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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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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); };