bytev-charts-beta
Version:
基于echarts和JavaScript及ES6封装的一个可以直接调用的图表组件库,内置主题设计,简单快捷,且支持用户自定义配置; npm 安装方式: npm install bytev-charts 若启动提示还需额外install插件,则运行 npm install @babel/runtime-corejs2 即可;
141 lines (118 loc) • 6.89 kB
JavaScript
import _Object$create from "@babel/runtime-corejs2/core-js/object/create";
console.warn("THREE.CinematicCamera: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation.");
THREE.CinematicCamera = function (fov, aspect, near, far) {
THREE.PerspectiveCamera.call(this, fov, aspect, near, far);
this.type = 'CinematicCamera';
this.postprocessing = {
enabled: true
};
this.shaderSettings = {
rings: 3,
samples: 4
};
var depthShader = THREE.BokehDepthShader;
this.materialDepth = new THREE.ShaderMaterial({
uniforms: depthShader.uniforms,
vertexShader: depthShader.vertexShader,
fragmentShader: depthShader.fragmentShader
});
this.materialDepth.uniforms['mNear'].value = near;
this.materialDepth.uniforms['mFar'].value = far; // In case of cinematicCamera, having a default lens set is important
this.setLens();
this.initPostProcessing();
};
THREE.CinematicCamera.prototype = _Object$create(THREE.PerspectiveCamera.prototype);
THREE.CinematicCamera.prototype.constructor = THREE.CinematicCamera; // providing fnumber and coc(Circle of Confusion) as extra arguments
THREE.CinematicCamera.prototype.setLens = function (focalLength, filmGauge, fNumber, coc) {
// In case of cinematicCamera, having a default lens set is important
if (focalLength === undefined) focalLength = 35;
if (filmGauge !== undefined) this.filmGauge = filmGauge;
this.setFocalLength(focalLength); // if fnumber and coc are not provided, cinematicCamera tries to act as a basic PerspectiveCamera
if (fNumber === undefined) fNumber = 8;
if (coc === undefined) coc = 0.019;
this.fNumber = fNumber;
this.coc = coc; // fNumber is focalLength by aperture
this.aperture = focalLength / this.fNumber; // hyperFocal is required to calculate depthOfField when a lens tries to focus at a distance with given fNumber and focalLength
this.hyperFocal = focalLength * focalLength / (this.aperture * this.coc);
};
THREE.CinematicCamera.prototype.linearize = function (depth) {
var zfar = this.far;
var znear = this.near;
return -zfar * znear / (depth * (zfar - znear) - zfar);
};
THREE.CinematicCamera.prototype.smoothstep = function (near, far, depth) {
var x = this.saturate((depth - near) / (far - near));
return x * x * (3 - 2 * x);
};
THREE.CinematicCamera.prototype.saturate = function (x) {
return Math.max(0, Math.min(1, x));
}; // function for focusing at a distance from the camera
THREE.CinematicCamera.prototype.focusAt = function (focusDistance) {
if (focusDistance === undefined) focusDistance = 20;
var focalLength = this.getFocalLength(); // distance from the camera (normal to frustrum) to focus on
this.focus = focusDistance; // the nearest point from the camera which is in focus (unused)
this.nearPoint = this.hyperFocal * this.focus / (this.hyperFocal + (this.focus - focalLength)); // the farthest point from the camera which is in focus (unused)
this.farPoint = this.hyperFocal * this.focus / (this.hyperFocal - (this.focus - focalLength)); // the gap or width of the space in which is everything is in focus (unused)
this.depthOfField = this.farPoint - this.nearPoint; // Considering minimum distance of focus for a standard lens (unused)
if (this.depthOfField < 0) this.depthOfField = 0;
this.sdistance = this.smoothstep(this.near, this.far, this.focus);
this.ldistance = this.linearize(1 - this.sdistance);
this.postprocessing.bokeh_uniforms['focalDepth'].value = this.ldistance;
};
THREE.CinematicCamera.prototype.initPostProcessing = function () {
if (this.postprocessing.enabled) {
this.postprocessing.scene = new THREE.Scene();
this.postprocessing.camera = new THREE.OrthographicCamera(window.innerWidth / -2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / -2, -10000, 10000);
this.postprocessing.scene.add(this.postprocessing.camera);
var pars = {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBFormat
};
this.postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, pars);
this.postprocessing.rtTextureColor = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, pars);
var bokeh_shader = THREE.BokehShader;
this.postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone(bokeh_shader.uniforms);
this.postprocessing.bokeh_uniforms["tColor"].value = this.postprocessing.rtTextureColor.texture;
this.postprocessing.bokeh_uniforms["tDepth"].value = this.postprocessing.rtTextureDepth.texture;
this.postprocessing.bokeh_uniforms["manualdof"].value = 0;
this.postprocessing.bokeh_uniforms["shaderFocus"].value = 0;
this.postprocessing.bokeh_uniforms["fstop"].value = 2.8;
this.postprocessing.bokeh_uniforms["showFocus"].value = 1;
this.postprocessing.bokeh_uniforms["focalDepth"].value = 0.1; //console.log( this.postprocessing.bokeh_uniforms[ "focalDepth" ].value );
this.postprocessing.bokeh_uniforms["znear"].value = this.near;
this.postprocessing.bokeh_uniforms["zfar"].value = this.near;
this.postprocessing.bokeh_uniforms["textureWidth"].value = window.innerWidth;
this.postprocessing.bokeh_uniforms["textureHeight"].value = window.innerHeight;
this.postprocessing.materialBokeh = new THREE.ShaderMaterial({
uniforms: this.postprocessing.bokeh_uniforms,
vertexShader: bokeh_shader.vertexShader,
fragmentShader: bokeh_shader.fragmentShader,
defines: {
RINGS: this.shaderSettings.rings,
SAMPLES: this.shaderSettings.samples,
DEPTH_PACKING: 1
}
});
this.postprocessing.quad = new THREE.Mesh(new THREE.PlaneBufferGeometry(window.innerWidth, window.innerHeight), this.postprocessing.materialBokeh);
this.postprocessing.quad.position.z = -500;
this.postprocessing.scene.add(this.postprocessing.quad);
}
};
THREE.CinematicCamera.prototype.renderCinematic = function (scene, renderer) {
if (this.postprocessing.enabled) {
var currentRenderTarget = renderer.getRenderTarget();
renderer.clear(); // Render scene into texture
scene.overrideMaterial = null;
renderer.setRenderTarget(this.postprocessing.rtTextureColor);
renderer.clear();
renderer.render(scene, this); // Render depth into texture
scene.overrideMaterial = this.materialDepth;
renderer.setRenderTarget(this.postprocessing.rtTextureDepth);
renderer.clear();
renderer.render(scene, this); // Render bokeh composite
renderer.setRenderTarget(null);
renderer.render(this.postprocessing.scene, this.postprocessing.camera);
renderer.setRenderTarget(currentRenderTarget);
}
};