网上使用法线延展法实现物体描边效果的文章比较多,这里再也不描述。git
可是这种方法有个缺点:当两个面的法线夹角差异较大时,两个面的描边没法完美链接。以下图所示:web
这里使用另外一种方法卷积法实现物体描边效果,通常机器学习使用该方法比较多。先看效果图:canvas
使用three.js具体的实现方法以下:机器学习
这三步就能够实现了,很简单吧。下面咱们将详细介绍实现方法,不想看的能够直接去看完整实现代码:ide
完整代码: https://gitee.com/tengge1/ShadowEditor/blob/master/ShadowEditor.Web/src/helper/SelectHelper.jspost
详细的实现过程:学习
1. 使用three.js正常绘制场景,获得下图,这里不介绍了。webgl
2. 建立着色器材质,隐藏全部不须要描边的物体。将须要描边的物体绘制成白色,其余地方绘制成黑色。this
隐藏不须要描边的物体后,将整个场景材质替换。spa
renderScene.overrideMaterial = this.maskMaterial;
着色器材质:
const maskMaterial = new THREE.ShaderMaterial({ vertexShader: MaskVertex, fragmentShader: MaskFragment, depthTest: false });
void main() { gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }
void main() { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); }
效果图:
3. 建立着色器材质进行卷积计算,每四个像素颜色求平均值获得一个像素。描边物体内部是白色,外部是黑色,物体边缘处会获得灰色。灰色就是咱们所需的边框。
const edgeMaterial = new THREE.ShaderMaterial({ vertexShader: EdgeVertex, fragmentShader: EdgeFragment, uniforms: { maskTexture: { value: this.maskBuffer.texture }, texSize: { value: new THREE.Vector2(width, height) }, color: { value: selectedColor }, thickness: { type: 'f', value: 4 }, transparent: true }, depthTest: false });
varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }
uniform sampler2D maskTexture; uniform vec2 texSize; uniform vec3 color; uniform float thickness; varying vec2 vUv; void main() { 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; float diff2 = (c3.r - c4.r)*0.5; float d = length(vec2(diff1, diff2)); gl_FragColor = d > 0.0 ? vec4(color, 1.0) : vec4(0.0, 0.0, 0.0, 0.0); }
效果图:
4. 建立着色器材质,将边框叠加到原来的图片上。因为FXAA比较复杂,这里使用简单的叠加方法。
着色器材质:
const copyMaterial = new THREE.ShaderMaterial({ vertexShader: CopyVertexShader, fragmentShader: CopyFragmentShader, uniforms: { tDiffuse: { value: edgeBuffer.texture }, resolution: { value: new THREE.Vector2(1 / width, 1 / height) } }, transparent: true, depthTest: false });
注意,transparent要设置为true,不然会把原来的图片覆盖掉。
CopyVertexShader:
varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }
CopyFragmentShader:
uniform float opacity; uniform sampler2D tDiffuse; varying vec2 vUv; void main() { vec4 texel = texture2D( tDiffuse, vUv ); gl_FragColor = opacity * texel; }
获得最终效果图:
参考资料:
1. 描边实现完整代码:https://gitee.com/tengge1/ShadowEditor/blob/master/ShadowEditor.Web/src/helper/SelectHelper.js
2. three.js后期处理描边:https://threejs.org/examples/#webgl_postprocessing_outline
3. 卷积工做原理:https://www.zhihu.com/question/39022858?sort=created
4. 法线延展法实现物体描边:http://www.javashuo.com/article/p-smycaygc-hp.html