Created
January 3, 2018 16:14
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var animate, camera, clock, composer, elapsedTime, frameCount, init, light, loadModel, maskScene, mesh1, mesh2, mesh3, onWindowResize, outScene, render, renderTarget, renderer, scene, screenHeight, screenWidth, setModel, shader, updateFps; | |
screenWidth = window.innerWidth; | |
screenHeight = window.innerHeight; | |
clock = new THREE.Clock(); | |
elapsedTime = 0; | |
frameCount = 0; | |
init = function() { | |
var clearMask, copyPass, mask, normal, outline, renderTargetParameters; | |
scene = new THREE.Scene(); | |
maskScene = new THREE.Scene(); | |
outScene = new THREE.Scene(); | |
loadModel(); | |
camera = new THREE.PerspectiveCamera(40, screenWidth / screenHeight, 50, 10000); | |
camera.position.set(0, 100, 400); | |
light = new THREE.DirectionalLight(0xffffff); | |
light.position.set(1, 1, 1); | |
scene.add(light); | |
renderer = new THREE.WebGLRenderer({ | |
width: screenWidth, | |
height: screenHeight, | |
antialias: true | |
}); | |
renderer.setSize(screenWidth, screenHeight); | |
renderer.setClearColor(0x666666); | |
renderer.autoClear = false; | |
renderer.gammaInput = true; | |
renderer.gammaOutput = true; | |
document.body.appendChild(renderer.domElement); | |
renderTargetParameters = { | |
minFilter: THREE.LinearFilter, | |
magFilter: THREE.LinearFilter, | |
format: THREE.RGBAFormat, | |
stencilBuffer: true | |
}; | |
renderTarget = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, renderTargetParameters); | |
composer = new THREE.EffectComposer(renderer); | |
composer.renderTarget1.stencilBuffer = true; | |
composer.renderTarget2.stencilBuffer = true; | |
normal = new THREE.RenderPass(scene, camera); | |
outline = new THREE.RenderPass(outScene, camera); | |
outline.clear = false; | |
mask = new THREE.MaskPass(maskScene, camera); | |
mask.inverse = true; | |
clearMask = new THREE.ClearMaskPass(); | |
copyPass = new THREE.ShaderPass(THREE.CopyShader); | |
copyPass.renderToScreen = true; | |
composer.addPass(normal); | |
composer.addPass(mask); | |
composer.addPass(outline); | |
composer.addPass(clearMask); | |
composer.addPass(copyPass); | |
window.addEventListener('resize', onWindowResize, false); | |
}; | |
loadModel = function() { | |
var loader = new THREE.JSONLoader(); | |
result = loader.parse(model); | |
setModel(result.geometry); | |
} | |
setModel = function(geometry) { | |
//geometry = new THREE.TorusKnotGeometry(50, 10, 50, 20); | |
var matColor, matFlat, matShader, outShader, uni, offset, outlineShader; | |
matColor = new THREE.MeshPhongMaterial(0xffffff); | |
matColor.skinning = true; | |
mesh1 = new THREE.SkinnedMesh(geometry, matColor); | |
scene.add(mesh1); | |
matFlat = new THREE.MeshBasicMaterial({ | |
color: 0xffffff, | |
skinning: true | |
}); | |
mesh2 = new THREE.SkinnedMesh(geometry, matFlat); | |
maskScene.add(mesh2); | |
offset = { | |
"offset": { | |
type: "f", | |
value: 2.0 | |
} | |
}; | |
uni = _.merge(THREE.ShaderLib["basic"].uniforms, offset); | |
outlineShader = new THREE.ShaderMaterial( | |
{ | |
uniforms: uni, | |
vertexShader: [ | |
"uniform float offset;", | |
"uniform sampler2D boneTexture;", | |
"uniform int boneTextureWidth;", | |
"uniform int boneTextureHeight;", | |
"mat4 getBoneMatrix( const in float i ) {", | |
"float j = i * 4.0;", | |
"float x = mod( j, float( boneTextureWidth ) );", | |
"float y = floor( j / float( boneTextureWidth ) );", | |
"float dx = 1.0 / float( boneTextureWidth );", | |
"float dy = 1.0 / float( boneTextureHeight );", | |
"y = dy * ( y + 0.5 );", "vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );", | |
"vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );", | |
"vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );", | |
"vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );", | |
"mat4 bone = mat4( v1, v2, v3, v4 );", | |
"return bone;", | |
"}", | |
"void main() {", | |
"mat4 boneMatX = getBoneMatrix( skinIndex.x );", | |
"mat4 boneMatY = getBoneMatrix( skinIndex.y );", | |
"mat4 boneMatZ = getBoneMatrix( skinIndex.z );", | |
"mat4 boneMatW = getBoneMatrix( skinIndex.w );", | |
"vec4 skinVertex = vec4( position + normal * offset, 1.0 );", | |
"vec4 skinned = boneMatX * skinVertex * skinWeight.x;", | |
"skinned += boneMatY * skinVertex * skinWeight.y;", | |
"skinned += boneMatZ * skinVertex * skinWeight.z;", | |
"skinned += boneMatW * skinVertex * skinWeight.w;", | |
"vec4 mvPosition;", | |
"mvPosition = modelViewMatrix * skinned;", | |
//"mvPosition = modelViewMatrix * (skinned + vec4( position + normal * offset, 1.0 ));", | |
"gl_Position = projectionMatrix * mvPosition;", | |
"}"].join("\n"), | |
fragmentShader: ["void main(){", "gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );", "}"].join("\n"), | |
skinning: true | |
} | |
); | |
mesh3 = new THREE.SkinnedMesh(geometry, outlineShader); | |
outScene.add(mesh3); | |
if(geometry.animations){ | |
mesh1.mixer = new THREE.AnimationMixer(mesh1); | |
mesh2.mixer = new THREE.AnimationMixer(mesh2); | |
mesh3.mixer = new THREE.AnimationMixer(mesh3); | |
for(i = 0; i < geometry.animations.length; i++){ | |
animation = geometry.animations[i]; | |
action1 = new THREE.AnimationAction(animation); | |
action2 = new THREE.AnimationAction(animation); | |
action3 = new THREE.AnimationAction(animation); | |
if(animation.name == 'WalkCycle'){ | |
mesh1.mixer.play(action1); | |
mesh2.mixer.play(action2); | |
mesh3.mixer.play(action3); | |
}; | |
}; | |
}; | |
}; | |
onWindowResize = function() { | |
screenWidth = window.innerWidth; | |
screenHeight = window.innerHeight; | |
renderer.setSize(screenWidth, screenHeight); | |
}; | |
animate = function() { | |
var delta; | |
delta = clock.getDelta(); | |
render(delta); | |
return requestAnimationFrame(animate); | |
}; | |
render = function(delta) { | |
if (mesh1) { | |
mesh1.rotation.y += 0.01; | |
mesh1.rotation.y += 0.01; | |
mesh3.rotation.y += 0.01; | |
mesh2.quaternion.copy(mesh1.quaternion); | |
} | |
mesh1.mixer.update(delta); | |
mesh2.mixer.update(delta); | |
mesh3.mixer.update(delta); | |
//renderer.render(outScene, camera); | |
composer.render(delta); | |
}; | |
init(); | |
animate(); |
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