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;
62 lines (47 loc) • 2.39 kB
JavaScript
import "core-js/modules/es.array.join.js";
console.warn("THREE.ParallaxBarrierEffect: 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.ParallaxBarrierEffect = function (renderer) {
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
};
var _renderTargetL = new THREE.WebGLRenderTarget(512, 512, _params);
var _renderTargetR = new THREE.WebGLRenderTarget(512, 512, _params);
var _material = new THREE.ShaderMaterial({
uniforms: {
"mapLeft": {
value: _renderTargetL.texture
},
"mapRight": {
value: _renderTargetR.texture
}
},
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;", "void main() {", " vec2 uv = vUv;", " if ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {", " gl_FragColor = texture2D( mapLeft, uv );", " } else {", " gl_FragColor = texture2D( mapRight, uv );", " }", "}"].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) {
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);
};
};