UNPKG

bytev-charts

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;

206 lines (182 loc) 12.2 kB
import _Object$create from "@babel/runtime-corejs2/core-js/object/create"; import "core-js/modules/es.array.join.js"; import "core-js/modules/es.math.sign.js"; console.warn("THREE.Water: 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."); /** * Work based on : * http://slayvin.net : Flat mirror for three.js * http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL */ THREE.Water = function (geometry, options) { THREE.Mesh.call(this, geometry); var scope = this; options = options || {}; var textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512; var textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512; var clipBias = options.clipBias !== undefined ? options.clipBias : 0.0; var alpha = options.alpha !== undefined ? options.alpha : 1.0; var time = options.time !== undefined ? options.time : 0.0; var normalSampler = options.waterNormals !== undefined ? options.waterNormals : null; var sunDirection = options.sunDirection !== undefined ? options.sunDirection : new THREE.Vector3(0.70707, 0.70707, 0.0); var sunColor = new THREE.Color(options.sunColor !== undefined ? options.sunColor : 0xffffff); var waterColor = new THREE.Color(options.waterColor !== undefined ? options.waterColor : 0x7F7F7F); var eye = options.eye !== undefined ? options.eye : new THREE.Vector3(0, 0, 0); var distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0; var side = options.side !== undefined ? options.side : THREE.FrontSide; var fog = options.fog !== undefined ? options.fog : false; // var mirrorPlane = new THREE.Plane(); var normal = new THREE.Vector3(); var mirrorWorldPosition = new THREE.Vector3(); var cameraWorldPosition = new THREE.Vector3(); var rotationMatrix = new THREE.Matrix4(); var lookAtPosition = new THREE.Vector3(0, 0, -1); var clipPlane = new THREE.Vector4(); var view = new THREE.Vector3(); var target = new THREE.Vector3(); var q = new THREE.Vector4(); var textureMatrix = new THREE.Matrix4(); var mirrorCamera = new THREE.PerspectiveCamera(); var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false }; var renderTarget = new THREE.WebGLRenderTarget(textureWidth, textureHeight, parameters); if (!THREE.MathUtils.isPowerOfTwo(textureWidth) || !THREE.MathUtils.isPowerOfTwo(textureHeight)) { renderTarget.texture.generateMipmaps = false; } var mirrorShader = { uniforms: THREE.UniformsUtils.merge([THREE.UniformsLib['fog'], THREE.UniformsLib['lights'], { "normalSampler": { value: null }, "mirrorSampler": { value: null }, "alpha": { value: 1.0 }, "time": { value: 0.0 }, "size": { value: 1.0 }, "distortionScale": { value: 20.0 }, "textureMatrix": { value: new THREE.Matrix4() }, "sunColor": { value: new THREE.Color(0x7F7F7F) }, "sunDirection": { value: new THREE.Vector3(0.70707, 0.70707, 0) }, "eye": { value: new THREE.Vector3() }, "waterColor": { value: new THREE.Color(0x555555) } }]), vertexShader: ['uniform mat4 textureMatrix;', 'uniform float time;', 'varying vec4 mirrorCoord;', 'varying vec4 worldPosition;', '#include <common>', '#include <fog_pars_vertex>', '#include <shadowmap_pars_vertex>', '#include <logdepthbuf_pars_vertex>', 'void main() {', ' mirrorCoord = modelMatrix * vec4( position, 1.0 );', ' worldPosition = mirrorCoord.xyzw;', ' mirrorCoord = textureMatrix * mirrorCoord;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '#include <beginnormal_vertex>', '#include <defaultnormal_vertex>', '#include <logdepthbuf_vertex>', '#include <fog_vertex>', '#include <shadowmap_vertex>', '}'].join('\n'), fragmentShader: ['uniform sampler2D mirrorSampler;', 'uniform float alpha;', 'uniform float time;', 'uniform float size;', 'uniform float distortionScale;', 'uniform sampler2D normalSampler;', 'uniform vec3 sunColor;', 'uniform vec3 sunDirection;', 'uniform vec3 eye;', 'uniform vec3 waterColor;', 'varying vec4 mirrorCoord;', 'varying vec4 worldPosition;', 'vec4 getNoise( vec2 uv ) {', ' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);', ' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );', ' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );', ' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );', ' vec4 noise = texture2D( normalSampler, uv0 ) +', ' texture2D( normalSampler, uv1 ) +', ' texture2D( normalSampler, uv2 ) +', ' texture2D( normalSampler, uv3 );', ' return noise * 0.5 - 1.0;', '}', 'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {', ' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );', ' float direction = max( 0.0, dot( eyeDirection, reflection ) );', ' specularColor += pow( direction, shiny ) * sunColor * spec;', ' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;', '}', '#include <common>', '#include <packing>', '#include <bsdfs>', '#include <fog_pars_fragment>', '#include <logdepthbuf_pars_fragment>', '#include <lights_pars_begin>', '#include <shadowmap_pars_fragment>', '#include <shadowmask_pars_fragment>', 'void main() {', '#include <logdepthbuf_fragment>', ' vec4 noise = getNoise( worldPosition.xz * size );', ' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );', ' vec3 diffuseLight = vec3(0.0);', ' vec3 specularLight = vec3(0.0);', ' vec3 worldToEye = eye-worldPosition.xyz;', ' vec3 eyeDirection = normalize( worldToEye );', ' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );', ' float distance = length(worldToEye);', ' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;', ' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );', ' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );', ' float rf0 = 0.3;', ' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );', ' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;', ' vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);', ' vec3 outgoingLight = albedo;', ' gl_FragColor = vec4( outgoingLight, alpha );', '#include <tonemapping_fragment>', '#include <fog_fragment>', '}'].join('\n') }; var material = new THREE.ShaderMaterial({ fragmentShader: mirrorShader.fragmentShader, vertexShader: mirrorShader.vertexShader, uniforms: THREE.UniformsUtils.clone(mirrorShader.uniforms), lights: true, side: side, fog: fog }); material.uniforms["mirrorSampler"].value = renderTarget.texture; material.uniforms["textureMatrix"].value = textureMatrix; material.uniforms["alpha"].value = alpha; material.uniforms["time"].value = time; material.uniforms["normalSampler"].value = normalSampler; material.uniforms["sunColor"].value = sunColor; material.uniforms["waterColor"].value = waterColor; material.uniforms["sunDirection"].value = sunDirection; material.uniforms["distortionScale"].value = distortionScale; material.uniforms["eye"].value = eye; scope.material = material; scope.onBeforeRender = function (renderer, scene, camera) { mirrorWorldPosition.setFromMatrixPosition(scope.matrixWorld); cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld); rotationMatrix.extractRotation(scope.matrixWorld); normal.set(0, 0, 1); normal.applyMatrix4(rotationMatrix); view.subVectors(mirrorWorldPosition, cameraWorldPosition); // Avoid rendering when mirror is facing away if (view.dot(normal) > 0) return; view.reflect(normal).negate(); view.add(mirrorWorldPosition); rotationMatrix.extractRotation(camera.matrixWorld); lookAtPosition.set(0, 0, -1); lookAtPosition.applyMatrix4(rotationMatrix); lookAtPosition.add(cameraWorldPosition); target.subVectors(mirrorWorldPosition, lookAtPosition); target.reflect(normal).negate(); target.add(mirrorWorldPosition); mirrorCamera.position.copy(view); mirrorCamera.up.set(0, 1, 0); mirrorCamera.up.applyMatrix4(rotationMatrix); mirrorCamera.up.reflect(normal); mirrorCamera.lookAt(target); mirrorCamera.far = camera.far; // Used in WebGLBackground mirrorCamera.updateMatrixWorld(); mirrorCamera.projectionMatrix.copy(camera.projectionMatrix); // Update the texture matrix textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0); textureMatrix.multiply(mirrorCamera.projectionMatrix); textureMatrix.multiply(mirrorCamera.matrixWorldInverse); // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf mirrorPlane.setFromNormalAndCoplanarPoint(normal, mirrorWorldPosition); mirrorPlane.applyMatrix4(mirrorCamera.matrixWorldInverse); clipPlane.set(mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant); var projectionMatrix = mirrorCamera.projectionMatrix; q.x = (Math.sign(clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]; q.y = (Math.sign(clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]; q.z = -1.0; q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]; // Calculate the scaled plane vector clipPlane.multiplyScalar(2.0 / clipPlane.dot(q)); // Replacing the third row of the projection matrix projectionMatrix.elements[2] = clipPlane.x; projectionMatrix.elements[6] = clipPlane.y; projectionMatrix.elements[10] = clipPlane.z + 1.0 - clipBias; projectionMatrix.elements[14] = clipPlane.w; eye.setFromMatrixPosition(camera.matrixWorld); // Render if (renderer.outputEncoding !== THREE.LinearEncoding) { console.warn('THREE.Water: WebGLRenderer must use LinearEncoding as outputEncoding.'); scope.onBeforeRender = function () {}; return; } if (renderer.toneMapping !== THREE.NoToneMapping) { console.warn('THREE.Water: WebGLRenderer must use NoToneMapping as toneMapping.'); scope.onBeforeRender = function () {}; return; } var currentRenderTarget = renderer.getRenderTarget(); var currentXrEnabled = renderer.xr.enabled; var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate; scope.visible = false; renderer.xr.enabled = false; // Avoid camera modification and recursion renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows renderer.setRenderTarget(renderTarget); renderer.state.buffers.depth.setMask(true); // make sure the depth buffer is writable so it can be properly cleared, see #18897 if (renderer.autoClear === false) renderer.clear(); renderer.render(scene, mirrorCamera); scope.visible = true; renderer.xr.enabled = currentXrEnabled; renderer.shadowMap.autoUpdate = currentShadowAutoUpdate; renderer.setRenderTarget(currentRenderTarget); // Restore viewport var viewport = camera.viewport; if (viewport !== undefined) { renderer.state.viewport(viewport); } }; }; THREE.Water.prototype = _Object$create(THREE.Mesh.prototype); THREE.Water.prototype.constructor = THREE.Water;