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;
92 lines (74 loc) • 4.35 kB
JavaScript
import "core-js/modules/es.array.join.js";
console.warn("THREE.AnaglyphEffect: 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.AnaglyphEffect = function (renderer, width, height) {
// Matrices generated with angler.js https://github.com/tschw/angler.js/
// (in column-major element order, as accepted by WebGL)
this.colorMatrixLeft = new THREE.Matrix3().fromArray([1.0671679973602295, -0.0016435992438346148, 0.0001777536963345483, // r out
-0.028107794001698494, -0.00019593400065787137, -0.0002875397040043026, // g out
-0.04279090091586113, 0.000015809757314855233, -0.00024287120322696865 // b out
]); // red green blue in
this.colorMatrixRight = new THREE.Matrix3().fromArray([-0.0355340838432312, -0.06440307199954987, 0.018319187685847282, // r out
-0.10269022732973099, 0.8079727292060852, -0.04835830628871918, // g out
0.0001224992738571018, -0.009558862075209618, 0.567823588848114 // b out
]);
var _camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
var _scene = new THREE.Scene();
var _stereo = new THREE.StereoCamera();
var _params = {
minFilter: THREE.LinearFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat
};
if (width === undefined) width = 512;
if (height === undefined) height = 512;
var _renderTargetL = new THREE.WebGLRenderTarget(width, height, _params);
var _renderTargetR = new THREE.WebGLRenderTarget(width, height, _params);
var _material = new THREE.ShaderMaterial({
uniforms: {
"mapLeft": {
value: _renderTargetL.texture
},
"mapRight": {
value: _renderTargetR.texture
},
"colorMatrixLeft": {
value: this.colorMatrixLeft
},
"colorMatrixRight": {
value: this.colorMatrixRight
}
},
vertexShader: ["varying vec2 vUv;", "void main() {", " vUv = vec2( uv.x, uv.y );", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}"].join("\n"),
fragmentShader: ["uniform sampler2D mapLeft;", "uniform sampler2D mapRight;", "varying vec2 vUv;", "uniform mat3 colorMatrixLeft;", "uniform mat3 colorMatrixRight;", // These functions implement sRGB linearization and gamma correction
"float lin( float c ) {", " return c <= 0.04045 ? c * 0.0773993808 :", " pow( c * 0.9478672986 + 0.0521327014, 2.4 );", "}", "vec4 lin( vec4 c ) {", " return vec4( lin( c.r ), lin( c.g ), lin( c.b ), c.a );", "}", "float dev( float c ) {", " return c <= 0.0031308 ? c * 12.92", " : pow( c, 0.41666 ) * 1.055 - 0.055;", "}", "void main() {", " vec2 uv = vUv;", " vec4 colorL = lin( texture2D( mapLeft, uv ) );", " vec4 colorR = lin( texture2D( mapRight, uv ) );", " vec3 color = clamp(", " colorMatrixLeft * colorL.rgb +", " colorMatrixRight * colorR.rgb, 0., 1. );", " gl_FragColor = vec4(", " dev( color.r ), dev( color.g ), dev( color.b ),", " max( colorL.a, colorR.a ) );", "}"].join("\n")
});
var _mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), _material);
_scene.add(_mesh);
this.setSize = function (width, height) {
renderer.setSize(width, height);
var pixelRatio = renderer.getPixelRatio();
_renderTargetL.setSize(width * pixelRatio, height * pixelRatio);
_renderTargetR.setSize(width * pixelRatio, height * pixelRatio);
};
this.render = function (scene, camera) {
var currentRenderTarget = renderer.getRenderTarget();
scene.updateMatrixWorld();
if (camera.parent === null) camera.updateMatrixWorld();
_stereo.update(camera);
renderer.setRenderTarget(_renderTargetL);
renderer.clear();
renderer.render(scene, _stereo.cameraL);
renderer.setRenderTarget(_renderTargetR);
renderer.clear();
renderer.render(scene, _stereo.cameraR);
renderer.setRenderTarget(null);
renderer.render(_scene, _camera);
renderer.setRenderTarget(currentRenderTarget);
};
this.dispose = function () {
if (_renderTargetL) _renderTargetL.dispose();
if (_renderTargetR) _renderTargetR.dispose();
if (_mesh) _mesh.geometry.dispose();
if (_material) _material.dispose();
};
};