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 "core-js/modules/es.function.name.js";
import "core-js/modules/es.number.to-fixed.js";
console.warn("THREE.BloomPass: 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.BloomPass = function (strength, kernelSize, sigma, resolution) {
THREE.Pass.call(this);
strength = strength !== undefined ? strength : 1;
kernelSize = kernelSize !== undefined ? kernelSize : 25;
sigma = sigma !== undefined ? sigma : 4.0;
resolution = resolution !== undefined ? resolution : 256; // render targets
var pars = {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat
};
this.renderTargetX = new THREE.WebGLRenderTarget(resolution, resolution, pars);
this.renderTargetX.texture.name = "BloomPass.x";
this.renderTargetY = new THREE.WebGLRenderTarget(resolution, resolution, pars);
this.renderTargetY.texture.name = "BloomPass.y"; // copy material
if (THREE.CopyShader === undefined) console.error("THREE.BloomPass relies on THREE.CopyShader");
var copyShader = THREE.CopyShader;
this.copyUniforms = THREE.UniformsUtils.clone(copyShader.uniforms);
this.copyUniforms["opacity"].value = strength;
this.materialCopy = new THREE.ShaderMaterial({
uniforms: this.copyUniforms,
vertexShader: copyShader.vertexShader,
fragmentShader: copyShader.fragmentShader,
blending: THREE.AdditiveBlending,
transparent: true
}); // convolution material
if (THREE.ConvolutionShader === undefined) console.error("THREE.BloomPass relies on THREE.ConvolutionShader");
var convolutionShader = THREE.ConvolutionShader;
this.convolutionUniforms = THREE.UniformsUtils.clone(convolutionShader.uniforms);
this.convolutionUniforms["uImageIncrement"].value = THREE.BloomPass.blurX;
this.convolutionUniforms["cKernel"].value = THREE.ConvolutionShader.buildKernel(sigma);
this.materialConvolution = new THREE.ShaderMaterial({
uniforms: this.convolutionUniforms,
vertexShader: convolutionShader.vertexShader,
fragmentShader: convolutionShader.fragmentShader,
defines: {
"KERNEL_SIZE_FLOAT": kernelSize.toFixed(1),
"KERNEL_SIZE_INT": kernelSize.toFixed(0)
}
});
this.needsSwap = false;
this.fsQuad = new THREE.Pass.FullScreenQuad(null);
};
THREE.BloomPass.prototype = _Object$assign(_Object$create(THREE.Pass.prototype), {
constructor: THREE.BloomPass,
render: function render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
if (maskActive) renderer.state.buffers.stencil.setTest(false); // Render quad with blured scene into texture (convolution pass 1)
this.fsQuad.material = this.materialConvolution;
this.convolutionUniforms["tDiffuse"].value = readBuffer.texture;
this.convolutionUniforms["uImageIncrement"].value = THREE.BloomPass.blurX;
renderer.setRenderTarget(this.renderTargetX);
renderer.clear();
this.fsQuad.render(renderer); // Render quad with blured scene into texture (convolution pass 2)
this.convolutionUniforms["tDiffuse"].value = this.renderTargetX.texture;
this.convolutionUniforms["uImageIncrement"].value = THREE.BloomPass.blurY;
renderer.setRenderTarget(this.renderTargetY);
renderer.clear();
this.fsQuad.render(renderer); // Render original scene with superimposed blur to texture
this.fsQuad.material = this.materialCopy;
this.copyUniforms["tDiffuse"].value = this.renderTargetY.texture;
if (maskActive) renderer.state.buffers.stencil.setTest(true);
renderer.setRenderTarget(readBuffer);
if (this.clear) renderer.clear();
this.fsQuad.render(renderer);
}
});
THREE.BloomPass.blurX = new THREE.Vector2(0.001953125, 0.0);
THREE.BloomPass.blurY = new THREE.Vector2(0.0, 0.001953125);