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;
314 lines (278 loc) • 14.7 kB
JavaScript
import _Object$assign from "@babel/runtime-corejs2/core-js/object/assign";
import _Object$create from "@babel/runtime-corejs2/core-js/object/create";
console.warn("THREE.SAOPass: 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.");
/**
* SAO implementation inspired from bhouston previous SAO work
*/
THREE.SAOPass = function (scene, camera, depthTexture, useNormals, resolution) {
THREE.Pass.call(this);
this.scene = scene;
this.camera = camera;
this.clear = true;
this.needsSwap = false;
this.supportsDepthTextureExtension = depthTexture !== undefined ? depthTexture : false;
this.supportsNormalTexture = useNormals !== undefined ? useNormals : false;
this.originalClearColor = new THREE.Color();
this.oldClearColor = new THREE.Color();
this.oldClearAlpha = 1;
this.params = {
output: 0,
saoBias: 0.5,
saoIntensity: 0.18,
saoScale: 1,
saoKernelRadius: 100,
saoMinResolution: 0,
saoBlur: true,
saoBlurRadius: 8,
saoBlurStdDev: 4,
saoBlurDepthCutoff: 0.01
};
this.resolution = resolution !== undefined ? new THREE.Vector2(resolution.x, resolution.y) : new THREE.Vector2(256, 256);
this.saoRenderTarget = new THREE.WebGLRenderTarget(this.resolution.x, this.resolution.y, {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat
});
this.blurIntermediateRenderTarget = this.saoRenderTarget.clone();
this.beautyRenderTarget = this.saoRenderTarget.clone();
this.normalRenderTarget = new THREE.WebGLRenderTarget(this.resolution.x, this.resolution.y, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat
});
this.depthRenderTarget = this.normalRenderTarget.clone();
if (this.supportsDepthTextureExtension) {
var depthTexture = new THREE.DepthTexture();
depthTexture.type = THREE.UnsignedShortType;
depthTexture.minFilter = THREE.NearestFilter;
depthTexture.maxFilter = THREE.NearestFilter;
this.beautyRenderTarget.depthTexture = depthTexture;
this.beautyRenderTarget.depthBuffer = true;
}
this.depthMaterial = new THREE.MeshDepthMaterial();
this.depthMaterial.depthPacking = THREE.RGBADepthPacking;
this.depthMaterial.blending = THREE.NoBlending;
this.normalMaterial = new THREE.MeshNormalMaterial();
this.normalMaterial.blending = THREE.NoBlending;
if (THREE.SAOShader === undefined) {
console.error('THREE.SAOPass relies on THREE.SAOShader');
}
this.saoMaterial = new THREE.ShaderMaterial({
defines: _Object$assign({}, THREE.SAOShader.defines),
fragmentShader: THREE.SAOShader.fragmentShader,
vertexShader: THREE.SAOShader.vertexShader,
uniforms: THREE.UniformsUtils.clone(THREE.SAOShader.uniforms)
});
this.saoMaterial.extensions.derivatives = true;
this.saoMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1;
this.saoMaterial.defines['NORMAL_TEXTURE'] = this.supportsNormalTexture ? 1 : 0;
this.saoMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0;
this.saoMaterial.uniforms['tDepth'].value = this.supportsDepthTextureExtension ? depthTexture : this.depthRenderTarget.texture;
this.saoMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture;
this.saoMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y);
this.saoMaterial.uniforms['cameraInverseProjectionMatrix'].value.getInverse(this.camera.projectionMatrix);
this.saoMaterial.uniforms['cameraProjectionMatrix'].value = this.camera.projectionMatrix;
this.saoMaterial.blending = THREE.NoBlending;
if (THREE.DepthLimitedBlurShader === undefined) {
console.error('THREE.SAOPass relies on THREE.DepthLimitedBlurShader');
}
this.vBlurMaterial = new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.clone(THREE.DepthLimitedBlurShader.uniforms),
defines: _Object$assign({}, THREE.DepthLimitedBlurShader.defines),
vertexShader: THREE.DepthLimitedBlurShader.vertexShader,
fragmentShader: THREE.DepthLimitedBlurShader.fragmentShader
});
this.vBlurMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1;
this.vBlurMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0;
this.vBlurMaterial.uniforms['tDiffuse'].value = this.saoRenderTarget.texture;
this.vBlurMaterial.uniforms['tDepth'].value = this.supportsDepthTextureExtension ? depthTexture : this.depthRenderTarget.texture;
this.vBlurMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y);
this.vBlurMaterial.blending = THREE.NoBlending;
this.hBlurMaterial = new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.clone(THREE.DepthLimitedBlurShader.uniforms),
defines: _Object$assign({}, THREE.DepthLimitedBlurShader.defines),
vertexShader: THREE.DepthLimitedBlurShader.vertexShader,
fragmentShader: THREE.DepthLimitedBlurShader.fragmentShader
});
this.hBlurMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1;
this.hBlurMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0;
this.hBlurMaterial.uniforms['tDiffuse'].value = this.blurIntermediateRenderTarget.texture;
this.hBlurMaterial.uniforms['tDepth'].value = this.supportsDepthTextureExtension ? depthTexture : this.depthRenderTarget.texture;
this.hBlurMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y);
this.hBlurMaterial.blending = THREE.NoBlending;
if (THREE.CopyShader === undefined) {
console.error('THREE.SAOPass relies on THREE.CopyShader');
}
this.materialCopy = new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.clone(THREE.CopyShader.uniforms),
vertexShader: THREE.CopyShader.vertexShader,
fragmentShader: THREE.CopyShader.fragmentShader,
blending: THREE.NoBlending
});
this.materialCopy.transparent = true;
this.materialCopy.depthTest = false;
this.materialCopy.depthWrite = false;
this.materialCopy.blending = THREE.CustomBlending;
this.materialCopy.blendSrc = THREE.DstColorFactor;
this.materialCopy.blendDst = THREE.ZeroFactor;
this.materialCopy.blendEquation = THREE.AddEquation;
this.materialCopy.blendSrcAlpha = THREE.DstAlphaFactor;
this.materialCopy.blendDstAlpha = THREE.ZeroFactor;
this.materialCopy.blendEquationAlpha = THREE.AddEquation;
if (THREE.UnpackDepthRGBAShader === undefined) {
console.error('THREE.SAOPass relies on THREE.UnpackDepthRGBAShader');
}
this.depthCopy = new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.clone(THREE.UnpackDepthRGBAShader.uniforms),
vertexShader: THREE.UnpackDepthRGBAShader.vertexShader,
fragmentShader: THREE.UnpackDepthRGBAShader.fragmentShader,
blending: THREE.NoBlending
});
this.fsQuad = new THREE.Pass.FullScreenQuad(null);
};
THREE.SAOPass.OUTPUT = {
'Beauty': 1,
'Default': 0,
'SAO': 2,
'Depth': 3,
'Normal': 4
};
THREE.SAOPass.prototype = _Object$assign(_Object$create(THREE.Pass.prototype), {
constructor: THREE.SAOPass,
render: function render(renderer, writeBuffer, readBuffer
/*, deltaTime, maskActive*/
) {
// Rendering readBuffer first when rendering to screen
if (this.renderToScreen) {
this.materialCopy.blending = THREE.NoBlending;
this.materialCopy.uniforms['tDiffuse'].value = readBuffer.texture;
this.materialCopy.needsUpdate = true;
this.renderPass(renderer, this.materialCopy, null);
}
if (this.params.output === 1) {
return;
}
this.oldClearColor.copy(renderer.getClearColor());
this.oldClearAlpha = renderer.getClearAlpha();
var oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.setRenderTarget(this.depthRenderTarget);
renderer.clear();
this.saoMaterial.uniforms['bias'].value = this.params.saoBias;
this.saoMaterial.uniforms['intensity'].value = this.params.saoIntensity;
this.saoMaterial.uniforms['scale'].value = this.params.saoScale;
this.saoMaterial.uniforms['kernelRadius'].value = this.params.saoKernelRadius;
this.saoMaterial.uniforms['minResolution'].value = this.params.saoMinResolution;
this.saoMaterial.uniforms['cameraNear'].value = this.camera.near;
this.saoMaterial.uniforms['cameraFar'].value = this.camera.far; // this.saoMaterial.uniforms['randomSeed'].value = Math.random();
var depthCutoff = this.params.saoBlurDepthCutoff * (this.camera.far - this.camera.near);
this.vBlurMaterial.uniforms['depthCutoff'].value = depthCutoff;
this.hBlurMaterial.uniforms['depthCutoff'].value = depthCutoff;
this.vBlurMaterial.uniforms['cameraNear'].value = this.camera.near;
this.vBlurMaterial.uniforms['cameraFar'].value = this.camera.far;
this.hBlurMaterial.uniforms['cameraNear'].value = this.camera.near;
this.hBlurMaterial.uniforms['cameraFar'].value = this.camera.far;
this.params.saoBlurRadius = Math.floor(this.params.saoBlurRadius);
if (this.prevStdDev !== this.params.saoBlurStdDev || this.prevNumSamples !== this.params.saoBlurRadius) {
THREE.BlurShaderUtils.configure(this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new THREE.Vector2(0, 1));
THREE.BlurShaderUtils.configure(this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new THREE.Vector2(1, 0));
this.prevStdDev = this.params.saoBlurStdDev;
this.prevNumSamples = this.params.saoBlurRadius;
} // Rendering scene to depth texture
renderer.setClearColor(0x000000);
renderer.setRenderTarget(this.beautyRenderTarget);
renderer.clear();
renderer.render(this.scene, this.camera); // Re-render scene if depth texture extension is not supported
if (!this.supportsDepthTextureExtension) {
// Clear rule : far clipping plane in both RGBA and Basic encoding
this.renderOverride(renderer, this.depthMaterial, this.depthRenderTarget, 0x000000, 1.0);
}
if (this.supportsNormalTexture) {
// Clear rule : default normal is facing the camera
this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0);
} // Rendering SAO texture
this.renderPass(renderer, this.saoMaterial, this.saoRenderTarget, 0xffffff, 1.0); // Blurring SAO texture
if (this.params.saoBlur) {
this.renderPass(renderer, this.vBlurMaterial, this.blurIntermediateRenderTarget, 0xffffff, 1.0);
this.renderPass(renderer, this.hBlurMaterial, this.saoRenderTarget, 0xffffff, 1.0);
}
var outputMaterial = this.materialCopy; // Setting up SAO rendering
if (this.params.output === 3) {
if (this.supportsDepthTextureExtension) {
this.materialCopy.uniforms['tDiffuse'].value = this.beautyRenderTarget.depthTexture;
this.materialCopy.needsUpdate = true;
} else {
this.depthCopy.uniforms['tDiffuse'].value = this.depthRenderTarget.texture;
this.depthCopy.needsUpdate = true;
outputMaterial = this.depthCopy;
}
} else if (this.params.output === 4) {
this.materialCopy.uniforms['tDiffuse'].value = this.normalRenderTarget.texture;
this.materialCopy.needsUpdate = true;
} else {
this.materialCopy.uniforms['tDiffuse'].value = this.saoRenderTarget.texture;
this.materialCopy.needsUpdate = true;
} // Blending depends on output, only want a CustomBlending when showing SAO
if (this.params.output === 0) {
outputMaterial.blending = THREE.CustomBlending;
} else {
outputMaterial.blending = THREE.NoBlending;
} // Rendering SAOPass result on top of previous pass
this.renderPass(renderer, outputMaterial, this.renderToScreen ? null : readBuffer);
renderer.setClearColor(this.oldClearColor, this.oldClearAlpha);
renderer.autoClear = oldAutoClear;
},
renderPass: function renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {
// save original state
this.originalClearColor.copy(renderer.getClearColor());
var originalClearAlpha = renderer.getClearAlpha();
var originalAutoClear = renderer.autoClear;
renderer.setRenderTarget(renderTarget); // setup pass state
renderer.autoClear = false;
if (clearColor !== undefined && clearColor !== null) {
renderer.setClearColor(clearColor);
renderer.setClearAlpha(clearAlpha || 0.0);
renderer.clear();
}
this.fsQuad.material = passMaterial;
this.fsQuad.render(renderer); // restore original state
renderer.autoClear = originalAutoClear;
renderer.setClearColor(this.originalClearColor);
renderer.setClearAlpha(originalClearAlpha);
},
renderOverride: function renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {
this.originalClearColor.copy(renderer.getClearColor());
var originalClearAlpha = renderer.getClearAlpha();
var originalAutoClear = renderer.autoClear;
renderer.setRenderTarget(renderTarget);
renderer.autoClear = false;
clearColor = overrideMaterial.clearColor || clearColor;
clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
if (clearColor !== undefined && clearColor !== null) {
renderer.setClearColor(clearColor);
renderer.setClearAlpha(clearAlpha || 0.0);
renderer.clear();
}
this.scene.overrideMaterial = overrideMaterial;
renderer.render(this.scene, this.camera);
this.scene.overrideMaterial = null; // restore original state
renderer.autoClear = originalAutoClear;
renderer.setClearColor(this.originalClearColor);
renderer.setClearAlpha(originalClearAlpha);
},
setSize: function setSize(width, height) {
this.beautyRenderTarget.setSize(width, height);
this.saoRenderTarget.setSize(width, height);
this.blurIntermediateRenderTarget.setSize(width, height);
this.normalRenderTarget.setSize(width, height);
this.depthRenderTarget.setSize(width, height);
this.saoMaterial.uniforms['size'].value.set(width, height);
this.saoMaterial.uniforms['cameraInverseProjectionMatrix'].value.getInverse(this.camera.projectionMatrix);
this.saoMaterial.uniforms['cameraProjectionMatrix'].value = this.camera.projectionMatrix;
this.saoMaterial.needsUpdate = true;
this.vBlurMaterial.uniforms['size'].value.set(width, height);
this.vBlurMaterial.needsUpdate = true;
this.hBlurMaterial.uniforms['size'].value.set(width, height);
this.hBlurMaterial.needsUpdate = true;
}
});