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;
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JavaScript
import "core-js/modules/es.function.name.js";
import "core-js/modules/es.number.to-fixed.js";
import "core-js/modules/es.array.iterator.js";
import "core-js/modules/es.array-buffer.slice.js";
import "core-js/modules/es.object.to-string.js";
import "core-js/modules/es.typed-array.float32-array.js";
import "core-js/modules/es.typed-array.copy-within.js";
import "core-js/modules/es.typed-array.every.js";
import "core-js/modules/es.typed-array.fill.js";
import "core-js/modules/es.typed-array.filter.js";
import "core-js/modules/es.typed-array.find.js";
import "core-js/modules/es.typed-array.find-index.js";
import "core-js/modules/es.typed-array.for-each.js";
import "core-js/modules/es.typed-array.includes.js";
import "core-js/modules/es.typed-array.index-of.js";
import "core-js/modules/es.typed-array.iterator.js";
import "core-js/modules/es.typed-array.join.js";
import "core-js/modules/es.typed-array.last-index-of.js";
import "core-js/modules/es.typed-array.map.js";
import "core-js/modules/es.typed-array.reduce.js";
import "core-js/modules/es.typed-array.reduce-right.js";
import "core-js/modules/es.typed-array.reverse.js";
import "core-js/modules/es.typed-array.set.js";
import "core-js/modules/es.typed-array.slice.js";
import "core-js/modules/es.typed-array.some.js";
import "core-js/modules/es.typed-array.sort.js";
import "core-js/modules/es.typed-array.subarray.js";
import "core-js/modules/es.typed-array.to-locale-string.js";
import "core-js/modules/es.typed-array.to-string.js";
console.warn("THREE.GPUComputationRenderer: 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.");
/**
* GPUComputationRenderer, based on SimulationRenderer by zz85
*
* The GPUComputationRenderer uses the concept of variables. These variables are RGBA float textures that hold 4 floats
* for each compute element (texel)
*
* Each variable has a fragment shader that defines the computation made to obtain the variable in question.
* You can use as many variables you need, and make dependencies so you can use textures of other variables in the shader
* (the sampler uniforms are added automatically) Most of the variables will need themselves as dependency.
*
* The renderer has actually two render targets per variable, to make ping-pong. Textures from the current frame are used
* as inputs to render the textures of the next frame.
*
* The render targets of the variables can be used as input textures for your visualization shaders.
*
* Variable names should be valid identifiers and should not collide with THREE GLSL used identifiers.
* a common approach could be to use 'texture' prefixing the variable name; i.e texturePosition, textureVelocity...
*
* The size of the computation (sizeX * sizeY) is defined as 'resolution' automatically in the shader. For example:
* #DEFINE resolution vec2( 1024.0, 1024.0 )
*
* -------------
*
* Basic use:
*
* // Initialization...
*
* // Create computation renderer
* var gpuCompute = new THREE.GPUComputationRenderer( 1024, 1024, renderer );
*
* // Create initial state float textures
* var pos0 = gpuCompute.createTexture();
* var vel0 = gpuCompute.createTexture();
* // and fill in here the texture data...
*
* // Add texture variables
* var velVar = gpuCompute.addVariable( "textureVelocity", fragmentShaderVel, pos0 );
* var posVar = gpuCompute.addVariable( "texturePosition", fragmentShaderPos, vel0 );
*
* // Add variable dependencies
* gpuCompute.setVariableDependencies( velVar, [ velVar, posVar ] );
* gpuCompute.setVariableDependencies( posVar, [ velVar, posVar ] );
*
* // Add custom uniforms
* velVar.material.uniforms.time = { value: 0.0 };
*
* // Check for completeness
* var error = gpuCompute.init();
* if ( error !== null ) {
* console.error( error );
* }
*
*
* // In each frame...
*
* // Compute!
* gpuCompute.compute();
*
* // Update texture uniforms in your visualization materials with the gpu renderer output
* myMaterial.uniforms.myTexture.value = gpuCompute.getCurrentRenderTarget( posVar ).texture;
*
* // Do your rendering
* renderer.render( myScene, myCamera );
*
* -------------
*
* Also, you can use utility functions to create ShaderMaterial and perform computations (rendering between textures)
* Note that the shaders can have multiple input textures.
*
* var myFilter1 = gpuCompute.createShaderMaterial( myFilterFragmentShader1, { theTexture: { value: null } } );
* var myFilter2 = gpuCompute.createShaderMaterial( myFilterFragmentShader2, { theTexture: { value: null } } );
*
* var inputTexture = gpuCompute.createTexture();
*
* // Fill in here inputTexture...
*
* myFilter1.uniforms.theTexture.value = inputTexture;
*
* var myRenderTarget = gpuCompute.createRenderTarget();
* myFilter2.uniforms.theTexture.value = myRenderTarget.texture;
*
* var outputRenderTarget = gpuCompute.createRenderTarget();
*
* // Now use the output texture where you want:
* myMaterial.uniforms.map.value = outputRenderTarget.texture;
*
* // And compute each frame, before rendering to screen:
* gpuCompute.doRenderTarget( myFilter1, myRenderTarget );
* gpuCompute.doRenderTarget( myFilter2, outputRenderTarget );
*
*
*
* @param {int} sizeX Computation problem size is always 2d: sizeX * sizeY elements.
* @param {int} sizeY Computation problem size is always 2d: sizeX * sizeY elements.
* @param {WebGLRenderer} renderer The renderer
*/
THREE.GPUComputationRenderer = function (sizeX, sizeY, renderer) {
this.variables = [];
this.currentTextureIndex = 0;
var dataType = THREE.FloatType;
var scene = new THREE.Scene();
var camera = new THREE.Camera();
camera.position.z = 1;
var passThruUniforms = {
passThruTexture: {
value: null
}
};
var passThruShader = createShaderMaterial(getPassThroughFragmentShader(), passThruUniforms);
var mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), passThruShader);
scene.add(mesh);
this.setDataType = function (type) {
dataType = type;
return this;
};
this.addVariable = function (variableName, computeFragmentShader, initialValueTexture) {
var material = this.createShaderMaterial(computeFragmentShader);
var variable = {
name: variableName,
initialValueTexture: initialValueTexture,
material: material,
dependencies: null,
renderTargets: [],
wrapS: null,
wrapT: null,
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter
};
this.variables.push(variable);
return variable;
};
this.setVariableDependencies = function (variable, dependencies) {
variable.dependencies = dependencies;
};
this.init = function () {
if (!renderer.capabilities.isWebGL2 && !renderer.extensions.get("OES_texture_float")) {
return "No OES_texture_float support for float textures.";
}
if (renderer.capabilities.maxVertexTextures === 0) {
return "No support for vertex shader textures.";
}
for (var i = 0; i < this.variables.length; i++) {
var variable = this.variables[i]; // Creates rendertargets and initialize them with input texture
variable.renderTargets[0] = this.createRenderTarget(sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter);
variable.renderTargets[1] = this.createRenderTarget(sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter);
this.renderTexture(variable.initialValueTexture, variable.renderTargets[0]);
this.renderTexture(variable.initialValueTexture, variable.renderTargets[1]); // Adds dependencies uniforms to the ShaderMaterial
var material = variable.material;
var uniforms = material.uniforms;
if (variable.dependencies !== null) {
for (var d = 0; d < variable.dependencies.length; d++) {
var depVar = variable.dependencies[d];
if (depVar.name !== variable.name) {
// Checks if variable exists
var found = false;
for (var j = 0; j < this.variables.length; j++) {
if (depVar.name === this.variables[j].name) {
found = true;
break;
}
}
if (!found) {
return "Variable dependency not found. Variable=" + variable.name + ", dependency=" + depVar.name;
}
}
uniforms[depVar.name] = {
value: null
};
material.fragmentShader = "\nuniform sampler2D " + depVar.name + ";\n" + material.fragmentShader;
}
}
}
this.currentTextureIndex = 0;
return null;
};
this.compute = function () {
var currentTextureIndex = this.currentTextureIndex;
var nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
for (var i = 0, il = this.variables.length; i < il; i++) {
var variable = this.variables[i]; // Sets texture dependencies uniforms
if (variable.dependencies !== null) {
var uniforms = variable.material.uniforms;
for (var d = 0, dl = variable.dependencies.length; d < dl; d++) {
var depVar = variable.dependencies[d];
uniforms[depVar.name].value = depVar.renderTargets[currentTextureIndex].texture;
}
} // Performs the computation for this variable
this.doRenderTarget(variable.material, variable.renderTargets[nextTextureIndex]);
}
this.currentTextureIndex = nextTextureIndex;
};
this.getCurrentRenderTarget = function (variable) {
return variable.renderTargets[this.currentTextureIndex];
};
this.getAlternateRenderTarget = function (variable) {
return variable.renderTargets[this.currentTextureIndex === 0 ? 1 : 0];
};
function addResolutionDefine(materialShader) {
materialShader.defines.resolution = 'vec2( ' + sizeX.toFixed(1) + ', ' + sizeY.toFixed(1) + " )";
}
this.addResolutionDefine = addResolutionDefine; // The following functions can be used to compute things manually
function createShaderMaterial(computeFragmentShader, uniforms) {
uniforms = uniforms || {};
var material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: getPassThroughVertexShader(),
fragmentShader: computeFragmentShader
});
addResolutionDefine(material);
return material;
}
this.createShaderMaterial = createShaderMaterial;
this.createRenderTarget = function (sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter) {
sizeXTexture = sizeXTexture || sizeX;
sizeYTexture = sizeYTexture || sizeY;
wrapS = wrapS || THREE.ClampToEdgeWrapping;
wrapT = wrapT || THREE.ClampToEdgeWrapping;
minFilter = minFilter || THREE.NearestFilter;
magFilter = magFilter || THREE.NearestFilter;
var renderTarget = new THREE.WebGLRenderTarget(sizeXTexture, sizeYTexture, {
wrapS: wrapS,
wrapT: wrapT,
minFilter: minFilter,
magFilter: magFilter,
format: THREE.RGBAFormat,
type: dataType,
stencilBuffer: false,
depthBuffer: false
});
return renderTarget;
};
this.createTexture = function () {
var data = new Float32Array(sizeX * sizeY * 4);
return new THREE.DataTexture(data, sizeX, sizeY, THREE.RGBAFormat, THREE.FloatType);
};
this.renderTexture = function (input, output) {
// Takes a texture, and render out in rendertarget
// input = Texture
// output = RenderTarget
passThruUniforms.passThruTexture.value = input;
this.doRenderTarget(passThruShader, output);
passThruUniforms.passThruTexture.value = null;
};
this.doRenderTarget = function (material, output) {
var currentRenderTarget = renderer.getRenderTarget();
mesh.material = material;
renderer.setRenderTarget(output);
renderer.render(scene, camera);
mesh.material = passThruShader;
renderer.setRenderTarget(currentRenderTarget);
}; // Shaders
function getPassThroughVertexShader() {
return "void main() {\n" + "\n" + " gl_Position = vec4( position, 1.0 );\n" + "\n" + "}\n";
}
function getPassThroughFragmentShader() {
return "uniform sampler2D passThruTexture;\n" + "\n" + "void main() {\n" + "\n" + " vec2 uv = gl_FragCoord.xy / resolution.xy;\n" + "\n" + " gl_FragColor = texture2D( passThruTexture, uv );\n" + "\n" + "}\n";
}
};