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bytev-charts-beta

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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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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"; import { AdditiveBlending, LinearFilter, RGBAFormat, ShaderMaterial, UniformsUtils, Vector2, WebGLRenderTarget } from "../../../build/three.module.js"; import { Pass } from "../postprocessing/Pass.js"; import { CopyShader } from "../shaders/CopyShader.js"; import { ConvolutionShader } from "../shaders/ConvolutionShader.js"; var BloomPass = function BloomPass(strength, kernelSize, sigma, resolution) { 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: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; this.renderTargetX = new WebGLRenderTarget(resolution, resolution, pars); this.renderTargetX.texture.name = "BloomPass.x"; this.renderTargetY = new WebGLRenderTarget(resolution, resolution, pars); this.renderTargetY.texture.name = "BloomPass.y"; // copy material if (CopyShader === undefined) console.error("BloomPass relies on CopyShader"); var copyShader = CopyShader; this.copyUniforms = UniformsUtils.clone(copyShader.uniforms); this.copyUniforms["opacity"].value = strength; this.materialCopy = new ShaderMaterial({ uniforms: this.copyUniforms, vertexShader: copyShader.vertexShader, fragmentShader: copyShader.fragmentShader, blending: AdditiveBlending, transparent: true }); // convolution material if (ConvolutionShader === undefined) console.error("BloomPass relies on ConvolutionShader"); var convolutionShader = ConvolutionShader; this.convolutionUniforms = UniformsUtils.clone(convolutionShader.uniforms); this.convolutionUniforms["uImageIncrement"].value = BloomPass.blurX; this.convolutionUniforms["cKernel"].value = ConvolutionShader.buildKernel(sigma); this.materialConvolution = new 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 Pass.FullScreenQuad(null); }; BloomPass.prototype = _Object$assign(_Object$create(Pass.prototype), { constructor: 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 = 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 = 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); } }); BloomPass.blurX = new Vector2(0.001953125, 0.0); BloomPass.blurY = new Vector2(0.0, 0.001953125); export { BloomPass };