File: //var/www/aspa/three/addons/postprocessing/OutlinePass.js
import {
	AdditiveBlending,
	Color,
	DoubleSide,
	HalfFloatType,
	Matrix4,
	MeshDepthMaterial,
	NoBlending,
	RGBADepthPacking,
	ShaderMaterial,
	UniformsUtils,
	Vector2,
	Vector3,
	WebGLRenderTarget
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
import { CopyShader } from '../shaders/CopyShader.js';
class OutlinePass extends Pass {
	constructor( resolution, scene, camera, selectedObjects ) {
		super();
		this.renderScene = scene;
		this.renderCamera = camera;
		this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
		this.visibleEdgeColor = new Color( 1, 1, 1 );
		this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 );
		this.edgeGlow = 0.0;
		this.usePatternTexture = false;
		this.edgeThickness = 1.0;
		this.edgeStrength = 3.0;
		this.downSampleRatio = 2;
		this.pulsePeriod = 0;
		this._visibilityCache = new Map();
		this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
		const resx = Math.round( this.resolution.x / this.downSampleRatio );
		const resy = Math.round( this.resolution.y / this.downSampleRatio );
		this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y );
		this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
		this.renderTargetMaskBuffer.texture.generateMipmaps = false;
		this.depthMaterial = new MeshDepthMaterial();
		this.depthMaterial.side = DoubleSide;
		this.depthMaterial.depthPacking = RGBADepthPacking;
		this.depthMaterial.blending = NoBlending;
		this.prepareMaskMaterial = this.getPrepareMaskMaterial();
		this.prepareMaskMaterial.side = DoubleSide;
		this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
		this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { type: HalfFloatType } );
		this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
		this.renderTargetDepthBuffer.texture.generateMipmaps = false;
		this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
		this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
		this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
		this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
		this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
		this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
		this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } );
		this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
		this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
		this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
		this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
		this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
		this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
		this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType } );
		this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
		this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
		const MAX_EDGE_THICKNESS = 4;
		const MAX_EDGE_GLOW = 4;
		this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
		this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
		this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;
		this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
		this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
		this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW;
		// Overlay material
		this.overlayMaterial = this.getOverlayMaterial();
		// copy material
		const copyShader = CopyShader;
		this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
		this.materialCopy = new ShaderMaterial( {
			uniforms: this.copyUniforms,
			vertexShader: copyShader.vertexShader,
			fragmentShader: copyShader.fragmentShader,
			blending: NoBlending,
			depthTest: false,
			depthWrite: false
		} );
		this.enabled = true;
		this.needsSwap = false;
		this._oldClearColor = new Color();
		this.oldClearAlpha = 1;
		this.fsQuad = new FullScreenQuad( null );
		this.tempPulseColor1 = new Color();
		this.tempPulseColor2 = new Color();
		this.textureMatrix = new Matrix4();
		function replaceDepthToViewZ( string, camera ) {
			const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
			return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
		}
	}
	dispose() {
		this.renderTargetMaskBuffer.dispose();
		this.renderTargetDepthBuffer.dispose();
		this.renderTargetMaskDownSampleBuffer.dispose();
		this.renderTargetBlurBuffer1.dispose();
		this.renderTargetBlurBuffer2.dispose();
		this.renderTargetEdgeBuffer1.dispose();
		this.renderTargetEdgeBuffer2.dispose();
		this.depthMaterial.dispose();
		this.prepareMaskMaterial.dispose();
		this.edgeDetectionMaterial.dispose();
		this.separableBlurMaterial1.dispose();
		this.separableBlurMaterial2.dispose();
		this.overlayMaterial.dispose();
		this.materialCopy.dispose();
		this.fsQuad.dispose();
	}
	setSize( width, height ) {
		this.renderTargetMaskBuffer.setSize( width, height );
		this.renderTargetDepthBuffer.setSize( width, height );
		let resx = Math.round( width / this.downSampleRatio );
		let resy = Math.round( height / this.downSampleRatio );
		this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
		this.renderTargetBlurBuffer1.setSize( resx, resy );
		this.renderTargetEdgeBuffer1.setSize( resx, resy );
		this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
		resx = Math.round( resx / 2 );
		resy = Math.round( resy / 2 );
		this.renderTargetBlurBuffer2.setSize( resx, resy );
		this.renderTargetEdgeBuffer2.setSize( resx, resy );
		this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( resx, resy );
	}
	changeVisibilityOfSelectedObjects( bVisible ) {
		const cache = this._visibilityCache;
		function gatherSelectedMeshesCallBack( object ) {
			if ( object.isMesh ) {
				if ( bVisible === true ) {
					object.visible = cache.get( object );
				} else {
					cache.set( object, object.visible );
					object.visible = bVisible;
				}
			}
		}
		for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
			const selectedObject = this.selectedObjects[ i ];
			selectedObject.traverse( gatherSelectedMeshesCallBack );
		}
	}
	changeVisibilityOfNonSelectedObjects( bVisible ) {
		const cache = this._visibilityCache;
		const selectedMeshes = [];
		function gatherSelectedMeshesCallBack( object ) {
			if ( object.isMesh ) selectedMeshes.push( object );
		}
		for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
			const selectedObject = this.selectedObjects[ i ];
			selectedObject.traverse( gatherSelectedMeshesCallBack );
		}
		function VisibilityChangeCallBack( object ) {
			if ( object.isMesh || object.isSprite ) {
				// only meshes and sprites are supported by OutlinePass
				let bFound = false;
				for ( let i = 0; i < selectedMeshes.length; i ++ ) {
					const selectedObjectId = selectedMeshes[ i ].id;
					if ( selectedObjectId === object.id ) {
						bFound = true;
						break;
					}
				}
				if ( bFound === false ) {
					const visibility = object.visible;
					if ( bVisible === false || cache.get( object ) === true ) {
						object.visible = bVisible;
					}
					cache.set( object, visibility );
				}
			} else if ( object.isPoints || object.isLine ) {
				// the visibilty of points and lines is always set to false in order to
				// not affect the outline computation
				if ( bVisible === true ) {
					object.visible = cache.get( object ); // restore
				} else {
					cache.set( object, object.visible );
					object.visible = bVisible;
				}
			}
		}
		this.renderScene.traverse( VisibilityChangeCallBack );
	}
	updateTextureMatrix() {
		this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
			0.0, 0.5, 0.0, 0.5,
			0.0, 0.0, 0.5, 0.5,
			0.0, 0.0, 0.0, 1.0 );
		this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
		this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
	}
	render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
		if ( this.selectedObjects.length > 0 ) {
			renderer.getClearColor( this._oldClearColor );
			this.oldClearAlpha = renderer.getClearAlpha();
			const oldAutoClear = renderer.autoClear;
			renderer.autoClear = false;
			if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
			renderer.setClearColor( 0xffffff, 1 );
			// Make selected objects invisible
			this.changeVisibilityOfSelectedObjects( false );
			const currentBackground = this.renderScene.background;
			this.renderScene.background = null;
			// 1. Draw Non Selected objects in the depth buffer
			this.renderScene.overrideMaterial = this.depthMaterial;
			renderer.setRenderTarget( this.renderTargetDepthBuffer );
			renderer.clear();
			renderer.render( this.renderScene, this.renderCamera );
			// Make selected objects visible
			this.changeVisibilityOfSelectedObjects( true );
			this._visibilityCache.clear();
			// Update Texture Matrix for Depth compare
			this.updateTextureMatrix();
			// Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
			this.changeVisibilityOfNonSelectedObjects( false );
			this.renderScene.overrideMaterial = this.prepareMaskMaterial;
			this.prepareMaskMaterial.uniforms[ 'cameraNearFar' ].value.set( this.renderCamera.near, this.renderCamera.far );
			this.prepareMaskMaterial.uniforms[ 'depthTexture' ].value = this.renderTargetDepthBuffer.texture;
			this.prepareMaskMaterial.uniforms[ 'textureMatrix' ].value = this.textureMatrix;
			renderer.setRenderTarget( this.renderTargetMaskBuffer );
			renderer.clear();
			renderer.render( this.renderScene, this.renderCamera );
			this.renderScene.overrideMaterial = null;
			this.changeVisibilityOfNonSelectedObjects( true );
			this._visibilityCache.clear();
			this.renderScene.background = currentBackground;
			// 2. Downsample to Half resolution
			this.fsQuad.material = this.materialCopy;
			this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetMaskBuffer.texture;
			renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
			renderer.clear();
			this.fsQuad.render( renderer );
			this.tempPulseColor1.copy( this.visibleEdgeColor );
			this.tempPulseColor2.copy( this.hiddenEdgeColor );
			if ( this.pulsePeriod > 0 ) {
				const scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
				this.tempPulseColor1.multiplyScalar( scalar );
				this.tempPulseColor2.multiplyScalar( scalar );
			}
			// 3. Apply Edge Detection Pass
			this.fsQuad.material = this.edgeDetectionMaterial;
			this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture;
			this.edgeDetectionMaterial.uniforms[ 'texSize' ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
			this.edgeDetectionMaterial.uniforms[ 'visibleEdgeColor' ].value = this.tempPulseColor1;
			this.edgeDetectionMaterial.uniforms[ 'hiddenEdgeColor' ].value = this.tempPulseColor2;
			renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
			renderer.clear();
			this.fsQuad.render( renderer );
			// 4. Apply Blur on Half res
			this.fsQuad.material = this.separableBlurMaterial1;
			this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
			this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
			this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = this.edgeThickness;
			renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
			renderer.clear();
			this.fsQuad.render( renderer );
			this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer1.texture;
			this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
			renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
			renderer.clear();
			this.fsQuad.render( renderer );
			// Apply Blur on quarter res
			this.fsQuad.material = this.separableBlurMaterial2;
			this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
			this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
			renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
			renderer.clear();
			this.fsQuad.render( renderer );
			this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture;
			this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
			renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
			renderer.clear();
			this.fsQuad.render( renderer );
			// Blend it additively over the input texture
			this.fsQuad.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.state.buffers.stencil.setTest( true );
			renderer.setRenderTarget( readBuffer );
			this.fsQuad.render( renderer );
			renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
			renderer.autoClear = oldAutoClear;
		}
		if ( this.renderToScreen ) {
			this.fsQuad.material = this.materialCopy;
			this.copyUniforms[ 'tDiffuse' ].value = readBuffer.texture;
			renderer.setRenderTarget( null );
			this.fsQuad.render( renderer );
		}
	}
	getPrepareMaskMaterial() {
		return new ShaderMaterial( {
			uniforms: {
				'depthTexture': { value: null },
				'cameraNearFar': { value: new Vector2( 0.5, 0.5 ) },
				'textureMatrix': { value: null }
			},
			vertexShader:
				`#include <morphtarget_pars_vertex>
				#include <skinning_pars_vertex>
				varying vec4 projTexCoord;
				varying vec4 vPosition;
				uniform mat4 textureMatrix;
				void main() {
					#include <skinbase_vertex>
					#include <begin_vertex>
					#include <morphtarget_vertex>
					#include <skinning_vertex>
					#include <project_vertex>
					vPosition = mvPosition;
					vec4 worldPosition = vec4( transformed, 1.0 );
					#ifdef USE_INSTANCING
						worldPosition = instanceMatrix * worldPosition;
					#endif
					
					worldPosition = modelMatrix * worldPosition;
					projTexCoord = textureMatrix * worldPosition;
				}`,
			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);
				}`
		} );
	}
	getEdgeDetectionMaterial() {
		return new ShaderMaterial( {
			uniforms: {
				'maskTexture': { value: null },
				'texSize': { value: new Vector2( 0.5, 0.5 ) },
				'visibleEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
				'hiddenEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
			},
			vertexShader:
				`varying vec2 vUv;
				void main() {
					vUv = uv;
					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
				}`,
			fragmentShader:
				`varying vec2 vUv;
				uniform sampler2D maskTexture;
				uniform vec2 texSize;
				uniform vec3 visibleEdgeColor;
				uniform vec3 hiddenEdgeColor;
				void main() {
					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);
				}`
		} );
	}
	getSeperableBlurMaterial( maxRadius ) {
		return new ShaderMaterial( {
			defines: {
				'MAX_RADIUS': maxRadius,
			},
			uniforms: {
				'colorTexture': { value: null },
				'texSize': { value: new Vector2( 0.5, 0.5 ) },
				'direction': { value: new Vector2( 0.5, 0.5 ) },
				'kernelRadius': { value: 1.0 }
			},
			vertexShader:
				`varying vec2 vUv;
				void main() {
					vUv = uv;
					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
				}`,
			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 sigma = kernelRadius/2.0;
					float weightSum = gaussianPdf(0.0, sigma);
					vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;
					vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);
					vec2 uvOffset = delta;
					for( int i = 1; i <= MAX_RADIUS; i ++ ) {
						float x = kernelRadius * float(i) / float(MAX_RADIUS);
						float w = gaussianPdf(x, sigma);
						vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);
						vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);
						diffuseSum += ((sample1 + sample2) * w);
						weightSum += (2.0 * w);
						uvOffset += delta;
					}
					gl_FragColor = diffuseSum/weightSum;
				}`
		} );
	}
	getOverlayMaterial() {
		return new 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;
				void main() {
					vUv = uv;
					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
				}`,
			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;
					if(usePatternTexture)
						finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);
					gl_FragColor = finalColor;
				}`,
			blending: AdditiveBlending,
			depthTest: false,
			depthWrite: false,
			transparent: true
		} );
	}
}
OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 );
OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 );
export { OutlinePass };