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bytev-charts-beta

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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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import _Object$assign from "@babel/runtime-corejs2/core-js/object/assign"; import _Object$create from "@babel/runtime-corejs2/core-js/object/create"; import { AddEquation, Color, CustomBlending, DepthTexture, DstAlphaFactor, DstColorFactor, LinearFilter, MeshDepthMaterial, MeshNormalMaterial, NearestFilter, NoBlending, RGBADepthPacking, RGBAFormat, ShaderMaterial, UniformsUtils, UnsignedShortType, Vector2, WebGLRenderTarget, ZeroFactor } from "../../../build/three.module.js"; import { Pass } from "../postprocessing/Pass.js"; import { SAOShader } from "../shaders/SAOShader.js"; import { DepthLimitedBlurShader } from "../shaders/DepthLimitedBlurShader.js"; import { BlurShaderUtils } from "../shaders/DepthLimitedBlurShader.js"; import { CopyShader } from "../shaders/CopyShader.js"; import { UnpackDepthRGBAShader } from "../shaders/UnpackDepthRGBAShader.js"; /** * SAO implementation inspired from bhouston previous SAO work */ var SAOPass = function SAOPass(scene, camera, depthTexture, useNormals, resolution) { 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 Color(); this.oldClearColor = new 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 Vector2(resolution.x, resolution.y) : new Vector2(256, 256); this.saoRenderTarget = new WebGLRenderTarget(this.resolution.x, this.resolution.y, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }); this.blurIntermediateRenderTarget = this.saoRenderTarget.clone(); this.beautyRenderTarget = this.saoRenderTarget.clone(); this.normalRenderTarget = new WebGLRenderTarget(this.resolution.x, this.resolution.y, { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }); this.depthRenderTarget = this.normalRenderTarget.clone(); if (this.supportsDepthTextureExtension) { var depthTexture = new DepthTexture(); depthTexture.type = UnsignedShortType; depthTexture.minFilter = NearestFilter; depthTexture.maxFilter = NearestFilter; this.beautyRenderTarget.depthTexture = depthTexture; this.beautyRenderTarget.depthBuffer = true; } this.depthMaterial = new MeshDepthMaterial(); this.depthMaterial.depthPacking = RGBADepthPacking; this.depthMaterial.blending = NoBlending; this.normalMaterial = new MeshNormalMaterial(); this.normalMaterial.blending = NoBlending; if (SAOShader === undefined) { console.error('THREE.SAOPass relies on SAOShader'); } this.saoMaterial = new ShaderMaterial({ defines: _Object$assign({}, SAOShader.defines), fragmentShader: SAOShader.fragmentShader, vertexShader: SAOShader.vertexShader, uniforms: UniformsUtils.clone(SAOShader.uniforms) }); this.saoMaterial.extensions.derivatives = true; this.saoMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1; this.saoMaterial.defines['NORMAL_TEXTURE'] = this.supportsNormalTexture ? 1 : 0; this.saoMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0; this.saoMaterial.uniforms['tDepth'].value = this.supportsDepthTextureExtension ? depthTexture : this.depthRenderTarget.texture; this.saoMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture; this.saoMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y); this.saoMaterial.uniforms['cameraInverseProjectionMatrix'].value.getInverse(this.camera.projectionMatrix); this.saoMaterial.uniforms['cameraProjectionMatrix'].value = this.camera.projectionMatrix; this.saoMaterial.blending = NoBlending; if (DepthLimitedBlurShader === undefined) { console.error('THREE.SAOPass relies on DepthLimitedBlurShader'); } this.vBlurMaterial = new ShaderMaterial({ uniforms: UniformsUtils.clone(DepthLimitedBlurShader.uniforms), defines: _Object$assign({}, DepthLimitedBlurShader.defines), vertexShader: DepthLimitedBlurShader.vertexShader, fragmentShader: 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 = NoBlending; this.hBlurMaterial = new ShaderMaterial({ uniforms: UniformsUtils.clone(DepthLimitedBlurShader.uniforms), defines: _Object$assign({}, DepthLimitedBlurShader.defines), vertexShader: DepthLimitedBlurShader.vertexShader, fragmentShader: DepthLimitedBlurShader.fragmentShader }); this.hBlurMaterial.defines['DEPTH_PACKING'] = this.supportsDepthTextureExtension ? 0 : 1; this.hBlurMaterial.defines['PERSPECTIVE_CAMERA'] = this.camera.isPerspectiveCamera ? 1 : 0; this.hBlurMaterial.uniforms['tDiffuse'].value = this.blurIntermediateRenderTarget.texture; this.hBlurMaterial.uniforms['tDepth'].value = this.supportsDepthTextureExtension ? depthTexture : this.depthRenderTarget.texture; this.hBlurMaterial.uniforms['size'].value.set(this.resolution.x, this.resolution.y); this.hBlurMaterial.blending = NoBlending; if (CopyShader === undefined) { console.error('THREE.SAOPass relies on CopyShader'); } this.materialCopy = new ShaderMaterial({ uniforms: UniformsUtils.clone(CopyShader.uniforms), vertexShader: CopyShader.vertexShader, fragmentShader: CopyShader.fragmentShader, blending: NoBlending }); this.materialCopy.transparent = true; this.materialCopy.depthTest = false; this.materialCopy.depthWrite = false; this.materialCopy.blending = CustomBlending; this.materialCopy.blendSrc = DstColorFactor; this.materialCopy.blendDst = ZeroFactor; this.materialCopy.blendEquation = AddEquation; this.materialCopy.blendSrcAlpha = DstAlphaFactor; this.materialCopy.blendDstAlpha = ZeroFactor; this.materialCopy.blendEquationAlpha = AddEquation; if (UnpackDepthRGBAShader === undefined) { console.error('THREE.SAOPass relies on UnpackDepthRGBAShader'); } this.depthCopy = new ShaderMaterial({ uniforms: UniformsUtils.clone(UnpackDepthRGBAShader.uniforms), vertexShader: UnpackDepthRGBAShader.vertexShader, fragmentShader: UnpackDepthRGBAShader.fragmentShader, blending: NoBlending }); this.fsQuad = new Pass.FullScreenQuad(null); }; SAOPass.OUTPUT = { 'Beauty': 1, 'Default': 0, 'SAO': 2, 'Depth': 3, 'Normal': 4 }; SAOPass.prototype = _Object$assign(_Object$create(Pass.prototype), { constructor: SAOPass, render: function render(renderer, writeBuffer, readBuffer /*, deltaTime, maskActive*/ ) { // Rendering readBuffer first when rendering to screen if (this.renderToScreen) { this.materialCopy.blending = 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) { BlurShaderUtils.configure(this.vBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new Vector2(0, 1)); BlurShaderUtils.configure(this.hBlurMaterial, this.params.saoBlurRadius, this.params.saoBlurStdDev, new 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 = CustomBlending; } else { outputMaterial.blending = 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; } }); export { SAOPass };