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 "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";
import _Object$assign from "@babel/runtime-corejs2/core-js/object/assign";
import _Object$create from "@babel/runtime-corejs2/core-js/object/create";
console.warn("THREE.SSAOPass: 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.SSAOPass = function (scene, camera, width, height) {
THREE.Pass.call(this);
this.width = width !== undefined ? width : 512;
this.height = height !== undefined ? height : 512;
this.clear = true;
this.camera = camera;
this.scene = scene;
this.kernelRadius = 8;
this.kernelSize = 32;
this.kernel = [];
this.noiseTexture = null;
this.output = 0;
this.minDistance = 0.005;
this.maxDistance = 0.1; //
this.generateSampleKernel();
this.generateRandomKernelRotations(); // beauty render target with depth buffer
var depthTexture = new THREE.DepthTexture();
depthTexture.type = THREE.UnsignedShortType;
depthTexture.minFilter = THREE.NearestFilter;
depthTexture.maxFilter = THREE.NearestFilter;
this.beautyRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height, {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
depthTexture: depthTexture,
depthBuffer: true
}); // normal render target
this.normalRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat
}); // ssao render target
this.ssaoRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height, {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat
});
this.blurRenderTarget = this.ssaoRenderTarget.clone(); // ssao material
if (THREE.SSAOShader === undefined) {
console.error('THREE.SSAOPass: The pass relies on THREE.SSAOShader.');
}
this.ssaoMaterial = new THREE.ShaderMaterial({
defines: _Object$assign({}, THREE.SSAOShader.defines),
uniforms: THREE.UniformsUtils.clone(THREE.SSAOShader.uniforms),
vertexShader: THREE.SSAOShader.vertexShader,
fragmentShader: THREE.SSAOShader.fragmentShader,
blending: THREE.NoBlending
});
this.ssaoMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture;
this.ssaoMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture;
this.ssaoMaterial.uniforms['tDepth'].value = this.beautyRenderTarget.depthTexture;
this.ssaoMaterial.uniforms['tNoise'].value = this.noiseTexture;
this.ssaoMaterial.uniforms['kernel'].value = this.kernel;
this.ssaoMaterial.uniforms['cameraNear'].value = this.camera.near;
this.ssaoMaterial.uniforms['cameraFar'].value = this.camera.far;
this.ssaoMaterial.uniforms['resolution'].value.set(this.width, this.height);
this.ssaoMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix);
this.ssaoMaterial.uniforms['cameraInverseProjectionMatrix'].value.getInverse(this.camera.projectionMatrix); // normal material
this.normalMaterial = new THREE.MeshNormalMaterial();
this.normalMaterial.blending = THREE.NoBlending; // blur material
this.blurMaterial = new THREE.ShaderMaterial({
defines: _Object$assign({}, THREE.SSAOBlurShader.defines),
uniforms: THREE.UniformsUtils.clone(THREE.SSAOBlurShader.uniforms),
vertexShader: THREE.SSAOBlurShader.vertexShader,
fragmentShader: THREE.SSAOBlurShader.fragmentShader
});
this.blurMaterial.uniforms['tDiffuse'].value = this.ssaoRenderTarget.texture;
this.blurMaterial.uniforms['resolution'].value.set(this.width, this.height); // material for rendering the depth
this.depthRenderMaterial = new THREE.ShaderMaterial({
defines: _Object$assign({}, THREE.SSAODepthShader.defines),
uniforms: THREE.UniformsUtils.clone(THREE.SSAODepthShader.uniforms),
vertexShader: THREE.SSAODepthShader.vertexShader,
fragmentShader: THREE.SSAODepthShader.fragmentShader,
blending: THREE.NoBlending
});
this.depthRenderMaterial.uniforms['tDepth'].value = this.beautyRenderTarget.depthTexture;
this.depthRenderMaterial.uniforms['cameraNear'].value = this.camera.near;
this.depthRenderMaterial.uniforms['cameraFar'].value = this.camera.far; // material for rendering the content of a render target
this.copyMaterial = new THREE.ShaderMaterial({
uniforms: THREE.UniformsUtils.clone(THREE.CopyShader.uniforms),
vertexShader: THREE.CopyShader.vertexShader,
fragmentShader: THREE.CopyShader.fragmentShader,
transparent: true,
depthTest: false,
depthWrite: false,
blendSrc: THREE.DstColorFactor,
blendDst: THREE.ZeroFactor,
blendEquation: THREE.AddEquation,
blendSrcAlpha: THREE.DstAlphaFactor,
blendDstAlpha: THREE.ZeroFactor,
blendEquationAlpha: THREE.AddEquation
});
this.fsQuad = new THREE.Pass.FullScreenQuad(null);
this.originalClearColor = new THREE.Color();
};
THREE.SSAOPass.prototype = _Object$assign(_Object$create(THREE.Pass.prototype), {
constructor: THREE.SSAOPass,
dispose: function dispose() {
// dispose render targets
this.beautyRenderTarget.dispose();
this.normalRenderTarget.dispose();
this.ssaoRenderTarget.dispose();
this.blurRenderTarget.dispose(); // dispose materials
this.normalMaterial.dispose();
this.blurMaterial.dispose();
this.copyMaterial.dispose();
this.depthRenderMaterial.dispose(); // dipsose full screen quad
this.fsQuad.dispose();
},
render: function render(renderer, writeBuffer
/*, readBuffer, deltaTime, maskActive */
) {
// render beauty and depth
renderer.setRenderTarget(this.beautyRenderTarget);
renderer.clear();
renderer.render(this.scene, this.camera); // render normals
this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0); // render SSAO
this.ssaoMaterial.uniforms['kernelRadius'].value = this.kernelRadius;
this.ssaoMaterial.uniforms['minDistance'].value = this.minDistance;
this.ssaoMaterial.uniforms['maxDistance'].value = this.maxDistance;
this.renderPass(renderer, this.ssaoMaterial, this.ssaoRenderTarget); // render blur
this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget); // output result to screen
switch (this.output) {
case THREE.SSAOPass.OUTPUT.SSAO:
this.copyMaterial.uniforms['tDiffuse'].value = this.ssaoRenderTarget.texture;
this.copyMaterial.blending = THREE.NoBlending;
this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
break;
case THREE.SSAOPass.OUTPUT.Blur:
this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget.texture;
this.copyMaterial.blending = THREE.NoBlending;
this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
break;
case THREE.SSAOPass.OUTPUT.Beauty:
this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture;
this.copyMaterial.blending = THREE.NoBlending;
this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
break;
case THREE.SSAOPass.OUTPUT.Depth:
this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer);
break;
case THREE.SSAOPass.OUTPUT.Normal:
this.copyMaterial.uniforms['tDiffuse'].value = this.normalRenderTarget.texture;
this.copyMaterial.blending = THREE.NoBlending;
this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
break;
case THREE.SSAOPass.OUTPUT.Default:
this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture;
this.copyMaterial.blending = THREE.NoBlending;
this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget.texture;
this.copyMaterial.blending = THREE.CustomBlending;
this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
break;
default:
console.warn('THREE.SSAOPass: Unknown output type.');
}
},
renderPass: function renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {
// save original state
this.originalClearColor.copy(renderer.getClearColor());
var originalClearAlpha = renderer.getClearAlpha();
var originalAutoClear = renderer.autoClear;
renderer.setRenderTarget(renderTarget); // setup pass state
renderer.autoClear = false;
if (clearColor !== undefined && clearColor !== null) {
renderer.setClearColor(clearColor);
renderer.setClearAlpha(clearAlpha || 0.0);
renderer.clear();
}
this.fsQuad.material = passMaterial;
this.fsQuad.render(renderer); // restore original state
renderer.autoClear = originalAutoClear;
renderer.setClearColor(this.originalClearColor);
renderer.setClearAlpha(originalClearAlpha);
},
renderOverride: function renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {
this.originalClearColor.copy(renderer.getClearColor());
var originalClearAlpha = renderer.getClearAlpha();
var originalAutoClear = renderer.autoClear;
renderer.setRenderTarget(renderTarget);
renderer.autoClear = false;
clearColor = overrideMaterial.clearColor || clearColor;
clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
if (clearColor !== undefined && clearColor !== null) {
renderer.setClearColor(clearColor);
renderer.setClearAlpha(clearAlpha || 0.0);
renderer.clear();
}
this.scene.overrideMaterial = overrideMaterial;
renderer.render(this.scene, this.camera);
this.scene.overrideMaterial = null; // restore original state
renderer.autoClear = originalAutoClear;
renderer.setClearColor(this.originalClearColor);
renderer.setClearAlpha(originalClearAlpha);
},
setSize: function setSize(width, height) {
this.width = width;
this.height = height;
this.beautyRenderTarget.setSize(width, height);
this.ssaoRenderTarget.setSize(width, height);
this.normalRenderTarget.setSize(width, height);
this.blurRenderTarget.setSize(width, height);
this.ssaoMaterial.uniforms['resolution'].value.set(width, height);
this.ssaoMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix);
this.ssaoMaterial.uniforms['cameraInverseProjectionMatrix'].value.getInverse(this.camera.projectionMatrix);
this.blurMaterial.uniforms['resolution'].value.set(width, height);
},
generateSampleKernel: function generateSampleKernel() {
var kernelSize = this.kernelSize;
var kernel = this.kernel;
for (var i = 0; i < kernelSize; i++) {
var sample = new THREE.Vector3();
sample.x = Math.random() * 2 - 1;
sample.y = Math.random() * 2 - 1;
sample.z = Math.random();
sample.normalize();
var scale = i / kernelSize;
scale = THREE.MathUtils.lerp(0.1, 1, scale * scale);
sample.multiplyScalar(scale);
kernel.push(sample);
}
},
generateRandomKernelRotations: function generateRandomKernelRotations() {
var width = 4,
height = 4;
if (THREE.SimplexNoise === undefined) {
console.error('THREE.SSAOPass: The pass relies on THREE.SimplexNoise.');
}
var simplex = new THREE.SimplexNoise();
var size = width * height;
var data = new Float32Array(size * 4);
for (var i = 0; i < size; i++) {
var stride = i * 4;
var x = Math.random() * 2 - 1;
var y = Math.random() * 2 - 1;
var z = 0;
var noise = simplex.noise3d(x, y, z);
data[stride] = noise;
data[stride + 1] = noise;
data[stride + 2] = noise;
data[stride + 3] = 1;
}
this.noiseTexture = new THREE.DataTexture(data, width, height, THREE.RGBAFormat, THREE.FloatType);
this.noiseTexture.wrapS = THREE.RepeatWrapping;
this.noiseTexture.wrapT = THREE.RepeatWrapping;
}
});
THREE.SSAOPass.OUTPUT = {
'Default': 0,
'SSAO': 1,
'Blur': 2,
'Beauty': 3,
'Depth': 4,
'Normal': 5
};