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+/**
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+ * @author spidersharma / http://eduperiment.com/
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+ */
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+import * as THREE from "../../../libs/three.js/build/three.module.js";
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+import {Pass, ShaderPass} from './ShaderPass'
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+import CopyShader from './CopyShader'
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+
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+
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+let OutlinePass = function ( selectedObjects ) {
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+
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+ /* scene = scene;
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+ camera = camera; */
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+ this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
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+ this.visibleEdgeColor = new THREE.Color( 1, 1, 1 );
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+ this.hiddenEdgeColor = new THREE.Color( 0.1, 0.04, 0.02 );
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+ this.edgeGlow = 0.0;
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+ this.usePatternTexture = false;
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+ //this.edgeThickness = 1.0;
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+ this.edgeStrength = 50;
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+ this.downSampleRatio = 1//2; // 抗锯齿 值越低renderTarget size越大,抗锯齿越强,线条可越细(或许可以把模糊化去掉?)
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+ this.pulsePeriod = 0;
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+
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+ Pass.call( this );
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+
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+ this.resolution = new THREE.Vector2( 256, 256 );
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+
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+ var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
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+
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+ var resx = Math.round( this.resolution.x / this.downSampleRatio );
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+ var resy = Math.round( this.resolution.y / this.downSampleRatio );
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+
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+ //this.maskBufferMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff } );
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+ //this.maskBufferMaterial.side = THREE.DoubleSide;
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+ this.renderTargetMaskBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
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+ this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask";
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+ this.renderTargetMaskBuffer.texture.generateMipmaps = false;
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+
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+ this.depthMaterial = new THREE.MeshDepthMaterial();
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+ this.depthMaterial.side = THREE.DoubleSide;
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+ this.depthMaterial.depthPacking = THREE.RGBADepthPacking;
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+ this.depthMaterial.blending = THREE.NoBlending;
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+
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+ this.prepareMaskMaterial = this.getPrepareMaskMaterial();
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+ this.prepareMaskMaterial.side = THREE.DoubleSide;
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+ //this.replaceDepthToViewZ( viewer.mainViewport.camera /* camera */ );
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+
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+ this.renderTargetDepthBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
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+ this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth";
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+ this.renderTargetDepthBuffer.texture.generateMipmaps = false;
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+
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+ /* this.renderTargetMaskDownSampleBuffer = new THREE.WebGLRenderTarget( resx, resy, pars );
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+ this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample";
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+ this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
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+
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+ this.renderTargetBlurBuffer1 = new THREE.WebGLRenderTarget( resx, resy, pars );
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+ this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1";
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+ this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
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+ this.renderTargetBlurBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
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+ this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2";
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+ this.renderTargetBlurBuffer2.texture.generateMipmaps = false; */
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+
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+ this.edgeDetectionMaterial = this.getEdgeDetectionMaterial(this.edgeStrength);
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+
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+
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+ this.renderTargetEdgeBuffer1 = new THREE.WebGLRenderTarget( resx, resy, pars );
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+ this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1";
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+ this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
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+ /* this.renderTargetEdgeBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
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+ this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2";
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+ this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
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+
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+ var MAX_EDGE_THICKNESS = 4;
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+ var MAX_EDGE_GLOW = 4;
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+
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+ this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
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+ this.separableBlurMaterial1.uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy );
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+ this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = 1;
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+ this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
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+ this.separableBlurMaterial2.uniforms[ "texSize" ].value = new THREE.Vector2( Math.round( resx / 2 ), Math.round( resy / 2 ) );
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+ this.separableBlurMaterial2.uniforms[ "kernelRadius" ].value = MAX_EDGE_GLOW;
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+ */
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+ // Overlay material
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+ this.overlayMaterial = this.getOverlayMaterial();
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+
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+ // copy material
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+ this.copyUniforms = THREE.UniformsUtils.clone( CopyShader.uniforms );
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+ this.copyUniforms[ "opacity" ].value = 1.0;
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+
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+ this.materialCopy = new THREE.ShaderMaterial( {
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+ uniforms: this.copyUniforms,
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+ vertexShader: CopyShader.vertexShader,
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+ fragmentShader: CopyShader.fragmentShader,
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+ blending: THREE.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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+
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+
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+
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+
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+
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+
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+
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+
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+
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+ this.enabled = true;
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+ this.needsSwap = false;
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+
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+ this.oldClearColor = new THREE.Color();
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+ this.oldClearAlpha = 1;
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+
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+ this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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+ this.scene = new THREE.Scene();
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+
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+ this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
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+ this.quad.frustumCulled = false; // Avoid getting clipped
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+ this.scene.add( this.quad );
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+
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+ /* this.tempPulseColor1 = new THREE.Color();
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+ this.tempPulseColor2 = new THREE.Color(); */
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+ this.textureMatrix = new THREE.Matrix4();
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+
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+
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+
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+};
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+
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+OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), {
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+
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+ constructor: OutlinePass,
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+
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+ dispose: function () {
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+
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+ this.renderTargetMaskBuffer.dispose();
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+ this.renderTargetEdgeBuffer1.dispose();
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+ this.renderTargetDepthBuffer.dispose();
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+ },
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+
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+ replaceDepthToViewZ( camera ) {
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+ var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
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+ if(type == this.lastCameraType )return
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+ this.lastCameraType = type
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+ this.prepareMaskMaterial.fragmentShader = this.prepareMaskMaterial.fragmentShader.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
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+ this.prepareMaskMaterial.needsUpdate = true
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+
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+ },
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+ setSize: function ( width, height ) {
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+
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+ this.renderTargetEdgeBuffer1.setSize( width, height );
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+ this.renderTargetMaskBuffer.setSize( width, height );
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+ this.resolution.set(width,height)
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+
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+ },
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+
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+ changeVisibilityOfSelectedObjects: function ( bVisible ) {
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+
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+ function gatherSelectedMeshesCallBack( object ) {
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+
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+ /* if ( object.isMesh ) { */
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+ if ( object.isPointcloud || object.isMesh || object.isLine || object.isSprite ) {
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+ /* if ( bVisible ) {
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+
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+ object.visible = object.userData.oldVisible;
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+ delete object.userData.oldVisible;
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+
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+ } else {
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+
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+ object.userData.oldVisible = object.visible;
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+ object.visible = bVisible;
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+
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+ } */
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+ viewer.updateVisible(object, 'overlinePass', bVisible)
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+ }
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+
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+ }
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+
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+ for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
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+
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+ var selectedObject = this.selectedObjects[ i ];
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+ selectedObject.traverse( gatherSelectedMeshesCallBack );
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+
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+ }
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+
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+ },
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+
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+ changeVisibilityOfNonSelectedObjects: function ( bVisible , scenes) {
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+
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+ var selectedMeshes = [];
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+
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+ function gatherSelectedMeshesCallBack( object ) {
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+
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+ //if ( object.isMesh ) selectedMeshes.push( object );
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+ if ( object.isPointcloud || object.isMesh || object.isLine || object.isSprite ) {
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+ selectedMeshes.push( object );
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+ }
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+
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+
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+ }
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+
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+ for ( var i = 0; i < this.selectedObjects.length; i ++ ) {
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+
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+ var selectedObject = this.selectedObjects[ i ];
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+ selectedObject.traverse( gatherSelectedMeshesCallBack );
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+
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+ }
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+
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+ function VisibilityChangeCallBack( object ) {
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+
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+ if ( object.isPointcloud || object.isMesh || object.isLine || object.isSprite ) {
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+
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+ var bFound = false;
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+
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+ for ( var i = 0; i < selectedMeshes.length; i ++ ) {
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+
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+ var selectedObjectId = selectedMeshes[ i ].id;
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+
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+ if ( selectedObjectId === object.id ) {
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+
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+ bFound = true;
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+ break;
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+
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+ }
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+
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+ }
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+
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+ if ( ! bFound ) {
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+
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+ var visibility = object.visible;
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+ viewer.updateVisible(object, 'overlinePass', bVisible) //add
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+
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+ //但保不齐在设置为false后,渲染时又true了,所以在其他地方update时设置visible 得用updateVisible
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+
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+
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+ if(!bVisible){
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+ object.visible = false
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+ }else{
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+ object.visible = !!object.bVisible
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+ }
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+
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+
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+ object.bVisible = visibility;
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+
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+
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+ //这两种updateVisible 和 visible 设置都不能去掉, 第一块是为了防止有的visible不是通过updateVisible设置的; 第二块是为了防止渲染时updateVisible又修改了visible为true, 另外渲染时
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+
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+ return {stopContinue:true} //for pointcloud
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ scenes.forEach(scene=>scene.traverse( VisibilityChangeCallBack ))
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+
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+
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+ },
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+
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+ updateTextureMatrix: function (camera) {
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+
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+ this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
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+ 0.0, 0.5, 0.0, 0.5,
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+ 0.0, 0.0, 0.5, 0.5,
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+ 0.0, 0.0, 0.0, 1.0 );
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+ this.textureMatrix.multiply( camera.projectionMatrix );
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+ this.textureMatrix.multiply( camera.matrixWorldInverse );
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+
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+ },
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+
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+ render: function (scenes, camera, viewports, renderer, writeBuffer, readBuffer, maskActive, renderFun ) {
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+ if(!(scenes instanceof Array))scenes = [scenes]
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+
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+
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+
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+ if ( this.selectedObjects.length > 0 && this.edgeStrength > 0) {
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+
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+ let render2 = (target, dontRenderRtEDL=true)=>{
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+ if(renderFun){
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+ renderFun({target , dontRenderRtEDL})
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+ }else{
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+ renderer.setRenderTarget(target)
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+ renderer.clear()
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+ scenes.forEach(scene=>renderer.render( scene, camera))
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+ }
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+ }
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+ viewports.forEach(e=>{
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+ e.oldBeforeRender = e.beforeRender
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+ e.beforeRender = ()=>{
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+ e.oldBeforeRender && e.oldBeforeRender()
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+ this.replaceDepthToViewZ( e.camera );
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+ }
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+ })
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+
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+
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+ this.oldClearColor.copy( renderer.getClearColor(new THREE.Color) );
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+ this.oldClearAlpha = renderer.getClearAlpha();
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+ let oldAutoClear = renderer.autoClear;
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+ let oldTarget = renderer.getRenderTarget();
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+ renderer.autoClear = false;
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+
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+ if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
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+
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+ renderer.setClearColor( 0xffffff, 1 );
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+
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+ // Make selected objects invisible
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+ this.changeVisibilityOfSelectedObjects( false );
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+
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+ scenes.forEach(scene=>{
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+ scene.currentBackground = scene.background;
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+ scene.background = null;
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+ // 1. Draw Non Selected objects in the depth buffer
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+ scene.overrideMaterial = this.depthMaterial;
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+ })
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+
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+
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+
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+ render2(this.renderTargetDepthBuffer)
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+ //renderer.setRenderTarget(this.renderTargetDepthBuffer)
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+ //renderer.clear()
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+ //renderer.render( scene, camera/* , this.renderTargetDepthBuffer, true */);
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+
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+ // Make selected objects visible
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+ this.changeVisibilityOfSelectedObjects( true );
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+
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+
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+ viewports.forEach(e=>{
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+ e.beforeRender = ()=>{
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+ e.oldBeforeRender && e.oldBeforeRender()
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+ // Update Texture Matrix for Depth compare
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+ this.updateTextureMatrix(e.camera);
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+ this.prepareMaskMaterial.uniforms[ "cameraNearFar" ].value = new THREE.Vector2( e.camera.near, e.camera.far );
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+ }
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+ })
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+
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+
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+
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+
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+ // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
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+ this.changeVisibilityOfNonSelectedObjects( false , scenes);
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+
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+
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+ scenes.forEach(scene=>{
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+ scene.overrideMaterial = this.prepareMaskMaterial;
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+ })
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+
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+
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+ this.prepareMaskMaterial.uniforms[ "depthTexture" ].value = this.renderTargetDepthBuffer.texture;
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+ this.prepareMaskMaterial.uniforms[ "textureMatrix" ].value = this.textureMatrix;
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+
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+ //renderer.setRenderTarget(this.renderTargetMaskBuffer)
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+ //renderer.clear()
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+ //renderer.render( scene, camera/* , this.renderTargetMaskBuffer, true */ );
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+
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+ viewer.scene.pointclouds.forEach(e=>{ //先将点云透明度变为1,因为点云透明度莫名其妙会影响其r值
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+ e.material._oldOpa = e.material.opacity
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+ e.material.opacity = 1
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+ })
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+
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+ render2(this.renderTargetMaskBuffer)
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+
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+ viewer.scene.pointclouds.forEach(e=>{//恢复
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+ e.material.opacity = e.material._oldOpa
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+ delete e.material._oldOpa
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+ })
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+
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+ viewports.forEach((e)=>{e.beforeRender = e.oldBeforeRender})
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+
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+ this.changeVisibilityOfNonSelectedObjects( true , scenes);
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+
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+
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+ scenes.forEach(scene=>{
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+ scene.overrideMaterial = null;
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+ scene.background = scene.currentBackground
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+ })
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+
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+
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+
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+
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+ // 3. Apply Edge Detection Pass
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+ this.quad.material = this.edgeDetectionMaterial;
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+ this.edgeDetectionMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskBuffer.texture;//this.renderTargetMaskDownSampleBuffer.texture;
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+ this.edgeDetectionMaterial.uniforms[ "texSize" ].value = new THREE.Vector2(this.resolution.x, this.resolution.y )//new THREE.Vector2( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
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+ //this.edgeDetectionMaterial.uniforms[ "texSize" ].value = new THREE.Vector2(this.renderTargetMaskBuffer.width, this.renderTargetMaskBuffer.height)//new THREE.Vector2( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
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+ this.edgeDetectionMaterial.uniforms[ "edgeStrength" ].value = this.edgeStrength;
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+
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+ this.edgeDetectionMaterial.uniforms[ "visibleEdgeColor" ].value = this.visibleEdgeColor//this.tempPulseColor1;
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+ this.edgeDetectionMaterial.uniforms[ "hiddenEdgeColor" ].value = this.hiddenEdgeColor //this.tempPulseColor2;
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+
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+
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+
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+ let buffer = readBuffer
|
|
|
+ if ( this.renderToScreen ) {
|
|
|
+ this.quad.material.transparent = true
|
|
|
+
|
|
|
+ buffer = null
|
|
|
+ renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
|
|
|
+ render2(null,false)
|
|
|
+
|
|
|
+ //绘制到全屏
|
|
|
+ let renderSize = renderer.getSize(new THREE.Vector2()); //是client大小
|
|
|
+ renderer.setViewport(0, 0, renderSize.x, renderSize.y) //规定视口,影响图形变换(画布的使用范围)
|
|
|
+ renderer.setScissorTest( false );
|
|
|
+
|
|
|
+ }else{
|
|
|
+ renderer.setClearColor( 0x000000, 0 );
|
|
|
+ renderer.clear()
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ renderer.setRenderTarget(buffer/* this.renderTargetEdgeBuffer1 */)
|
|
|
+
|
|
|
+ renderer.render( this.scene, this.camera/* , this.renderTargetEdgeBuffer1, true */);
|
|
|
+
|
|
|
+
|
|
|
+ //这次删掉
|
|
|
+ /* // Blend it additively over the input texture
|
|
|
+ this.quad.material = this.overlayMaterial;
|
|
|
+ //this.overlayMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskBuffer.texture;
|
|
|
+ this.overlayMaterial.uniforms[ "edgeTexture1" ].value = this.renderTargetEdgeBuffer1.texture;
|
|
|
+ //this.overlayMaterial.uniforms[ "edgeTexture2" ].value = this.renderTargetEdgeBuffer2.texture;
|
|
|
+ //this.overlayMaterial.uniforms[ "patternTexture" ].value = this.patternTexture;
|
|
|
+ this.overlayMaterial.uniforms[ "edgeStrength" ].value = this.edgeStrength;
|
|
|
+ //this.overlayMaterial.uniforms[ "edgeGlow" ].value = this.edgeGlow;
|
|
|
+ //this.overlayMaterial.uniforms[ "usePatternTexture" ].value = this.usePatternTexture;
|
|
|
+
|
|
|
+
|
|
|
+ if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
|
|
|
+ //renderer.render( this.scene, camera, readBuffer, false );
|
|
|
+
|
|
|
+ //改:清空readBuffer, 仅绘制出outline的部分
|
|
|
+
|
|
|
+ renderer.setClearColor( 0x000000, 0 );
|
|
|
+ renderer.setRenderTarget(readBuffer)
|
|
|
+ renderer.clear()
|
|
|
+ renderer.render( this.scene, this.camera );
|
|
|
+ */
|
|
|
+ renderer.setRenderTarget(oldTarget)
|
|
|
+ renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
|
|
|
+ renderer.autoClear = oldAutoClear;
|
|
|
+ return true
|
|
|
+ }
|
|
|
+
|
|
|
+ /* if ( this.renderToScreen ) {
|
|
|
+
|
|
|
+ this.quad.material = this.materialCopy;
|
|
|
+ this.copyUniforms[ "tDiffuse" ].value = readBuffer.texture;
|
|
|
+ renderer.render( this.scene , this.camera );
|
|
|
+
|
|
|
+ } */
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getPrepareMaskMaterial: function () {
|
|
|
+
|
|
|
+ return new THREE.ShaderMaterial( {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+ "depthTexture": { value: null },
|
|
|
+ "cameraNearFar": { value: new THREE.Vector2( 0.5, 0.5 ) },
|
|
|
+ "textureMatrix": { value: new THREE.Matrix4() }
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+ 'varying vec4 projTexCoord;',
|
|
|
+ 'varying vec4 vPosition;',
|
|
|
+ 'uniform mat4 textureMatrix;',
|
|
|
+
|
|
|
+ 'void main() {',
|
|
|
+
|
|
|
+ ' vPosition = modelViewMatrix * vec4( position, 1.0 );',
|
|
|
+ ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
|
|
|
+ ' projTexCoord = textureMatrix * worldPosition;',
|
|
|
+ ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
|
|
|
+
|
|
|
+ '}'
|
|
|
+ ].join( '\n' ),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+ '#include <packing>',
|
|
|
+ 'varying vec4 vPosition;',
|
|
|
+ 'varying vec4 projTexCoord;',
|
|
|
+ 'uniform sampler2D depthTexture;',
|
|
|
+ 'uniform vec2 cameraNearFar;',
|
|
|
+
|
|
|
+ 'void main() {',
|
|
|
+
|
|
|
+ ' float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));',
|
|
|
+ ' float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );',
|
|
|
+ ' float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;',
|
|
|
+ ' gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);',
|
|
|
+
|
|
|
+ '}'
|
|
|
+ ].join( '\n' )
|
|
|
+ //scene.overrideMaterial
|
|
|
+ //为什么画出来红色通道不为0,且depthTest似乎会改变红色通道的值
|
|
|
+ } );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getEdgeDetectionMaterial: function (edgeStrength) {
|
|
|
+
|
|
|
+ return new THREE.ShaderMaterial( {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+ "edgeStrength": { value: edgeStrength },
|
|
|
+ "maskTexture": { value: null },
|
|
|
+ "texSize": { value: new THREE.Vector2( 10, 10 ) },
|
|
|
+ "visibleEdgeColor": { value: new THREE.Vector3( 1.0, 1.0, 1.0 ) },
|
|
|
+ "hiddenEdgeColor": { value: new THREE.Vector3( 1.0, 1.0, 1.0 ) },
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader:
|
|
|
+ "varying vec2 vUv;\n\
|
|
|
+ void main() {\n\
|
|
|
+ vUv = uv;\n\
|
|
|
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
|
|
+ }",
|
|
|
+
|
|
|
+ /* fragmentShader:
|
|
|
+ "varying vec2 vUv;\
|
|
|
+ uniform sampler2D maskTexture;\
|
|
|
+ uniform vec2 texSize;\
|
|
|
+ uniform vec3 visibleEdgeColor;\
|
|
|
+ uniform vec3 hiddenEdgeColor;\
|
|
|
+ \
|
|
|
+ void main() {\n\
|
|
|
+ vec2 invSize = 1.0 / texSize;\
|
|
|
+ vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\
|
|
|
+ vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\
|
|
|
+ vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\
|
|
|
+ vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\
|
|
|
+ vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\
|
|
|
+ float diff1 = (c1.r - c2.r)*0.5;\
|
|
|
+ float diff2 = (c3.r - c4.r)*0.5;\
|
|
|
+ float d = length( vec2(diff1, diff2) );\
|
|
|
+ float a1 = min(c1.g, c2.g);\
|
|
|
+ float a2 = min(c3.g, c4.g);\
|
|
|
+ float visibilityFactor = min(a1, a2);\
|
|
|
+ vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\
|
|
|
+ gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\
|
|
|
+ }" */
|
|
|
+ fragmentShader:
|
|
|
+ `varying vec2 vUv;
|
|
|
+ uniform sampler2D maskTexture;
|
|
|
+ uniform float edgeStrength;
|
|
|
+ uniform vec2 texSize;
|
|
|
+ uniform vec3 visibleEdgeColor;
|
|
|
+ uniform vec3 hiddenEdgeColor;
|
|
|
+
|
|
|
+ void main() {
|
|
|
+ const float thickness = 1.0;
|
|
|
+ vec2 invSize = thickness / texSize;
|
|
|
+ vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);
|
|
|
+ vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);
|
|
|
+ vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);
|
|
|
+ vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);
|
|
|
+ vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);
|
|
|
+ float diff1 = (c1.r - c2.r)*0.5; //检测边缘,
|
|
|
+ float diff2 = (c3.r - c4.r)*0.5;
|
|
|
+ float d = length( vec2(diff1, diff2) ) * edgeStrength;
|
|
|
+ float a1 = min(c1.g, c2.g);
|
|
|
+ float a2 = min(c3.g, c4.g);
|
|
|
+ float visibilityFactor = min(a1, a2);
|
|
|
+ vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;
|
|
|
+ //gl_FragColor = vec4(0.0,1.0,0.0,1.0);
|
|
|
+ gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);
|
|
|
+ }`
|
|
|
+ } );
|
|
|
+ //为什么vec4(0.0,1.0,1.0,1.0); 显示出来的是rgb(109,255,255) ? 几乎只有绿色通道会影响红色通道
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getSeperableBlurMaterial: function ( maxRadius ) {
|
|
|
+
|
|
|
+ return new THREE.ShaderMaterial( {
|
|
|
+
|
|
|
+ defines: {
|
|
|
+ "MAX_RADIUS": maxRadius,
|
|
|
+ },
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+ "colorTexture": { value: null },
|
|
|
+ "texSize": { value: new THREE.Vector2( 0.5, 0.5 ) },
|
|
|
+ "direction": { value: new THREE.Vector2( 0.5, 0.5 ) },
|
|
|
+ "kernelRadius": { value: 1.0 }
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader:
|
|
|
+ "varying vec2 vUv;\n\
|
|
|
+ void main() {\n\
|
|
|
+ vUv = uv;\n\
|
|
|
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
|
|
+ }",
|
|
|
+
|
|
|
+ fragmentShader:
|
|
|
+ "#include <common>\
|
|
|
+ varying vec2 vUv;\
|
|
|
+ uniform sampler2D colorTexture;\
|
|
|
+ uniform vec2 texSize;\
|
|
|
+ uniform vec2 direction;\
|
|
|
+ uniform float kernelRadius;\
|
|
|
+ \
|
|
|
+ float gaussianPdf(in float x, in float sigma) {\
|
|
|
+ return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
|
|
|
+ }\
|
|
|
+ void main() {\
|
|
|
+ vec2 invSize = 1.0 / texSize;\
|
|
|
+ float weightSum = gaussianPdf(0.0, kernelRadius);\
|
|
|
+ vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\
|
|
|
+ vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\
|
|
|
+ vec2 uvOffset = delta;\
|
|
|
+ for( int i = 1; i <= MAX_RADIUS; i ++ ) {\
|
|
|
+ float w = gaussianPdf(uvOffset.x, kernelRadius);\
|
|
|
+ vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
|
|
|
+ vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
|
|
|
+ diffuseSum += ((sample1 + sample2) * w);\
|
|
|
+ weightSum += (2.0 * w);\
|
|
|
+ uvOffset += delta;\
|
|
|
+ }\
|
|
|
+ gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\
|
|
|
+ }"
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getOverlayMaterial: function () {
|
|
|
+
|
|
|
+ return new THREE.ShaderMaterial( {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+ "maskTexture": { value: null },
|
|
|
+ "edgeTexture1": { value: null },
|
|
|
+ "edgeTexture2": { value: null },
|
|
|
+ "patternTexture": { value: null },
|
|
|
+ "edgeStrength": { value: 1.0 },
|
|
|
+ "edgeGlow": { value: 1.0 },
|
|
|
+ "usePatternTexture": { value: 0.0 }
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader:
|
|
|
+ "varying vec2 vUv;\n\
|
|
|
+ void main() {\n\
|
|
|
+ vUv = uv;\n\
|
|
|
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
|
|
+ }",
|
|
|
+
|
|
|
+ /* fragmentShader:
|
|
|
+ "varying vec2 vUv;\
|
|
|
+ uniform sampler2D maskTexture;\
|
|
|
+ uniform sampler2D edgeTexture1;\
|
|
|
+ uniform sampler2D edgeTexture2;\
|
|
|
+ uniform sampler2D patternTexture;\
|
|
|
+ uniform float edgeStrength;\
|
|
|
+ uniform float edgeGlow;\
|
|
|
+ uniform bool usePatternTexture;\
|
|
|
+ \
|
|
|
+ void main() {\
|
|
|
+ vec4 edgeValue1 = texture2D(edgeTexture1, vUv);\
|
|
|
+ vec4 edgeValue2 = texture2D(edgeTexture2, vUv);\
|
|
|
+ vec4 maskColor = texture2D(maskTexture, vUv);\
|
|
|
+ vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\
|
|
|
+ float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\
|
|
|
+ vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\
|
|
|
+ vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\ // 删除 * maskColor.r 也就是去掉遮罩,使模型部分也有outline
|
|
|
+ if(usePatternTexture)\
|
|
|
+ finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\
|
|
|
+ gl_FragColor = finalColor;\
|
|
|
+ }", */
|
|
|
+ fragmentShader:
|
|
|
+ `varying vec2 vUv;
|
|
|
+ uniform sampler2D edgeTexture1;
|
|
|
+ uniform float edgeStrength;
|
|
|
+
|
|
|
+ void main() {
|
|
|
+ gl_FragColor = edgeStrength * texture2D(edgeTexture1, vUv);
|
|
|
+ }`,
|
|
|
+ blending: THREE.AdditiveBlending,
|
|
|
+ depthTest: false,
|
|
|
+ depthWrite: false,
|
|
|
+ transparent: true
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+} );
|
|
|
+
|
|
|
+OutlinePass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
|
|
|
+OutlinePass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );
|
|
|
+
|
|
|
+export default OutlinePass
|