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@alexmccabe
Created January 3, 2018 16:14
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Save alexmccabe/e9623f7b8a91dba20f90539cc04a0522 to your computer and use it in GitHub Desktop.
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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