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;
98 lines (97 loc) • 6.88 kB
JavaScript
import "core-js/modules/es.array.join.js";
console.warn("THREE.SSAOShader: 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.");
/**
* References:
* http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html
* https://learnopengl.com/Advanced-Lighting/SSAO
* https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl
*/
THREE.SSAOShader = {
defines: {
"PERSPECTIVE_CAMERA": 1,
"KERNEL_SIZE": 32
},
uniforms: {
"tDiffuse": {
value: null
},
"tNormal": {
value: null
},
"tDepth": {
value: null
},
"tNoise": {
value: null
},
"kernel": {
value: null
},
"cameraNear": {
value: null
},
"cameraFar": {
value: null
},
"resolution": {
value: new THREE.Vector2()
},
"cameraProjectionMatrix": {
value: new THREE.Matrix4()
},
"cameraInverseProjectionMatrix": {
value: new THREE.Matrix4()
},
"kernelRadius": {
value: 8
},
"minDistance": {
value: 0.005
},
"maxDistance": {
value: 0.05
}
},
vertexShader: ["varying vec2 vUv;", "void main() {", " vUv = uv;", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}"].join("\n"),
fragmentShader: ["uniform sampler2D tDiffuse;", "uniform sampler2D tNormal;", "uniform sampler2D tDepth;", "uniform sampler2D tNoise;", "uniform vec3 kernel[ KERNEL_SIZE ];", "uniform vec2 resolution;", "uniform float cameraNear;", "uniform float cameraFar;", "uniform mat4 cameraProjectionMatrix;", "uniform mat4 cameraInverseProjectionMatrix;", "uniform float kernelRadius;", "uniform float minDistance;", // avoid artifacts caused by neighbour fragments with minimal depth difference
"uniform float maxDistance;", // avoid the influence of fragments which are too far away
"varying vec2 vUv;", "#include <packing>", "float getDepth( const in vec2 screenPosition ) {", " return texture2D( tDepth, screenPosition ).x;", "}", "float getLinearDepth( const in vec2 screenPosition ) {", " #if PERSPECTIVE_CAMERA == 1", " float fragCoordZ = texture2D( tDepth, screenPosition ).x;", " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );", " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );", " #else", " return texture2D( depthSampler, coord ).x;", " #endif", "}", "float getViewZ( const in float depth ) {", " #if PERSPECTIVE_CAMERA == 1", " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );", " #else", " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );", " #endif", "}", "vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {", " float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];", " vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );", " clipPosition *= clipW; // unprojection.", " return ( cameraInverseProjectionMatrix * clipPosition ).xyz;", "}", "vec3 getViewNormal( const in vec2 screenPosition ) {", " return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );", "}", "void main() {", " float depth = getDepth( vUv );", " float viewZ = getViewZ( depth );", " vec3 viewPosition = getViewPosition( vUv, depth, viewZ );", " vec3 viewNormal = getViewNormal( vUv );", " vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );", " vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;", // compute matrix used to reorient a kernel vector
" vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );", " vec3 bitangent = cross( viewNormal, tangent );", " mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );", " float occlusion = 0.0;", " for ( int i = 0; i < KERNEL_SIZE; i ++ ) {", " vec3 sampleVector = kernelMatrix * kernel[ i ];", // reorient sample vector in view space
" vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );", // calculate sample point
" vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );", // project point and calculate NDC
" samplePointNDC /= samplePointNDC.w;", " vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;", // compute uv coordinates
" float realDepth = getLinearDepth( samplePointUv );", // get linear depth from depth texture
" float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );", // compute linear depth of the sample view Z value
" float delta = sampleDepth - realDepth;", " if ( delta > minDistance && delta < maxDistance ) {", // if fragment is before sample point, increase occlusion
" occlusion += 1.0;", " }", " }", " occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );", " gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );", "}"].join("\n")
};
THREE.SSAODepthShader = {
defines: {
"PERSPECTIVE_CAMERA": 1
},
uniforms: {
"tDepth": {
value: null
},
"cameraNear": {
value: null
},
"cameraFar": {
value: null
}
},
vertexShader: ["varying vec2 vUv;", "void main() {", " vUv = uv;", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}"].join("\n"),
fragmentShader: ["uniform sampler2D tDepth;", "uniform float cameraNear;", "uniform float cameraFar;", "varying vec2 vUv;", "#include <packing>", "float getLinearDepth( const in vec2 screenPosition ) {", " #if PERSPECTIVE_CAMERA == 1", " float fragCoordZ = texture2D( tDepth, screenPosition ).x;", " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );", " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );", " #else", " return texture2D( depthSampler, coord ).x;", " #endif", "}", "void main() {", " float depth = getLinearDepth( vUv );", " gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );", "}"].join("\n")
};
THREE.SSAOBlurShader = {
uniforms: {
"tDiffuse": {
value: null
},
"resolution": {
value: new THREE.Vector2()
}
},
vertexShader: ["varying vec2 vUv;", "void main() {", " vUv = uv;", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}"].join("\n"),
fragmentShader: ["uniform sampler2D tDiffuse;", "uniform vec2 resolution;", "varying vec2 vUv;", "void main() {", " vec2 texelSize = ( 1.0 / resolution );", " float result = 0.0;", " for ( int i = - 2; i <= 2; i ++ ) {", " for ( int j = - 2; j <= 2; j ++ ) {", " vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;", " result += texture2D( tDiffuse, vUv + offset ).r;", " }", " }", " gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );", "}"].join("\n")
};