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 { 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 };