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$assign from "@babel/runtime-corejs2/core-js/object/assign";
import _Object$create from "@babel/runtime-corejs2/core-js/object/create";
import "core-js/modules/es.function.name.js";
import "core-js/modules/es.regexp.exec.js";
import "core-js/modules/es.string.replace.js";
import "core-js/modules/es.array.join.js";
console.warn("THREE.OutlinePass: 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.OutlinePass = function (resolution, scene, camera, selectedObjects) {
this.renderScene = scene;
this.renderCamera = camera;
this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
this.visibleEdgeColor = new THREE.Color(1, 1, 1);
this.hiddenEdgeColor = new THREE.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;
THREE.Pass.call(this);
this.resolution = resolution !== undefined ? new THREE.Vector2(resolution.x, resolution.y) : new THREE.Vector2(256, 256);
var pars = {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat
};
var resx = Math.round(this.resolution.x / this.downSampleRatio);
var resy = Math.round(this.resolution.y / this.downSampleRatio);
this.maskBufferMaterial = new THREE.MeshBasicMaterial({
color: 0xffffff
});
this.maskBufferMaterial.side = THREE.DoubleSide;
this.renderTargetMaskBuffer = new THREE.WebGLRenderTarget(this.resolution.x, this.resolution.y, pars);
this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask";
this.renderTargetMaskBuffer.texture.generateMipmaps = false;
this.depthMaterial = new THREE.MeshDepthMaterial();
this.depthMaterial.side = THREE.DoubleSide;
this.depthMaterial.depthPacking = THREE.RGBADepthPacking;
this.depthMaterial.blending = THREE.NoBlending;
this.prepareMaskMaterial = this.getPrepareMaskMaterial();
this.prepareMaskMaterial.side = THREE.DoubleSide;
this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ(this.prepareMaskMaterial.fragmentShader, this.renderCamera);
this.renderTargetDepthBuffer = new THREE.WebGLRenderTarget(this.resolution.x, this.resolution.y, pars);
this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth";
this.renderTargetDepthBuffer.texture.generateMipmaps = false;
this.renderTargetMaskDownSampleBuffer = new THREE.WebGLRenderTarget(resx, resy, pars);
this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample";
this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
this.renderTargetBlurBuffer1 = new THREE.WebGLRenderTarget(resx, resy, pars);
this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1";
this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
this.renderTargetBlurBuffer2 = new THREE.WebGLRenderTarget(Math.round(resx / 2), Math.round(resy / 2), pars);
this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2";
this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
this.renderTargetEdgeBuffer1 = new THREE.WebGLRenderTarget(resx, resy, pars);
this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1";
this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
this.renderTargetEdgeBuffer2 = new THREE.WebGLRenderTarget(Math.round(resx / 2), Math.round(resy / 2), pars);
this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2";
this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
var MAX_EDGE_THICKNESS = 4;
var 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
if (THREE.CopyShader === undefined) console.error("THREE.OutlinePass relies on THREE.CopyShader");
var copyShader = THREE.CopyShader;
this.copyUniforms = THREE.UniformsUtils.clone(copyShader.uniforms);
this.copyUniforms["opacity"].value = 1.0;
this.materialCopy = new THREE.ShaderMaterial({
uniforms: this.copyUniforms,
vertexShader: copyShader.vertexShader,
fragmentShader: copyShader.fragmentShader,
blending: THREE.NoBlending,
depthTest: false,
depthWrite: false,
transparent: true
});
this.enabled = true;
this.needsSwap = false;
this.oldClearColor = new THREE.Color();
this.oldClearAlpha = 1;
this.fsQuad = new THREE.Pass.FullScreenQuad(null);
this.tempPulseColor1 = new THREE.Color();
this.tempPulseColor2 = new THREE.Color();
this.textureMatrix = new THREE.Matrix4();
function replaceDepthToViewZ(string, camera) {
var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
return string.replace(/DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ');
}
};
THREE.OutlinePass.prototype = _Object$assign(_Object$create(THREE.Pass.prototype), {
constructor: THREE.OutlinePass,
dispose: function dispose() {
this.renderTargetMaskBuffer.dispose();
this.renderTargetDepthBuffer.dispose();
this.renderTargetMaskDownSampleBuffer.dispose();
this.renderTargetBlurBuffer1.dispose();
this.renderTargetBlurBuffer2.dispose();
this.renderTargetEdgeBuffer1.dispose();
this.renderTargetEdgeBuffer2.dispose();
},
setSize: function setSize(width, height) {
this.renderTargetMaskBuffer.setSize(width, height);
var resx = Math.round(width / this.downSampleRatio);
var 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: function changeVisibilityOfSelectedObjects(bVisible) {
function gatherSelectedMeshesCallBack(object) {
if (object.isMesh) {
if (bVisible) {
object.visible = object.userData.oldVisible;
delete object.userData.oldVisible;
} else {
object.userData.oldVisible = object.visible;
object.visible = bVisible;
}
}
}
for (var i = 0; i < this.selectedObjects.length; i++) {
var selectedObject = this.selectedObjects[i];
selectedObject.traverse(gatherSelectedMeshesCallBack);
}
},
changeVisibilityOfNonSelectedObjects: function changeVisibilityOfNonSelectedObjects(bVisible) {
var selectedMeshes = [];
function gatherSelectedMeshesCallBack(object) {
if (object.isMesh) selectedMeshes.push(object);
}
for (var i = 0; i < this.selectedObjects.length; i++) {
var selectedObject = this.selectedObjects[i];
selectedObject.traverse(gatherSelectedMeshesCallBack);
}
function VisibilityChangeCallBack(object) {
if (object.isMesh || object.isLine || object.isSprite) {
var bFound = false;
for (var i = 0; i < selectedMeshes.length; i++) {
var selectedObjectId = selectedMeshes[i].id;
if (selectedObjectId === object.id) {
bFound = true;
break;
}
}
if (!bFound) {
var visibility = object.visible;
if (!bVisible || object.bVisible) object.visible = bVisible;
object.bVisible = visibility;
}
}
}
this.renderScene.traverse(VisibilityChangeCallBack);
},
updateTextureMatrix: function 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: function render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
if (this.selectedObjects.length > 0) {
this.oldClearColor.copy(renderer.getClearColor());
this.oldClearAlpha = renderer.getClearAlpha();
var 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);
var 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); // 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.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) {
var 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 = THREE.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 = THREE.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 = THREE.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 = THREE.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: function getPrepareMaskMaterial() {
return new THREE.ShaderMaterial({
uniforms: {
"depthTexture": {
value: null
},
"cameraNearFar": {
value: new THREE.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 = modelMatrix * vec4( position, 1.0 );', ' projTexCoord = textureMatrix * worldPosition;', '}'].join('\n'),
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);', '}'].join('\n')
});
},
getEdgeDetectionMaterial: function getEdgeDetectionMaterial() {
return new THREE.ShaderMaterial({
uniforms: {
"maskTexture": {
value: null
},
"texSize": {
value: new THREE.Vector2(0.5, 0.5)
},
"visibleEdgeColor": {
value: new THREE.Vector3(1.0, 1.0, 1.0)
},
"hiddenEdgeColor": {
value: new THREE.Vector3(1.0, 1.0, 1.0)
}
},
vertexShader: "varying vec2 vUv;\n\
void main() {\n\
vUv = uv;\n\
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
}",
fragmentShader: "varying vec2 vUv;\
uniform sampler2D maskTexture;\
uniform vec2 texSize;\
uniform vec3 visibleEdgeColor;\
uniform vec3 hiddenEdgeColor;\
\
void main() {\n\
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: function getSeperableBlurMaterial(maxRadius) {
return new THREE.ShaderMaterial({
defines: {
"MAX_RADIUS": maxRadius
},
uniforms: {
"colorTexture": {
value: null
},
"texSize": {
value: new THREE.Vector2(0.5, 0.5)
},
"direction": {
value: new THREE.Vector2(0.5, 0.5)
},
"kernelRadius": {
value: 1.0
}
},
vertexShader: "varying vec2 vUv;\n\
void main() {\n\
vUv = uv;\n\
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
}",
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 weightSum = gaussianPdf(0.0, kernelRadius);\
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 w = gaussianPdf(uvOffset.x, kernelRadius);\
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: function getOverlayMaterial() {
return new THREE.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;\n\
void main() {\n\
vUv = uv;\n\
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
}",
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: THREE.AdditiveBlending,
depthTest: false,
depthWrite: false,
transparent: true
});
}
});
THREE.OutlinePass.BlurDirectionX = new THREE.Vector2(1.0, 0.0);
THREE.OutlinePass.BlurDirectionY = new THREE.Vector2(0.0, 1.0);