bytev-charts
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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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JavaScript
import "core-js/modules/es.array.iterator.js";
import "core-js/modules/es.array-buffer.slice.js";
import "core-js/modules/es.object.to-string.js";
import "core-js/modules/es.typed-array.float32-array.js";
import "core-js/modules/es.typed-array.copy-within.js";
import "core-js/modules/es.typed-array.every.js";
import "core-js/modules/es.typed-array.fill.js";
import "core-js/modules/es.typed-array.filter.js";
import "core-js/modules/es.typed-array.find.js";
import "core-js/modules/es.typed-array.find-index.js";
import "core-js/modules/es.typed-array.for-each.js";
import "core-js/modules/es.typed-array.includes.js";
import "core-js/modules/es.typed-array.index-of.js";
import "core-js/modules/es.typed-array.iterator.js";
import "core-js/modules/es.typed-array.join.js";
import "core-js/modules/es.typed-array.last-index-of.js";
import "core-js/modules/es.typed-array.map.js";
import "core-js/modules/es.typed-array.reduce.js";
import "core-js/modules/es.typed-array.reduce-right.js";
import "core-js/modules/es.typed-array.reverse.js";
import "core-js/modules/es.typed-array.set.js";
import "core-js/modules/es.typed-array.slice.js";
import "core-js/modules/es.typed-array.some.js";
import "core-js/modules/es.typed-array.sort.js";
import "core-js/modules/es.typed-array.subarray.js";
import "core-js/modules/es.typed-array.to-locale-string.js";
import "core-js/modules/es.typed-array.to-string.js";
console.warn("THREE.Ocean: 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.Ocean = function (renderer, camera, scene, options) {
// flag used to trigger parameter changes
this.changed = true;
this.initial = true; // Assign required parameters as object properties
this.oceanCamera = new THREE.OrthographicCamera(); //camera.clone();
this.oceanCamera.position.z = 1;
this.renderer = renderer;
this.renderer.clearColor(0xffffff);
this.scene = new THREE.Scene(); // Assign optional parameters as variables and object properties
function optionalParameter(value, defaultValue) {
return value !== undefined ? value : defaultValue;
}
options = options || {};
this.clearColor = optionalParameter(options.CLEAR_COLOR, [1.0, 1.0, 1.0, 0.0]);
this.geometryOrigin = optionalParameter(options.GEOMETRY_ORIGIN, [-1000.0, -1000.0]);
this.sunDirectionX = optionalParameter(options.SUN_DIRECTION[0], -1.0);
this.sunDirectionY = optionalParameter(options.SUN_DIRECTION[1], 1.0);
this.sunDirectionZ = optionalParameter(options.SUN_DIRECTION[2], 1.0);
this.oceanColor = optionalParameter(options.OCEAN_COLOR, new THREE.Vector3(0.004, 0.016, 0.047));
this.skyColor = optionalParameter(options.SKY_COLOR, new THREE.Vector3(3.2, 9.6, 12.8));
this.exposure = optionalParameter(options.EXPOSURE, 0.35);
this.geometryResolution = optionalParameter(options.GEOMETRY_RESOLUTION, 32);
this.geometrySize = optionalParameter(options.GEOMETRY_SIZE, 2000);
this.resolution = optionalParameter(options.RESOLUTION, 64);
this.floatSize = optionalParameter(options.SIZE_OF_FLOAT, 4);
this.windX = optionalParameter(options.INITIAL_WIND[0], 10.0);
this.windY = optionalParameter(options.INITIAL_WIND[1], 10.0);
this.size = optionalParameter(options.INITIAL_SIZE, 250.0);
this.choppiness = optionalParameter(options.INITIAL_CHOPPINESS, 1.5); //
this.matrixNeedsUpdate = false; // Setup framebuffer pipeline
var renderTargetType = optionalParameter(options.USE_HALF_FLOAT, false) ? THREE.HalfFloatType : THREE.FloatType;
var LinearClampParams = {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
wrapS: THREE.ClampToEdgeWrapping,
wrapT: THREE.ClampToEdgeWrapping,
format: THREE.RGBAFormat,
stencilBuffer: false,
depthBuffer: false,
premultiplyAlpha: false,
type: renderTargetType
};
var NearestClampParams = {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
wrapS: THREE.ClampToEdgeWrapping,
wrapT: THREE.ClampToEdgeWrapping,
format: THREE.RGBAFormat,
stencilBuffer: false,
depthBuffer: false,
premultiplyAlpha: false,
type: renderTargetType
};
var NearestRepeatParams = {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
wrapS: THREE.RepeatWrapping,
wrapT: THREE.RepeatWrapping,
format: THREE.RGBAFormat,
stencilBuffer: false,
depthBuffer: false,
premultiplyAlpha: false,
type: renderTargetType
};
this.initialSpectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestRepeatParams);
this.spectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
this.pingPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
this.pongPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
this.pingTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
this.pongTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
this.displacementMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
this.normalMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams); // Define shaders and constant uniforms
////////////////////////////////////////
// 0 - The vertex shader used in all of the simulation steps
var fullscreeenVertexShader = THREE.OceanShaders["ocean_sim_vertex"]; // 1 - Horizontal wave vertices used for FFT
var oceanHorizontalShader = THREE.OceanShaders["ocean_subtransform"];
var oceanHorizontalUniforms = THREE.UniformsUtils.clone(oceanHorizontalShader.uniforms);
this.materialOceanHorizontal = new THREE.ShaderMaterial({
uniforms: oceanHorizontalUniforms,
vertexShader: fullscreeenVertexShader.vertexShader,
fragmentShader: "#define HORIZONTAL \n" + oceanHorizontalShader.fragmentShader
});
this.materialOceanHorizontal.uniforms.u_transformSize = {
value: this.resolution
};
this.materialOceanHorizontal.uniforms.u_subtransformSize = {
value: null
};
this.materialOceanHorizontal.uniforms.u_input = {
value: null
};
this.materialOceanHorizontal.depthTest = false; // 2 - Vertical wave vertices used for FFT
var oceanVerticalShader = THREE.OceanShaders["ocean_subtransform"];
var oceanVerticalUniforms = THREE.UniformsUtils.clone(oceanVerticalShader.uniforms);
this.materialOceanVertical = new THREE.ShaderMaterial({
uniforms: oceanVerticalUniforms,
vertexShader: fullscreeenVertexShader.vertexShader,
fragmentShader: oceanVerticalShader.fragmentShader
});
this.materialOceanVertical.uniforms.u_transformSize = {
value: this.resolution
};
this.materialOceanVertical.uniforms.u_subtransformSize = {
value: null
};
this.materialOceanVertical.uniforms.u_input = {
value: null
};
this.materialOceanVertical.depthTest = false; // 3 - Initial spectrum used to generate height map
var initialSpectrumShader = THREE.OceanShaders["ocean_initial_spectrum"];
var initialSpectrumUniforms = THREE.UniformsUtils.clone(initialSpectrumShader.uniforms);
this.materialInitialSpectrum = new THREE.ShaderMaterial({
uniforms: initialSpectrumUniforms,
vertexShader: initialSpectrumShader.vertexShader,
fragmentShader: initialSpectrumShader.fragmentShader
});
this.materialInitialSpectrum.uniforms.u_wind = {
value: new THREE.Vector2()
};
this.materialInitialSpectrum.uniforms.u_resolution = {
value: this.resolution
};
this.materialInitialSpectrum.depthTest = false; // 4 - Phases used to animate heightmap
var phaseShader = THREE.OceanShaders["ocean_phase"];
var phaseUniforms = THREE.UniformsUtils.clone(phaseShader.uniforms);
this.materialPhase = new THREE.ShaderMaterial({
uniforms: phaseUniforms,
vertexShader: fullscreeenVertexShader.vertexShader,
fragmentShader: phaseShader.fragmentShader
});
this.materialPhase.uniforms.u_resolution = {
value: this.resolution
};
this.materialPhase.depthTest = false; // 5 - Shader used to update spectrum
var spectrumShader = THREE.OceanShaders["ocean_spectrum"];
var spectrumUniforms = THREE.UniformsUtils.clone(spectrumShader.uniforms);
this.materialSpectrum = new THREE.ShaderMaterial({
uniforms: spectrumUniforms,
vertexShader: fullscreeenVertexShader.vertexShader,
fragmentShader: spectrumShader.fragmentShader
});
this.materialSpectrum.uniforms.u_initialSpectrum = {
value: null
};
this.materialSpectrum.uniforms.u_resolution = {
value: this.resolution
};
this.materialSpectrum.depthTest = false; // 6 - Shader used to update spectrum normals
var normalShader = THREE.OceanShaders["ocean_normals"];
var normalUniforms = THREE.UniformsUtils.clone(normalShader.uniforms);
this.materialNormal = new THREE.ShaderMaterial({
uniforms: normalUniforms,
vertexShader: fullscreeenVertexShader.vertexShader,
fragmentShader: normalShader.fragmentShader
});
this.materialNormal.uniforms.u_displacementMap = {
value: null
};
this.materialNormal.uniforms.u_resolution = {
value: this.resolution
};
this.materialNormal.depthTest = false; // 7 - Shader used to update normals
var oceanShader = THREE.OceanShaders["ocean_main"];
var oceanUniforms = THREE.UniformsUtils.clone(oceanShader.uniforms);
this.materialOcean = new THREE.ShaderMaterial({
uniforms: oceanUniforms,
vertexShader: oceanShader.vertexShader,
fragmentShader: oceanShader.fragmentShader
}); // this.materialOcean.wireframe = true;
this.materialOcean.uniforms.u_geometrySize = {
value: this.resolution
};
this.materialOcean.uniforms.u_displacementMap = {
value: this.displacementMapFramebuffer.texture
};
this.materialOcean.uniforms.u_normalMap = {
value: this.normalMapFramebuffer.texture
};
this.materialOcean.uniforms.u_oceanColor = {
value: this.oceanColor
};
this.materialOcean.uniforms.u_skyColor = {
value: this.skyColor
};
this.materialOcean.uniforms.u_sunDirection = {
value: new THREE.Vector3(this.sunDirectionX, this.sunDirectionY, this.sunDirectionZ)
};
this.materialOcean.uniforms.u_exposure = {
value: this.exposure
};
this.materialOcean.uniforms.u_size = {
value: this.size
}; // Disable blending to prevent default premultiplied alpha values
this.materialOceanHorizontal.blending = 0;
this.materialOceanVertical.blending = 0;
this.materialInitialSpectrum.blending = 0;
this.materialPhase.blending = 0;
this.materialSpectrum.blending = 0;
this.materialNormal.blending = 0;
this.materialOcean.blending = 0; // Create the simulation plane
this.screenQuad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2));
this.scene.add(this.screenQuad); // Initialise spectrum data
this.generateSeedPhaseTexture(); // Generate the ocean mesh
this.generateMesh();
};
THREE.Ocean.prototype.generateMesh = function () {
var geometry = new THREE.PlaneBufferGeometry(this.geometrySize, this.geometrySize, this.geometryResolution, this.geometryResolution);
geometry.rotateX(-Math.PI / 2);
this.oceanMesh = new THREE.Mesh(geometry, this.materialOcean);
};
THREE.Ocean.prototype.render = function () {
var currentRenderTarget = this.renderer.getRenderTarget();
this.scene.overrideMaterial = null;
if (this.changed) this.renderInitialSpectrum();
this.renderWavePhase();
this.renderSpectrum();
this.renderSpectrumFFT();
this.renderNormalMap();
this.scene.overrideMaterial = null;
this.renderer.setRenderTarget(currentRenderTarget);
};
THREE.Ocean.prototype.generateSeedPhaseTexture = function () {
// Setup the seed texture
this.pingPhase = true;
var phaseArray = new window.Float32Array(this.resolution * this.resolution * 4);
for (var i = 0; i < this.resolution; i++) {
for (var j = 0; j < this.resolution; j++) {
phaseArray[i * this.resolution * 4 + j * 4] = Math.random() * 2.0 * Math.PI;
phaseArray[i * this.resolution * 4 + j * 4 + 1] = 0.0;
phaseArray[i * this.resolution * 4 + j * 4 + 2] = 0.0;
phaseArray[i * this.resolution * 4 + j * 4 + 3] = 0.0;
}
}
this.pingPhaseTexture = new THREE.DataTexture(phaseArray, this.resolution, this.resolution, THREE.RGBAFormat);
this.pingPhaseTexture.wrapS = THREE.ClampToEdgeWrapping;
this.pingPhaseTexture.wrapT = THREE.ClampToEdgeWrapping;
this.pingPhaseTexture.type = THREE.FloatType;
};
THREE.Ocean.prototype.renderInitialSpectrum = function () {
this.scene.overrideMaterial = this.materialInitialSpectrum;
this.materialInitialSpectrum.uniforms.u_wind.value.set(this.windX, this.windY);
this.materialInitialSpectrum.uniforms.u_size.value = this.size;
this.renderer.setRenderTarget(this.initialSpectrumFramebuffer);
this.renderer.clear();
this.renderer.render(this.scene, this.oceanCamera);
};
THREE.Ocean.prototype.renderWavePhase = function () {
this.scene.overrideMaterial = this.materialPhase;
this.screenQuad.material = this.materialPhase;
if (this.initial) {
this.materialPhase.uniforms.u_phases.value = this.pingPhaseTexture;
this.initial = false;
} else {
this.materialPhase.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer.texture : this.pongPhaseFramebuffer.texture;
}
this.materialPhase.uniforms.u_deltaTime.value = this.deltaTime;
this.materialPhase.uniforms.u_size.value = this.size;
this.renderer.setRenderTarget(this.pingPhase ? this.pongPhaseFramebuffer : this.pingPhaseFramebuffer);
this.renderer.render(this.scene, this.oceanCamera);
this.pingPhase = !this.pingPhase;
};
THREE.Ocean.prototype.renderSpectrum = function () {
this.scene.overrideMaterial = this.materialSpectrum;
this.materialSpectrum.uniforms.u_initialSpectrum.value = this.initialSpectrumFramebuffer.texture;
this.materialSpectrum.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer.texture : this.pongPhaseFramebuffer.texture;
this.materialSpectrum.uniforms.u_choppiness.value = this.choppiness;
this.materialSpectrum.uniforms.u_size.value = this.size;
this.renderer.setRenderTarget(this.spectrumFramebuffer);
this.renderer.render(this.scene, this.oceanCamera);
};
THREE.Ocean.prototype.renderSpectrumFFT = function () {
// GPU FFT using Stockham formulation
var iterations = Math.log(this.resolution) / Math.log(2); // log2
this.scene.overrideMaterial = this.materialOceanHorizontal;
for (var i = 0; i < iterations; i++) {
if (i === 0) {
this.materialOceanHorizontal.uniforms.u_input.value = this.spectrumFramebuffer.texture;
this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, i % iterations + 1);
this.renderer.setRenderTarget(this.pingTransformFramebuffer);
this.renderer.render(this.scene, this.oceanCamera);
} else if (i % 2 === 1) {
this.materialOceanHorizontal.uniforms.u_input.value = this.pingTransformFramebuffer.texture;
this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, i % iterations + 1);
this.renderer.setRenderTarget(this.pongTransformFramebuffer);
this.renderer.render(this.scene, this.oceanCamera);
} else {
this.materialOceanHorizontal.uniforms.u_input.value = this.pongTransformFramebuffer.texture;
this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, i % iterations + 1);
this.renderer.setRenderTarget(this.pingTransformFramebuffer);
this.renderer.render(this.scene, this.oceanCamera);
}
}
this.scene.overrideMaterial = this.materialOceanVertical;
for (var i = iterations; i < iterations * 2; i++) {
if (i === iterations * 2 - 1) {
this.materialOceanVertical.uniforms.u_input.value = iterations % 2 === 0 ? this.pingTransformFramebuffer.texture : this.pongTransformFramebuffer.texture;
this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, i % iterations + 1);
this.renderer.setRenderTarget(this.displacementMapFramebuffer);
this.renderer.render(this.scene, this.oceanCamera);
} else if (i % 2 === 1) {
this.materialOceanVertical.uniforms.u_input.value = this.pingTransformFramebuffer.texture;
this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, i % iterations + 1);
this.renderer.setRenderTarget(this.pongTransformFramebuffer);
this.renderer.render(this.scene, this.oceanCamera);
} else {
this.materialOceanVertical.uniforms.u_input.value = this.pongTransformFramebuffer.texture;
this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, i % iterations + 1);
this.renderer.setRenderTarget(this.pingTransformFramebuffer);
this.renderer.render(this.scene, this.oceanCamera);
}
}
};
THREE.Ocean.prototype.renderNormalMap = function () {
this.scene.overrideMaterial = this.materialNormal;
if (this.changed) this.materialNormal.uniforms.u_size.value = this.size;
this.materialNormal.uniforms.u_displacementMap.value = this.displacementMapFramebuffer.texture;
this.renderer.setRenderTarget(this.normalMapFramebuffer);
this.renderer.clear();
this.renderer.render(this.scene, this.oceanCamera);
};