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bytev-charts

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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 "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(); }; };