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.function.name.js";
import "core-js/modules/es.array.map.js";
console.warn("THREE.ShadowMapViewer: 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.");
/**
* This is a helper for visualising a given light's shadow map.
* It works for shadow casting lights: DirectionalLight and SpotLight.
* It renders out the shadow map and displays it on a HUD.
*
* Example usage:
* 1) Import ShadowMapViewer into your app.
*
* 2) Create a shadow casting light and name it optionally:
* var light = new DirectionalLight( 0xffffff, 1 );
* light.castShadow = true;
* light.name = 'Sun';
*
* 3) Create a shadow map viewer for that light and set its size and position optionally:
* var shadowMapViewer = new ShadowMapViewer( light );
* shadowMapViewer.size.set( 128, 128 ); //width, height default: 256, 256
* shadowMapViewer.position.set( 10, 10 ); //x, y in pixel default: 0, 0 (top left corner)
*
* 4) Render the shadow map viewer in your render loop:
* shadowMapViewer.render( renderer );
*
* 5) Optionally: Update the shadow map viewer on window resize:
* shadowMapViewer.updateForWindowResize();
*
* 6) If you set the position or size members directly, you need to call shadowMapViewer.update();
*/
THREE.ShadowMapViewer = function (light) {
//- Internals
var scope = this;
var doRenderLabel = light.name !== undefined && light.name !== '';
var userAutoClearSetting; //Holds the initial position and dimension of the HUD
var frame = {
x: 10,
y: 10,
width: 256,
height: 256
};
var camera = new THREE.OrthographicCamera(window.innerWidth / -2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / -2, 1, 10);
camera.position.set(0, 0, 2);
var scene = new THREE.Scene(); //HUD for shadow map
var shader = THREE.UnpackDepthRGBAShader;
var uniforms = THREE.UniformsUtils.clone(shader.uniforms);
var material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
});
var plane = new THREE.PlaneBufferGeometry(frame.width, frame.height);
var mesh = new THREE.Mesh(plane, material);
scene.add(mesh); //Label for light's name
var labelCanvas, labelMesh;
if (doRenderLabel) {
labelCanvas = document.createElement('canvas');
var context = labelCanvas.getContext('2d');
context.font = 'Bold 20px Arial';
var labelWidth = context.measureText(light.name).width;
labelCanvas.width = labelWidth;
labelCanvas.height = 25; //25 to account for g, p, etc.
context.font = 'Bold 20px Arial';
context.fillStyle = 'rgba( 255, 0, 0, 1 )';
context.fillText(light.name, 0, 20);
var labelTexture = new THREE.Texture(labelCanvas);
labelTexture.magFilter = THREE.LinearFilter;
labelTexture.minFilter = THREE.LinearFilter;
labelTexture.needsUpdate = true;
var labelMaterial = new THREE.MeshBasicMaterial({
map: labelTexture,
side: THREE.DoubleSide
});
labelMaterial.transparent = true;
var labelPlane = new THREE.PlaneBufferGeometry(labelCanvas.width, labelCanvas.height);
labelMesh = new THREE.Mesh(labelPlane, labelMaterial);
scene.add(labelMesh);
}
function resetPosition() {
scope.position.set(scope.position.x, scope.position.y);
} //- API
// Set to false to disable displaying this shadow map
this.enabled = true; // Set the size of the displayed shadow map on the HUD
this.size = {
width: frame.width,
height: frame.height,
set: function set(width, height) {
this.width = width;
this.height = height;
mesh.scale.set(this.width / frame.width, this.height / frame.height, 1); //Reset the position as it is off when we scale stuff
resetPosition();
}
}; // Set the position of the displayed shadow map on the HUD
this.position = {
x: frame.x,
y: frame.y,
set: function set(x, y) {
this.x = x;
this.y = y;
var width = scope.size.width;
var height = scope.size.height;
mesh.position.set(-window.innerWidth / 2 + width / 2 + this.x, window.innerHeight / 2 - height / 2 - this.y, 0);
if (doRenderLabel) labelMesh.position.set(mesh.position.x, mesh.position.y - scope.size.height / 2 + labelCanvas.height / 2, 0);
}
};
this.render = function (renderer) {
if (this.enabled) {
//Because a light's .shadowMap is only initialised after the first render pass
//we have to make sure the correct map is sent into the shader, otherwise we
//always end up with the scene's first added shadow casting light's shadowMap
//in the shader
//See: https://github.com/mrdoob/three.js/issues/5932
uniforms.tDiffuse.value = light.shadow.map.texture;
userAutoClearSetting = renderer.autoClear;
renderer.autoClear = false; // To allow render overlay
renderer.clearDepth();
renderer.render(scene, camera);
renderer.autoClear = userAutoClearSetting; //Restore user's setting
}
};
this.updateForWindowResize = function () {
if (this.enabled) {
camera.left = window.innerWidth / -2;
camera.right = window.innerWidth / 2;
camera.top = window.innerHeight / 2;
camera.bottom = window.innerHeight / -2;
camera.updateProjectionMatrix();
this.update();
}
};
this.update = function () {
this.position.set(this.position.x, this.position.y);
this.size.set(this.size.width, this.size.height);
}; //Force an update to set position/size
this.update();
};
THREE.ShadowMapViewer.prototype.constructor = THREE.ShadowMapViewer;