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			540 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			540 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import {
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	BackSide,
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	Color,
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	ShaderMaterial,
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	UniformsLib,
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	UniformsUtils
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} from 'three';
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/**
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 * Reference: https://en.wikipedia.org/wiki/Cel_shading
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 *
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 * API
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 *
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 * 1. Traditional
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 *
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 * const effect = new OutlineEffect( renderer );
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 *
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 * function render() {
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 *
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 * 	effect.render( scene, camera );
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 *
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 * }
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 *
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 * 2. VR compatible
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 *
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 * const effect = new OutlineEffect( renderer );
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 * let renderingOutline = false;
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 *
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 * scene.onAfterRender = function () {
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 *
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 * 	if ( renderingOutline ) return;
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 *
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 * 	renderingOutline = true;
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 *
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 * 	effect.renderOutline( scene, camera );
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 *
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 * 	renderingOutline = false;
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 *
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 * };
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 *
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 * function render() {
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 *
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 * 	renderer.render( scene, camera );
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 *
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 * }
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 *
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 * // How to set default outline parameters
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 * new OutlineEffect( renderer, {
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 * 	defaultThickness: 0.01,
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 * 	defaultColor: [ 0, 0, 0 ],
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 * 	defaultAlpha: 0.8,
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 * 	defaultKeepAlive: true // keeps outline material in cache even if material is removed from scene
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 * } );
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 *
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 * // How to set outline parameters for each material
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 * material.userData.outlineParameters = {
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 * 	thickness: 0.01,
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 * 	color: [ 0, 0, 0 ],
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 * 	alpha: 0.8,
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 * 	visible: true,
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 * 	keepAlive: true
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 * };
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 */
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class OutlineEffect {
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	constructor( renderer, parameters = {} ) {
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		this.enabled = true;
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		const defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
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		const defaultColor = new Color().fromArray( parameters.defaultColor !== undefined ? parameters.defaultColor : [ 0, 0, 0 ] );
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		const defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
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		const defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false;
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		// object.material.uuid -> outlineMaterial or
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		// object.material[ n ].uuid -> outlineMaterial
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		// save at the outline material creation and release
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		// if it's unused removeThresholdCount frames
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		// unless keepAlive is true.
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		const cache = {};
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		const removeThresholdCount = 60;
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		// outlineMaterial.uuid -> object.material or
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		// outlineMaterial.uuid -> object.material[ n ]
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		// save before render and release after render.
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		const originalMaterials = {};
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		// object.uuid -> originalOnBeforeRender
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		// save before render and release after render.
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		const originalOnBeforeRenders = {};
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		//this.cache = cache;  // for debug
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		const uniformsOutline = {
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			outlineThickness: { value: defaultThickness },
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			outlineColor: { value: defaultColor },
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			outlineAlpha: { value: defaultAlpha }
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		};
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		const vertexShader = [
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			'#include <common>',
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			'#include <uv_pars_vertex>',
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			'#include <displacementmap_pars_vertex>',
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			'#include <fog_pars_vertex>',
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			'#include <morphtarget_pars_vertex>',
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			'#include <skinning_pars_vertex>',
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			'#include <logdepthbuf_pars_vertex>',
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			'#include <clipping_planes_pars_vertex>',
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			'uniform float outlineThickness;',
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			'vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {',
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			'	float thickness = outlineThickness;',
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			'	const float ratio = 1.0;', // TODO: support outline thickness ratio for each vertex
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			'	vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );',
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			// NOTE: subtract pos2 from pos because BackSide objectNormal is negative
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			'	vec4 norm = normalize( pos - pos2 );',
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			'	return pos + norm * thickness * pos.w * ratio;',
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			'}',
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			'void main() {',
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			'	#include <uv_vertex>',
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			'	#include <beginnormal_vertex>',
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			'	#include <morphnormal_vertex>',
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			'	#include <skinbase_vertex>',
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			'	#include <skinnormal_vertex>',
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			'	#include <begin_vertex>',
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			'	#include <morphtarget_vertex>',
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			'	#include <skinning_vertex>',
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			'	#include <displacementmap_vertex>',
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			'	#include <project_vertex>',
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			'	vec3 outlineNormal = - objectNormal;', // the outline material is always rendered with BackSide
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			'	gl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );',
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			'	#include <logdepthbuf_vertex>',
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			'	#include <clipping_planes_vertex>',
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			'	#include <fog_vertex>',
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			'}',
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		].join( '\n' );
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		const fragmentShader = [
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			'#include <common>',
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			'#include <fog_pars_fragment>',
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			'#include <logdepthbuf_pars_fragment>',
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			'#include <clipping_planes_pars_fragment>',
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			'uniform vec3 outlineColor;',
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			'uniform float outlineAlpha;',
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			'void main() {',
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			'	#include <clipping_planes_fragment>',
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			'	#include <logdepthbuf_fragment>',
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			'	gl_FragColor = vec4( outlineColor, outlineAlpha );',
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			'	#include <tonemapping_fragment>',
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			'	#include <colorspace_fragment>',
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			'	#include <fog_fragment>',
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			'	#include <premultiplied_alpha_fragment>',
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			'}'
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		].join( '\n' );
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		function createMaterial() {
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			return new ShaderMaterial( {
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				type: 'OutlineEffect',
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				uniforms: UniformsUtils.merge( [
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					UniformsLib[ 'fog' ],
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					UniformsLib[ 'displacementmap' ],
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					uniformsOutline
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				] ),
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				vertexShader: vertexShader,
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				fragmentShader: fragmentShader,
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				side: BackSide
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			} );
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		}
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		function getOutlineMaterialFromCache( originalMaterial ) {
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			let data = cache[ originalMaterial.uuid ];
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			if ( data === undefined ) {
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				data = {
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					material: createMaterial(),
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					used: true,
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					keepAlive: defaultKeepAlive,
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					count: 0
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				};
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				cache[ originalMaterial.uuid ] = data;
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			}
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			data.used = true;
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			return data.material;
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		}
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		function getOutlineMaterial( originalMaterial ) {
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			const outlineMaterial = getOutlineMaterialFromCache( originalMaterial );
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			originalMaterials[ outlineMaterial.uuid ] = originalMaterial;
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			updateOutlineMaterial( outlineMaterial, originalMaterial );
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			return outlineMaterial;
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		}
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		function isCompatible( object ) {
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			const geometry = object.geometry;
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			const hasNormals = ( geometry !== undefined ) && ( geometry.attributes.normal !== undefined );
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			return ( object.isMesh === true && object.material !== undefined && hasNormals === true );
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		}
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		function setOutlineMaterial( object ) {
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			if ( isCompatible( object ) === false ) return;
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			if ( Array.isArray( object.material ) ) {
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				for ( let i = 0, il = object.material.length; i < il; i ++ ) {
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					object.material[ i ] = getOutlineMaterial( object.material[ i ] );
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				}
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			} else {
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				object.material = getOutlineMaterial( object.material );
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			}
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			originalOnBeforeRenders[ object.uuid ] = object.onBeforeRender;
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			object.onBeforeRender = onBeforeRender;
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		}
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		function restoreOriginalMaterial( object ) {
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			if ( isCompatible( object ) === false ) return;
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			if ( Array.isArray( object.material ) ) {
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				for ( let i = 0, il = object.material.length; i < il; i ++ ) {
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					object.material[ i ] = originalMaterials[ object.material[ i ].uuid ];
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				}
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			} else {
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				object.material = originalMaterials[ object.material.uuid ];
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			}
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			object.onBeforeRender = originalOnBeforeRenders[ object.uuid ];
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		}
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		function onBeforeRender( renderer, scene, camera, geometry, material ) {
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			const originalMaterial = originalMaterials[ material.uuid ];
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			// just in case
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			if ( originalMaterial === undefined ) return;
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			updateUniforms( material, originalMaterial );
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		}
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		function updateUniforms( material, originalMaterial ) {
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			const outlineParameters = originalMaterial.userData.outlineParameters;
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			material.uniforms.outlineAlpha.value = originalMaterial.opacity;
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			if ( outlineParameters !== undefined ) {
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				if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
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				if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.fromArray( outlineParameters.color );
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				if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
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			}
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			if ( originalMaterial.displacementMap ) {
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				material.uniforms.displacementMap.value = originalMaterial.displacementMap;
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				material.uniforms.displacementScale.value = originalMaterial.displacementScale;
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				material.uniforms.displacementBias.value = originalMaterial.displacementBias;
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			}
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		}
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		function updateOutlineMaterial( material, originalMaterial ) {
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			if ( material.name === 'invisible' ) return;
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			const outlineParameters = originalMaterial.userData.outlineParameters;
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			material.fog = originalMaterial.fog;
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			material.toneMapped = originalMaterial.toneMapped;
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			material.premultipliedAlpha = originalMaterial.premultipliedAlpha;
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			material.displacementMap = originalMaterial.displacementMap;
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			if ( outlineParameters !== undefined ) {
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				if ( originalMaterial.visible === false ) {
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					material.visible = false;
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				} else {
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					material.visible = ( outlineParameters.visible !== undefined ) ? outlineParameters.visible : true;
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				}
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				material.transparent = ( outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ) ? true : originalMaterial.transparent;
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				if ( outlineParameters.keepAlive !== undefined ) cache[ originalMaterial.uuid ].keepAlive = outlineParameters.keepAlive;
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			} else {
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				material.transparent = originalMaterial.transparent;
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				material.visible = originalMaterial.visible;
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			}
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			if ( originalMaterial.wireframe === true || originalMaterial.depthTest === false ) material.visible = false;
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			if ( originalMaterial.clippingPlanes ) {
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				material.clipping = true;
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				material.clippingPlanes = originalMaterial.clippingPlanes;
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				material.clipIntersection = originalMaterial.clipIntersection;
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				material.clipShadows = originalMaterial.clipShadows;
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			}
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			material.version = originalMaterial.version; // update outline material if necessary
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		}
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		function cleanupCache() {
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			let keys;
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			// clear originialMaterials
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			keys = Object.keys( originalMaterials );
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			for ( let i = 0, il = keys.length; i < il; i ++ ) {
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				originalMaterials[ keys[ i ] ] = undefined;
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			}
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			// clear originalOnBeforeRenders
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			keys = Object.keys( originalOnBeforeRenders );
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			for ( let i = 0, il = keys.length; i < il; i ++ ) {
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				originalOnBeforeRenders[ keys[ i ] ] = undefined;
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			}
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			// remove unused outlineMaterial from cache
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			keys = Object.keys( cache );
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			for ( let i = 0, il = keys.length; i < il; i ++ ) {
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				const key = keys[ i ];
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				if ( cache[ key ].used === false ) {
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					cache[ key ].count ++;
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					if ( cache[ key ].keepAlive === false && cache[ key ].count > removeThresholdCount ) {
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						delete cache[ key ];
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					}
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				} else {
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					cache[ key ].used = false;
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					cache[ key ].count = 0;
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				}
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			}
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		}
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		this.render = function ( scene, camera ) {
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			if ( this.enabled === false ) {
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				renderer.render( scene, camera );
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				return;
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			}
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			const currentAutoClear = renderer.autoClear;
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			renderer.autoClear = this.autoClear;
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			renderer.render( scene, camera );
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			renderer.autoClear = currentAutoClear;
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			this.renderOutline( scene, camera );
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		};
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		this.renderOutline = function ( scene, camera ) {
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			const currentAutoClear = renderer.autoClear;
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			const currentSceneAutoUpdate = scene.matrixWorldAutoUpdate;
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			const currentSceneBackground = scene.background;
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			const currentShadowMapEnabled = renderer.shadowMap.enabled;
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			scene.matrixWorldAutoUpdate = false;
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			scene.background = null;
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			renderer.autoClear = false;
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			renderer.shadowMap.enabled = false;
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			scene.traverse( setOutlineMaterial );
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			renderer.render( scene, camera );
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			scene.traverse( restoreOriginalMaterial );
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			cleanupCache();
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			scene.matrixWorldAutoUpdate = currentSceneAutoUpdate;
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			scene.background = currentSceneBackground;
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			renderer.autoClear = currentAutoClear;
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			renderer.shadowMap.enabled = currentShadowMapEnabled;
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		};
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		/*
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		 * See #9918
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		 *
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		 * The following property copies and wrapper methods enable
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		 * OutlineEffect to be called from other *Effect, like
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		 *
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		 * effect = new StereoEffect( new OutlineEffect( renderer ) );
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		 *
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		 * function render () {
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		 *
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	 	 * 	effect.render( scene, camera );
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		 *
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		 * }
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		 */
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		this.autoClear = renderer.autoClear;
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		this.domElement = renderer.domElement;
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		this.shadowMap = renderer.shadowMap;
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		this.clear = function ( color, depth, stencil ) {
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			renderer.clear( color, depth, stencil );
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		};
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		this.getPixelRatio = function () {
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			return renderer.getPixelRatio();
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		};
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		this.setPixelRatio = function ( value ) {
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			renderer.setPixelRatio( value );
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		};
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		this.getSize = function ( target ) {
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			return renderer.getSize( target );
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		};
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		this.setSize = function ( width, height, updateStyle ) {
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			renderer.setSize( width, height, updateStyle );
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		};
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		this.setViewport = function ( x, y, width, height ) {
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			renderer.setViewport( x, y, width, height );
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		};
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		this.setScissor = function ( x, y, width, height ) {
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			renderer.setScissor( x, y, width, height );
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		};
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		this.setScissorTest = function ( boolean ) {
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			renderer.setScissorTest( boolean );
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		};
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		this.setRenderTarget = function ( renderTarget ) {
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			renderer.setRenderTarget( renderTarget );
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		};
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	}
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}
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export { OutlineEffect };
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