaBlendingForMesh(mesh)) {
- this._engine.stencilStateComposer.useStencilGlobalOnly = false;
- this._engine.restoreStencilState();
- }
- }
- }
- _afterRenderingMesh(mesh, subMesh, batch) {
- // Overlay
- if (mesh.renderOverlay) {
- const currentMode = this._engine.getAlphaMode();
- const alphaBlendState = this._engine.alphaState.alphaBlend;
- this._engine.setAlphaMode(2);
- this.render(subMesh, batch, true, this._passIdForDrawWrapper[3]);
- this._engine.setAlphaMode(currentMode);
- this._engine.setDepthWrite(this._savedDepthWrite);
- this._engine.alphaState.alphaBlend = alphaBlendState;
- }
- // Outline - step 2
- if (mesh.renderOutline && this._savedDepthWrite) {
- this._engine.setDepthWrite(true);
- this._engine.setColorWrite(false);
- this.render(subMesh, batch, false, this._passIdForDrawWrapper[2]);
- this._engine.setColorWrite(true);
- }
- }
- }
- /**
- * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
- */
- OutlineRenderer._StencilReference = 0x04;
- //# sourceMappingURL=outlineRenderer.js.map
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