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;
545 lines (498 loc) • 28.4 kB
JavaScript
import _Object$create from "@babel/runtime-corejs2/core-js/object/create";
import "core-js/modules/es.array.iterator.js";
import "core-js/modules/es.array-buffer.slice.js";
import "core-js/modules/es.object.to-string.js";
import "core-js/modules/es.typed-array.uint8-array.js";
import "core-js/modules/es.typed-array.copy-within.js";
import "core-js/modules/es.typed-array.every.js";
import "core-js/modules/es.typed-array.fill.js";
import "core-js/modules/es.typed-array.filter.js";
import "core-js/modules/es.typed-array.find.js";
import "core-js/modules/es.typed-array.find-index.js";
import "core-js/modules/es.typed-array.for-each.js";
import "core-js/modules/es.typed-array.includes.js";
import "core-js/modules/es.typed-array.index-of.js";
import "core-js/modules/es.typed-array.iterator.js";
import "core-js/modules/es.typed-array.join.js";
import "core-js/modules/es.typed-array.last-index-of.js";
import "core-js/modules/es.typed-array.map.js";
import "core-js/modules/es.typed-array.reduce.js";
import "core-js/modules/es.typed-array.reduce-right.js";
import "core-js/modules/es.typed-array.reverse.js";
import "core-js/modules/es.typed-array.set.js";
import "core-js/modules/es.typed-array.slice.js";
import "core-js/modules/es.typed-array.some.js";
import "core-js/modules/es.typed-array.sort.js";
import "core-js/modules/es.typed-array.subarray.js";
import "core-js/modules/es.typed-array.to-locale-string.js";
import "core-js/modules/es.typed-array.to-string.js";
import "core-js/modules/es.array.map.js";
import "core-js/modules/es.array.join.js";
console.warn("THREE.Fire: 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.");
/**
* Based on research paper "Real-Time Fluid Dynamics for Games" by Jos Stam
* http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/GDC03.pdf
*
*/
THREE.Fire = function (geometry, options) {
THREE.Mesh.call(this, geometry);
this.type = 'Fire';
this.clock = new THREE.Clock();
options = options || {};
var textureWidth = options.textureWidth || 512;
var textureHeight = options.textureHeight || 512;
var oneOverWidth = 1.0 / textureWidth;
var oneOverHeight = 1.0 / textureHeight;
var debug = options.debug === undefined ? false : options.debug;
this.color1 = options.color1 || new THREE.Color(0xffffff);
this.color2 = options.color2 || new THREE.Color(0xffa000);
this.color3 = options.color3 || new THREE.Color(0x000000);
this.colorBias = options.colorBias === undefined ? 0.8 : options.colorBias;
this.diffuse = options.diffuse === undefined ? 1.33 : options.diffuse;
this.viscosity = options.viscosity === undefined ? 0.25 : options.viscosity;
this.expansion = options.expansion === undefined ? -0.25 : options.expansion;
this.swirl = options.swirl === undefined ? 50.0 : options.swirl;
this.burnRate = options.burnRate === undefined ? 0.3 : options.burnRate;
this.drag = options.drag === undefined ? 0.35 : options.drag;
this.airSpeed = options.airSpeed === undefined ? 6.0 : options.airSpeed;
this.windVector = options.windVector || new THREE.Vector2(0.0, 0.75);
this.speed = options.speed === undefined ? 500.0 : options.speed;
this.massConservation = options.massConservation === undefined ? false : options.massConservation;
var size = textureWidth * textureHeight;
this.sourceData = new Uint8Array(4 * size);
this.clearSources = function () {
for (var y = 0; y < textureHeight; y++) {
for (var x = 0; x < textureWidth; x++) {
var i = y * textureWidth + x;
var stride = i * 4;
this.sourceData[stride] = 0;
this.sourceData[stride + 1] = 0;
this.sourceData[stride + 2] = 0;
this.sourceData[stride + 3] = 0;
}
}
this.sourceMaterial.uniforms["sourceMap"].value = this.internalSource;
this.sourceMaterial.needsUpdate = true;
return this.sourceData;
};
this.addSource = function (u, v, radius) {
var density = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : null;
var windX = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : null;
var windY = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : null;
var startX = Math.max(Math.floor((u - radius) * textureWidth), 0);
var startY = Math.max(Math.floor((v - radius) * textureHeight), 0);
var endX = Math.min(Math.floor((u + radius) * textureWidth), textureWidth);
var endY = Math.min(Math.floor((v + radius) * textureHeight), textureHeight);
for (var y = startY; y < endY; y++) {
for (var x = startX; x < endX; x++) {
var diffX = x * oneOverWidth - u;
var diffY = y * oneOverHeight - v;
if (diffX * diffX + diffY * diffY < radius * radius) {
var i = y * textureWidth + x;
var stride = i * 4;
if (density != null) {
this.sourceData[stride] = Math.min(Math.max(density, 0.0), 1.0) * 255;
}
if (windX != null) {
var wind = Math.min(Math.max(windX, -1.0), 1.0);
wind = wind < 0.0 ? Math.floor(wind * 127) + 255 : Math.floor(wind * 127);
this.sourceData[stride + 1] = wind;
}
if (windY != null) {
var wind = Math.min(Math.max(windY, -1.0), 1.0);
wind = wind < 0.0 ? Math.floor(wind * 127) + 255 : Math.floor(wind * 127);
this.sourceData[stride + 2] = wind;
}
}
}
}
this.internalSource.needsUpdate = true;
return this.sourceData;
}; // When setting source map, red channel is density. Green and blue channels
// encode x and y velocity respectively as signed chars:
// (0 -> 127 = 0.0 -> 1.0, 128 -> 255 = -1.0 -> 0.0 )
this.setSourceMap = function (texture) {
this.sourceMaterial.uniforms["sourceMap"].value = texture;
};
var parameters = {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
depthBuffer: false,
stencilBuffer: false
};
this.field0 = new THREE.WebGLRenderTarget(textureWidth, textureHeight, parameters);
this.field0.background = new THREE.Color(0x000000);
this.field1 = new THREE.WebGLRenderTarget(textureWidth, textureHeight, parameters);
this.field0.background = new THREE.Color(0x000000);
this.fieldProj = new THREE.WebGLRenderTarget(textureWidth, textureHeight, parameters);
this.field0.background = new THREE.Color(0x000000);
if (!THREE.MathUtils.isPowerOfTwo(textureWidth) || !THREE.MathUtils.isPowerOfTwo(textureHeight)) {
this.field0.texture.generateMipmaps = false;
this.field1.texture.generateMipmaps = false;
this.fieldProj.texture.generateMipmaps = false;
}
this.fieldScene = new THREE.Scene();
this.fieldScene.background = new THREE.Color(0x000000);
this.orthoCamera = new THREE.OrthographicCamera(textureWidth / -2, textureWidth / 2, textureHeight / 2, textureHeight / -2, 1, 2);
this.orthoCamera.position.z = 1;
this.fieldGeometry = new THREE.PlaneBufferGeometry(textureWidth, textureHeight);
this.internalSource = new THREE.DataTexture(this.sourceData, textureWidth, textureHeight, THREE.RGBAFormat); // Source Shader
var shader = THREE.Fire.SourceShader;
this.sourceMaterial = new THREE.ShaderMaterial({
uniforms: shader.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
transparent: false
});
this.clearSources();
this.sourceMesh = new THREE.Mesh(this.fieldGeometry, this.sourceMaterial);
this.fieldScene.add(this.sourceMesh); // Diffuse Shader
var shader = THREE.Fire.DiffuseShader;
this.diffuseMaterial = new THREE.ShaderMaterial({
uniforms: shader.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
transparent: false
});
this.diffuseMaterial.uniforms["oneOverWidth"].value = oneOverWidth;
this.diffuseMaterial.uniforms["oneOverHeight"].value = oneOverHeight;
this.diffuseMesh = new THREE.Mesh(this.fieldGeometry, this.diffuseMaterial);
this.fieldScene.add(this.diffuseMesh); // Drift Shader
shader = THREE.Fire.DriftShader;
this.driftMaterial = new THREE.ShaderMaterial({
uniforms: shader.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
transparent: false
});
this.driftMaterial.uniforms["oneOverWidth"].value = oneOverWidth;
this.driftMaterial.uniforms["oneOverHeight"].value = oneOverHeight;
this.driftMesh = new THREE.Mesh(this.fieldGeometry, this.driftMaterial);
this.fieldScene.add(this.driftMesh); // Projection Shader 1
shader = THREE.Fire.ProjectionShader1;
this.projMaterial1 = new THREE.ShaderMaterial({
uniforms: shader.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
transparent: false
});
this.projMaterial1.uniforms["oneOverWidth"].value = oneOverWidth;
this.projMaterial1.uniforms["oneOverHeight"].value = oneOverHeight;
this.projMesh1 = new THREE.Mesh(this.fieldGeometry, this.projMaterial1);
this.fieldScene.add(this.projMesh1); // Projection Shader 2
shader = THREE.Fire.ProjectionShader2;
this.projMaterial2 = new THREE.ShaderMaterial({
uniforms: shader.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
transparent: false
});
this.projMaterial2.uniforms["oneOverWidth"].value = oneOverWidth;
this.projMaterial2.uniforms["oneOverHeight"].value = oneOverHeight;
this.projMesh2 = new THREE.Mesh(this.fieldGeometry, this.projMaterial2);
this.fieldScene.add(this.projMesh2); // Projection Shader 3
shader = THREE.Fire.ProjectionShader3;
this.projMaterial3 = new THREE.ShaderMaterial({
uniforms: shader.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
transparent: false
});
this.projMaterial3.uniforms["oneOverWidth"].value = oneOverWidth;
this.projMaterial3.uniforms["oneOverHeight"].value = oneOverHeight;
this.projMesh3 = new THREE.Mesh(this.fieldGeometry, this.projMaterial3);
this.fieldScene.add(this.projMesh3); // Color Shader
if (debug) {
shader = THREE.Fire.DebugShader;
} else {
shader = THREE.Fire.ColorShader;
}
this.material = new THREE.ShaderMaterial({
uniforms: shader.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
transparent: true
});
this.material.uniforms["densityMap"].value = this.field1.texture;
this.configShaders = function (dt) {
this.diffuseMaterial.uniforms["diffuse"].value = dt * 0.05 * this.diffuse;
this.diffuseMaterial.uniforms["viscosity"].value = dt * 0.05 * this.viscosity;
this.diffuseMaterial.uniforms["expansion"].value = Math.exp(this.expansion * -1.0);
this.diffuseMaterial.uniforms["swirl"].value = Math.exp(this.swirl * -0.1);
this.diffuseMaterial.uniforms["drag"].value = Math.exp(this.drag * -0.1);
this.diffuseMaterial.uniforms["burnRate"].value = this.burnRate * dt * 0.01;
this.driftMaterial.uniforms["windVector"].value = this.windVector;
this.driftMaterial.uniforms["airSpeed"].value = dt * this.airSpeed * 0.001 * textureHeight;
this.material.uniforms["color1"].value = this.color1;
this.material.uniforms["color2"].value = this.color2;
this.material.uniforms["color3"].value = this.color3;
this.material.uniforms["colorBias"].value = this.colorBias;
};
this.clearDiffuse = function () {
this.diffuseMaterial.uniforms["expansion"].value = 1.0;
this.diffuseMaterial.uniforms["swirl"].value = 1.0;
this.diffuseMaterial.uniforms["drag"].value = 1.0;
this.diffuseMaterial.uniforms["burnRate"].value = 0.0;
};
this.swapTextures = function () {
var swap = this.field0;
this.field0 = this.field1;
this.field1 = swap;
};
this.saveRenderState = function (renderer) {
this.savedRenderTarget = renderer.getRenderTarget();
this.savedXrEnabled = renderer.xr.enabled;
this.savedShadowAutoUpdate = renderer.shadowMap.autoUpdate;
this.savedAntialias = renderer.antialias;
this.savedToneMapping = renderer.toneMapping;
};
this.restoreRenderState = function (renderer) {
renderer.xr.enabled = this.savedXrEnabled;
renderer.shadowMap.autoUpdate = this.savedShadowAutoUpdate;
renderer.setRenderTarget(this.savedRenderTarget);
renderer.antialias = this.savedAntialias;
renderer.toneMapping = this.savedToneMapping;
};
this.renderSource = function (renderer) {
this.sourceMesh.visible = true;
this.sourceMaterial.uniforms["densityMap"].value = this.field0.texture;
renderer.setRenderTarget(this.field1);
renderer.render(this.fieldScene, this.orthoCamera);
this.sourceMesh.visible = false;
this.swapTextures();
};
this.renderDiffuse = function (renderer) {
this.diffuseMesh.visible = true;
this.diffuseMaterial.uniforms["densityMap"].value = this.field0.texture;
renderer.setRenderTarget(this.field1);
renderer.render(this.fieldScene, this.orthoCamera);
this.diffuseMesh.visible = false;
this.swapTextures();
};
this.renderDrift = function (renderer) {
this.driftMesh.visible = true;
this.driftMaterial.uniforms["densityMap"].value = this.field0.texture;
renderer.setRenderTarget(this.field1);
renderer.render(this.fieldScene, this.orthoCamera);
this.driftMesh.visible = false;
this.swapTextures();
};
this.renderProject = function (renderer) {
// Projection pass 1
this.projMesh1.visible = true;
this.projMaterial1.uniforms["densityMap"].value = this.field0.texture;
renderer.setRenderTarget(this.fieldProj);
renderer.render(this.fieldScene, this.orthoCamera);
this.projMesh1.visible = false;
this.projMaterial2.uniforms["densityMap"].value = this.fieldProj.texture; // Projection pass 2
this.projMesh2.visible = true;
for (var i = 0; i < 20; i++) {
renderer.setRenderTarget(this.field1);
renderer.render(this.fieldScene, this.orthoCamera);
var temp = this.field1;
this.field1 = this.fieldProj;
this.fieldProj = temp;
this.projMaterial2.uniforms["densityMap"].value = this.fieldProj.texture;
}
this.projMesh2.visible = false;
this.projMaterial3.uniforms["densityMap"].value = this.field0.texture;
this.projMaterial3.uniforms["projMap"].value = this.fieldProj.texture; // Projection pass 3
this.projMesh3.visible = true;
renderer.setRenderTarget(this.field1);
renderer.render(this.fieldScene, this.orthoCamera);
this.projMesh3.visible = false;
this.swapTextures();
};
this.onBeforeRender = function (renderer) {
var delta = this.clock.getDelta();
if (delta > 0.1) {
delta = 0.1;
}
var dt = delta * (this.speed * 0.1);
this.configShaders(dt);
this.saveRenderState(renderer);
renderer.xr.enabled = false; // Avoid camera modification and recursion
renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
renderer.antialias = false;
renderer.toneMapping = THREE.NoToneMapping;
this.sourceMesh.visible = false;
this.diffuseMesh.visible = false;
this.driftMesh.visible = false;
this.projMesh1.visible = false;
this.projMesh2.visible = false;
this.projMesh3.visible = false;
this.renderSource(renderer);
this.clearDiffuse();
for (var i = 0; i < 21; i++) {
this.renderDiffuse(renderer);
}
this.configShaders(dt);
this.renderDiffuse(renderer);
this.renderDrift(renderer);
if (this.massConservation) {
this.renderProject(renderer);
this.renderProject(renderer);
} // Final result out for coloring
this.material.map = this.field1.texture;
this.material.transparent = true;
this.material.minFilter = THREE.LinearFilter, this.material.magFilter = THREE.LinearFilter, this.restoreRenderState(renderer);
};
};
THREE.Fire.prototype = _Object$create(THREE.Mesh.prototype);
THREE.Fire.prototype.constructor = THREE.Fire;
THREE.Fire.SourceShader = {
uniforms: {
'sourceMap': {
value: null
},
'densityMap': {
value: null
}
},
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join("\n"),
fragmentShader: ['uniform sampler2D sourceMap;', 'uniform sampler2D densityMap;', 'varying vec2 vUv;', 'void main() {', ' vec4 source = texture2D( sourceMap, vUv );', ' vec4 current = texture2D( densityMap, vUv );', ' vec2 v0 = (current.gb - step(0.5, current.gb)) * 2.0;', ' vec2 v1 = (source.gb - step(0.5, source.gb)) * 2.0;', ' vec2 newVel = v0 + v1;', ' newVel = clamp(newVel, -0.99, 0.99);', ' newVel = newVel * 0.5 + step(0.0, -newVel);', ' float newDensity = source.r + current.a;', ' float newTemp = source.r + current.r;', ' newDensity = clamp(newDensity, 0.0, 1.0);', ' newTemp = clamp(newTemp, 0.0, 1.0);', ' gl_FragColor = vec4(newTemp, newVel.xy, newDensity);', '}'].join("\n")
};
THREE.Fire.DiffuseShader = {
uniforms: {
'oneOverWidth': {
value: null
},
'oneOverHeight': {
value: null
},
'diffuse': {
value: null
},
'viscosity': {
value: null
},
'expansion': {
value: null
},
'swirl': {
value: null
},
'drag': {
value: null
},
'burnRate': {
value: null
},
'densityMap': {
value: null
}
},
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join("\n"),
fragmentShader: ['uniform float oneOverWidth;', 'uniform float oneOverHeight;', 'uniform float diffuse;', 'uniform float viscosity;', 'uniform float expansion;', 'uniform float swirl;', 'uniform float burnRate;', 'uniform float drag;', 'uniform sampler2D densityMap;', 'varying vec2 vUv;', 'void main() {', ' vec4 dC = texture2D( densityMap, vUv );', ' vec4 dL = texture2D( densityMap, vec2(vUv.x - oneOverWidth, vUv.y) );', ' vec4 dR = texture2D( densityMap, vec2(vUv.x + oneOverWidth, vUv.y) );', ' vec4 dU = texture2D( densityMap, vec2(vUv.x, vUv.y - oneOverHeight) );', ' vec4 dD = texture2D( densityMap, vec2(vUv.x, vUv.y + oneOverHeight) );', ' vec4 dUL = texture2D( densityMap, vec2(vUv.x - oneOverWidth, vUv.y - oneOverHeight) );', ' vec4 dUR = texture2D( densityMap, vec2(vUv.x + oneOverWidth, vUv.y - oneOverHeight) );', ' vec4 dDL = texture2D( densityMap, vec2(vUv.x - oneOverWidth, vUv.y + oneOverHeight) );', ' vec4 dDR = texture2D( densityMap, vec2(vUv.x + oneOverWidth, vUv.y + oneOverHeight) );', ' dC.yz = (dC.yz - step(0.5, dC.yz)) * 2.0;', ' dL.yz = (dL.yz - step(0.5, dL.yz)) * 2.0;', ' dR.yz = (dR.yz - step(0.5, dR.yz)) * 2.0;', ' dU.yz = (dU.yz - step(0.5, dU.yz)) * 2.0;', ' dD.yz = (dD.yz - step(0.5, dD.yz)) * 2.0;', ' dUL.yz = (dUL.yz - step(0.5, dUL.yz)) * 2.0;', ' dUR.yz = (dUR.yz - step(0.5, dUR.yz)) * 2.0;', ' dDL.yz = (dDL.yz - step(0.5, dDL.yz)) * 2.0;', ' dDR.yz = (dDR.yz - step(0.5, dDR.yz)) * 2.0;', ' vec4 result = (dC + vec4(diffuse, viscosity, viscosity, diffuse) * ( dL + dR + dU + dD + dUL + dUR + dDL + dDR )) / (1.0 + 8.0 * vec4(diffuse, viscosity, viscosity, diffuse)) - vec4(0.0, 0.0, 0.0, 0.001);', ' float temperature = result.r;', ' temperature = clamp(temperature - burnRate, 0.0, 1.0);', ' vec2 velocity = result.yz;', ' vec2 expansionVec = vec2(dL.w - dR.w, dU.w - dD.w);', ' vec2 swirlVec = vec2((dL.z - dR.z) * 0.5, (dU.y - dD.y) * 0.5);', ' velocity = velocity + (1.0 - expansion) * expansionVec + (1.0 - swirl) * swirlVec;', ' velocity = velocity - (1.0 - drag) * velocity;', ' gl_FragColor = vec4(temperature, velocity * 0.5 + step(0.0, -velocity), result.w);', ' gl_FragColor = gl_FragColor * step(oneOverWidth, vUv.x);', ' gl_FragColor = gl_FragColor * step(oneOverHeight, vUv.y);', ' gl_FragColor = gl_FragColor * step(vUv.x, 1.0 - oneOverWidth);', ' gl_FragColor = gl_FragColor * step(vUv.y, 1.0 - oneOverHeight);', '}'].join("\n")
};
THREE.Fire.DriftShader = {
uniforms: {
'oneOverWidth': {
value: null
},
'oneOverHeight': {
value: null
},
'windVector': {
value: new THREE.Vector2(0.0, 0.0)
},
'airSpeed': {
value: null
},
'densityMap': {
value: null
}
},
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join("\n"),
fragmentShader: ['uniform float oneOverWidth;', 'uniform float oneOverHeight;', 'uniform vec2 windVector;', 'uniform float airSpeed;', 'uniform sampler2D densityMap;', 'varying vec2 vUv;', 'void main() {', ' vec2 velocity = texture2D( densityMap, vUv ).gb;', ' velocity = (velocity - step(0.5, velocity)) * 2.0;', ' velocity = velocity + windVector;', ' vec2 sourcePos = vUv - airSpeed * vec2(oneOverWidth, oneOverHeight) * velocity;', ' vec2 units = sourcePos / vec2(oneOverWidth, oneOverHeight);', ' vec2 intPos = floor(units);', ' vec2 frac = units - intPos;', ' intPos = intPos * vec2(oneOverWidth, oneOverHeight);', ' vec4 dX0Y0 = texture2D( densityMap, intPos + vec2(0.0, -oneOverHeight) );', ' vec4 dX1Y0 = texture2D( densityMap, intPos + vec2(oneOverWidth, 0.0) );', ' vec4 dX0Y1 = texture2D( densityMap, intPos + vec2(0.0, oneOverHeight) );', ' vec4 dX1Y1 = texture2D( densityMap, intPos + vec2(oneOverWidth, oneOverHeight) );', ' dX0Y0.gb = (dX0Y0.gb - step(0.5, dX0Y0.gb)) * 2.0;', ' dX1Y0.gb = (dX1Y0.gb - step(0.5, dX1Y0.gb)) * 2.0;', ' dX0Y1.gb = (dX0Y1.gb - step(0.5, dX0Y1.gb)) * 2.0;', ' dX1Y1.gb = (dX1Y1.gb - step(0.5, dX1Y1.gb)) * 2.0;', ' vec4 source = mix(mix(dX0Y0, dX1Y0, frac.x), mix(dX0Y1, dX1Y1, frac.x), frac.y);', ' source.gb = source.gb * 0.5 + step(0.0, -source.gb);', ' gl_FragColor = source;', '}'].join("\n")
};
THREE.Fire.ProjectionShader1 = {
uniforms: {
'oneOverWidth': {
value: null
},
'oneOverHeight': {
value: null
},
'densityMap': {
value: null
}
},
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join("\n"),
fragmentShader: ['uniform float oneOverWidth;', 'uniform float oneOverHeight;', 'uniform sampler2D densityMap;', 'varying vec2 vUv;', 'void main() {', ' float dL = texture2D( densityMap, vec2(vUv.x - oneOverWidth, vUv.y) ).g;', ' float dR = texture2D( densityMap, vec2(vUv.x + oneOverWidth, vUv.y) ).g;', ' float dU = texture2D( densityMap, vec2(vUv.x, vUv.y - oneOverHeight) ).b;', ' float dD = texture2D( densityMap, vec2(vUv.x, vUv.y + oneOverHeight) ).b;', ' dL = (dL - step(0.5, dL)) * 2.0;', ' dR = (dR - step(0.5, dR)) * 2.0;', ' dU = (dU - step(0.5, dU)) * 2.0;', ' dD = (dD - step(0.5, dD)) * 2.0;', ' float h = (oneOverWidth + oneOverHeight) * 0.5;', ' float div = -0.5 * h * (dR - dL + dD - dU);', ' gl_FragColor = vec4( 0.0, 0.0, div * 0.5 + step(0.0, -div), 0.0);', '}'].join("\n")
};
THREE.Fire.ProjectionShader2 = {
uniforms: {
'oneOverWidth': {
value: null
},
'oneOverHeight': {
value: null
},
'densityMap': {
value: null
}
},
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join("\n"),
fragmentShader: ['uniform float oneOverWidth;', 'uniform float oneOverHeight;', 'uniform sampler2D densityMap;', 'varying vec2 vUv;', 'void main() {', ' float div = texture2D( densityMap, vUv ).b;', ' float pL = texture2D( densityMap, vec2(vUv.x - oneOverWidth, vUv.y) ).g;', ' float pR = texture2D( densityMap, vec2(vUv.x + oneOverWidth, vUv.y) ).g;', ' float pU = texture2D( densityMap, vec2(vUv.x, vUv.y - oneOverHeight) ).g;', ' float pD = texture2D( densityMap, vec2(vUv.x, vUv.y + oneOverHeight) ).g;', ' float divNorm = (div - step(0.5, div)) * 2.0;', ' pL = (pL - step(0.5, pL)) * 2.0;', ' pR = (pR - step(0.5, pR)) * 2.0;', ' pU = (pU - step(0.5, pU)) * 2.0;', ' pD = (pD - step(0.5, pD)) * 2.0;', ' float p = (divNorm + pR + pL + pD + pU) * 0.25;', ' gl_FragColor = vec4( 0.0, p * 0.5 + step(0.0, -p), div, 0.0);', '}'].join("\n")
};
THREE.Fire.ProjectionShader3 = {
uniforms: {
'oneOverWidth': {
value: null
},
'oneOverHeight': {
value: null
},
'densityMap': {
value: null
},
'projMap': {
value: null
}
},
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join("\n"),
fragmentShader: ['uniform float oneOverWidth;', 'uniform float oneOverHeight;', 'uniform sampler2D densityMap;', 'uniform sampler2D projMap;', 'varying vec2 vUv;', 'void main() {', ' vec4 orig = texture2D(densityMap, vUv);', ' float pL = texture2D( projMap, vec2(vUv.x - oneOverWidth, vUv.y) ).g;', ' float pR = texture2D( projMap, vec2(vUv.x + oneOverWidth, vUv.y) ).g;', ' float pU = texture2D( projMap, vec2(vUv.x, vUv.y - oneOverHeight) ).g;', ' float pD = texture2D( projMap, vec2(vUv.x, vUv.y + oneOverHeight) ).g;', ' float uNorm = (orig.g - step(0.5, orig.g)) * 2.0;', ' float vNorm = (orig.b - step(0.5, orig.b)) * 2.0;', ' pL = (pL - step(0.5, pL)) * 2.0;', ' pR = (pR - step(0.5, pR)) * 2.0;', ' pU = (pU - step(0.5, pU)) * 2.0;', ' pD = (pD - step(0.5, pD)) * 2.0;', ' float h = (oneOverWidth + oneOverHeight) * 0.5;', ' float u = uNorm - (0.5 * (pR - pL) / h);', ' float v = vNorm - (0.5 * (pD - pU) / h);', ' gl_FragColor = vec4( orig.r, u * 0.5 + step(0.0, -u), v * 0.5 + step(0.0, -v), orig.a);', '}'].join("\n")
};
THREE.Fire.ColorShader = {
uniforms: {
'color1': {
value: null
},
'color2': {
value: null
},
'color3': {
value: null
},
'colorBias': {
value: null
},
'densityMap': {
value: null
}
},
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join("\n"),
fragmentShader: ['uniform vec3 color1;', 'uniform vec3 color2;', 'uniform vec3 color3;', 'uniform float colorBias;', 'uniform sampler2D densityMap;', 'varying vec2 vUv;', 'void main() {', ' float density = texture2D( densityMap, vUv ).a;', ' float temperature = texture2D( densityMap, vUv ).r;', ' float bias = clamp(colorBias, 0.0001, 0.9999);', ' vec3 blend1 = mix(color3, color2, temperature / bias) * (1.0 - step(bias, temperature));', ' vec3 blend2 = mix(color2, color1, (temperature - bias) / (1.0 - bias) ) * step(bias, temperature);', ' gl_FragColor = vec4(blend1 + blend2, density);', '}'].join("\n")
};
THREE.Fire.DebugShader = {
uniforms: {
'color1': {
value: null
},
'color2': {
value: null
},
'color3': {
value: null
},
'colorBias': {
value: null
},
'densityMap': {
value: null
}
},
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join("\n"),
fragmentShader: ['uniform sampler2D densityMap;', 'varying vec2 vUv;', 'void main() {', ' float density;', ' density = texture2D( densityMap, vUv ).a;', ' vec2 vel = texture2D( densityMap, vUv ).gb;', ' vel = (vel - step(0.5, vel)) * 2.0;', ' float r = density;', ' float g = max(abs(vel.x), density * 0.5);', ' float b = max(abs(vel.y), density * 0.5);', ' float a = max(density * 0.5, max(abs(vel.x), abs(vel.y)));', ' gl_FragColor = vec4(r, g, b, a);', '}'].join("\n")
};