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;
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JavaScript
import _Object$create from "@babel/runtime-corejs2/core-js/object/create";
import "core-js/modules/es.array.join.js";
import "core-js/modules/es.math.sign.js";
console.warn("THREE.Water: 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.");
/**
* Work based on :
* http://slayvin.net : Flat mirror for three.js
* http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
* http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
*/
THREE.Water = function (geometry, options) {
THREE.Mesh.call(this, geometry);
var scope = this;
options = options || {};
var textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
var textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
var clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
var alpha = options.alpha !== undefined ? options.alpha : 1.0;
var time = options.time !== undefined ? options.time : 0.0;
var normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
var sunDirection = options.sunDirection !== undefined ? options.sunDirection : new THREE.Vector3(0.70707, 0.70707, 0.0);
var sunColor = new THREE.Color(options.sunColor !== undefined ? options.sunColor : 0xffffff);
var waterColor = new THREE.Color(options.waterColor !== undefined ? options.waterColor : 0x7F7F7F);
var eye = options.eye !== undefined ? options.eye : new THREE.Vector3(0, 0, 0);
var distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
var side = options.side !== undefined ? options.side : THREE.FrontSide;
var fog = options.fog !== undefined ? options.fog : false; //
var mirrorPlane = new THREE.Plane();
var normal = new THREE.Vector3();
var mirrorWorldPosition = new THREE.Vector3();
var cameraWorldPosition = new THREE.Vector3();
var rotationMatrix = new THREE.Matrix4();
var lookAtPosition = new THREE.Vector3(0, 0, -1);
var clipPlane = new THREE.Vector4();
var view = new THREE.Vector3();
var target = new THREE.Vector3();
var q = new THREE.Vector4();
var textureMatrix = new THREE.Matrix4();
var mirrorCamera = new THREE.PerspectiveCamera();
var parameters = {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBFormat,
stencilBuffer: false
};
var renderTarget = new THREE.WebGLRenderTarget(textureWidth, textureHeight, parameters);
if (!THREE.MathUtils.isPowerOfTwo(textureWidth) || !THREE.MathUtils.isPowerOfTwo(textureHeight)) {
renderTarget.texture.generateMipmaps = false;
}
var mirrorShader = {
uniforms: THREE.UniformsUtils.merge([THREE.UniformsLib['fog'], THREE.UniformsLib['lights'], {
"normalSampler": {
value: null
},
"mirrorSampler": {
value: null
},
"alpha": {
value: 1.0
},
"time": {
value: 0.0
},
"size": {
value: 1.0
},
"distortionScale": {
value: 20.0
},
"textureMatrix": {
value: new THREE.Matrix4()
},
"sunColor": {
value: new THREE.Color(0x7F7F7F)
},
"sunDirection": {
value: new THREE.Vector3(0.70707, 0.70707, 0)
},
"eye": {
value: new THREE.Vector3()
},
"waterColor": {
value: new THREE.Color(0x555555)
}
}]),
vertexShader: ['uniform mat4 textureMatrix;', 'uniform float time;', 'varying vec4 mirrorCoord;', 'varying vec4 worldPosition;', '#include <common>', '#include <fog_pars_vertex>', '#include <shadowmap_pars_vertex>', '#include <logdepthbuf_pars_vertex>', 'void main() {', ' mirrorCoord = modelMatrix * vec4( position, 1.0 );', ' worldPosition = mirrorCoord.xyzw;', ' mirrorCoord = textureMatrix * mirrorCoord;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '#include <beginnormal_vertex>', '#include <defaultnormal_vertex>', '#include <logdepthbuf_vertex>', '#include <fog_vertex>', '#include <shadowmap_vertex>', '}'].join('\n'),
fragmentShader: ['uniform sampler2D mirrorSampler;', 'uniform float alpha;', 'uniform float time;', 'uniform float size;', 'uniform float distortionScale;', 'uniform sampler2D normalSampler;', 'uniform vec3 sunColor;', 'uniform vec3 sunDirection;', 'uniform vec3 eye;', 'uniform vec3 waterColor;', 'varying vec4 mirrorCoord;', 'varying vec4 worldPosition;', 'vec4 getNoise( vec2 uv ) {', ' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);', ' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );', ' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );', ' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );', ' vec4 noise = texture2D( normalSampler, uv0 ) +', ' texture2D( normalSampler, uv1 ) +', ' texture2D( normalSampler, uv2 ) +', ' texture2D( normalSampler, uv3 );', ' return noise * 0.5 - 1.0;', '}', 'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {', ' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );', ' float direction = max( 0.0, dot( eyeDirection, reflection ) );', ' specularColor += pow( direction, shiny ) * sunColor * spec;', ' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;', '}', '#include <common>', '#include <packing>', '#include <bsdfs>', '#include <fog_pars_fragment>', '#include <logdepthbuf_pars_fragment>', '#include <lights_pars_begin>', '#include <shadowmap_pars_fragment>', '#include <shadowmask_pars_fragment>', 'void main() {', '#include <logdepthbuf_fragment>', ' vec4 noise = getNoise( worldPosition.xz * size );', ' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );', ' vec3 diffuseLight = vec3(0.0);', ' vec3 specularLight = vec3(0.0);', ' vec3 worldToEye = eye-worldPosition.xyz;', ' vec3 eyeDirection = normalize( worldToEye );', ' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );', ' float distance = length(worldToEye);', ' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;', ' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );', ' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );', ' float rf0 = 0.3;', ' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );', ' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;', ' vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);', ' vec3 outgoingLight = albedo;', ' gl_FragColor = vec4( outgoingLight, alpha );', '#include <tonemapping_fragment>', '#include <fog_fragment>', '}'].join('\n')
};
var material = new THREE.ShaderMaterial({
fragmentShader: mirrorShader.fragmentShader,
vertexShader: mirrorShader.vertexShader,
uniforms: THREE.UniformsUtils.clone(mirrorShader.uniforms),
lights: true,
side: side,
fog: fog
});
material.uniforms["mirrorSampler"].value = renderTarget.texture;
material.uniforms["textureMatrix"].value = textureMatrix;
material.uniforms["alpha"].value = alpha;
material.uniforms["time"].value = time;
material.uniforms["normalSampler"].value = normalSampler;
material.uniforms["sunColor"].value = sunColor;
material.uniforms["waterColor"].value = waterColor;
material.uniforms["sunDirection"].value = sunDirection;
material.uniforms["distortionScale"].value = distortionScale;
material.uniforms["eye"].value = eye;
scope.material = material;
scope.onBeforeRender = function (renderer, scene, camera) {
mirrorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
rotationMatrix.extractRotation(scope.matrixWorld);
normal.set(0, 0, 1);
normal.applyMatrix4(rotationMatrix);
view.subVectors(mirrorWorldPosition, cameraWorldPosition); // Avoid rendering when mirror is facing away
if (view.dot(normal) > 0) return;
view.reflect(normal).negate();
view.add(mirrorWorldPosition);
rotationMatrix.extractRotation(camera.matrixWorld);
lookAtPosition.set(0, 0, -1);
lookAtPosition.applyMatrix4(rotationMatrix);
lookAtPosition.add(cameraWorldPosition);
target.subVectors(mirrorWorldPosition, lookAtPosition);
target.reflect(normal).negate();
target.add(mirrorWorldPosition);
mirrorCamera.position.copy(view);
mirrorCamera.up.set(0, 1, 0);
mirrorCamera.up.applyMatrix4(rotationMatrix);
mirrorCamera.up.reflect(normal);
mirrorCamera.lookAt(target);
mirrorCamera.far = camera.far; // Used in WebGLBackground
mirrorCamera.updateMatrixWorld();
mirrorCamera.projectionMatrix.copy(camera.projectionMatrix); // Update the texture matrix
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);
textureMatrix.multiply(mirrorCamera.projectionMatrix);
textureMatrix.multiply(mirrorCamera.matrixWorldInverse); // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
mirrorPlane.setFromNormalAndCoplanarPoint(normal, mirrorWorldPosition);
mirrorPlane.applyMatrix4(mirrorCamera.matrixWorldInverse);
clipPlane.set(mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant);
var projectionMatrix = mirrorCamera.projectionMatrix;
q.x = (Math.sign(clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
q.y = (Math.sign(clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
q.z = -1.0;
q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]; // Calculate the scaled plane vector
clipPlane.multiplyScalar(2.0 / clipPlane.dot(q)); // Replacing the third row of the projection matrix
projectionMatrix.elements[2] = clipPlane.x;
projectionMatrix.elements[6] = clipPlane.y;
projectionMatrix.elements[10] = clipPlane.z + 1.0 - clipBias;
projectionMatrix.elements[14] = clipPlane.w;
eye.setFromMatrixPosition(camera.matrixWorld); // Render
if (renderer.outputEncoding !== THREE.LinearEncoding) {
console.warn('THREE.Water: WebGLRenderer must use LinearEncoding as outputEncoding.');
scope.onBeforeRender = function () {};
return;
}
if (renderer.toneMapping !== THREE.NoToneMapping) {
console.warn('THREE.Water: WebGLRenderer must use NoToneMapping as toneMapping.');
scope.onBeforeRender = function () {};
return;
}
var currentRenderTarget = renderer.getRenderTarget();
var currentXrEnabled = renderer.xr.enabled;
var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
scope.visible = false;
renderer.xr.enabled = false; // Avoid camera modification and recursion
renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
renderer.setRenderTarget(renderTarget);
renderer.state.buffers.depth.setMask(true); // make sure the depth buffer is writable so it can be properly cleared, see #18897
if (renderer.autoClear === false) renderer.clear();
renderer.render(scene, mirrorCamera);
scope.visible = true;
renderer.xr.enabled = currentXrEnabled;
renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
renderer.setRenderTarget(currentRenderTarget); // Restore viewport
var viewport = camera.viewport;
if (viewport !== undefined) {
renderer.state.viewport(viewport);
}
};
};
THREE.Water.prototype = _Object$create(THREE.Mesh.prototype);
THREE.Water.prototype.constructor = THREE.Water;