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 _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";
console.warn("THREE.BokehPass: 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.");
/**
* Depth-of-field post-process with bokeh shader
*/
THREE.BokehPass = function (scene, camera, params) {
THREE.Pass.call(this);
this.scene = scene;
this.camera = camera;
var focus = params.focus !== undefined ? params.focus : 1.0;
var aspect = params.aspect !== undefined ? params.aspect : camera.aspect;
var aperture = params.aperture !== undefined ? params.aperture : 0.025;
var maxblur = params.maxblur !== undefined ? params.maxblur : 1.0; // render targets
var width = params.width || window.innerWidth || 1;
var height = params.height || window.innerHeight || 1;
this.renderTargetDepth = new THREE.WebGLRenderTarget(width, height, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
stencilBuffer: false
});
this.renderTargetDepth.texture.name = "BokehPass.depth"; // depth material
this.materialDepth = new THREE.MeshDepthMaterial();
this.materialDepth.depthPacking = THREE.RGBADepthPacking;
this.materialDepth.blending = THREE.NoBlending; // bokeh material
if (THREE.BokehShader === undefined) {
console.error("THREE.BokehPass relies on THREE.BokehShader");
}
var bokehShader = THREE.BokehShader;
var bokehUniforms = THREE.UniformsUtils.clone(bokehShader.uniforms);
bokehUniforms["tDepth"].value = this.renderTargetDepth.texture;
bokehUniforms["focus"].value = focus;
bokehUniforms["aspect"].value = aspect;
bokehUniforms["aperture"].value = aperture;
bokehUniforms["maxblur"].value = maxblur;
bokehUniforms["nearClip"].value = camera.near;
bokehUniforms["farClip"].value = camera.far;
this.materialBokeh = new THREE.ShaderMaterial({
defines: _Object$assign({}, bokehShader.defines),
uniforms: bokehUniforms,
vertexShader: bokehShader.vertexShader,
fragmentShader: bokehShader.fragmentShader
});
this.uniforms = bokehUniforms;
this.needsSwap = false;
this.fsQuad = new THREE.Pass.FullScreenQuad(this.materialBokeh);
this.oldClearColor = new THREE.Color();
};
THREE.BokehPass.prototype = _Object$assign(_Object$create(THREE.Pass.prototype), {
constructor: THREE.BokehPass,
render: function render(renderer, writeBuffer, readBuffer
/*, deltaTime, maskActive*/
) {
// Render depth into texture
this.scene.overrideMaterial = this.materialDepth;
this.oldClearColor.copy(renderer.getClearColor());
var oldClearAlpha = renderer.getClearAlpha();
var oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.setClearColor(0xffffff);
renderer.setClearAlpha(1.0);
renderer.setRenderTarget(this.renderTargetDepth);
renderer.clear();
renderer.render(this.scene, this.camera); // Render bokeh composite
this.uniforms["tColor"].value = readBuffer.texture;
this.uniforms["nearClip"].value = this.camera.near;
this.uniforms["farClip"].value = this.camera.far;
if (this.renderToScreen) {
renderer.setRenderTarget(null);
this.fsQuad.render(renderer);
} else {
renderer.setRenderTarget(writeBuffer);
renderer.clear();
this.fsQuad.render(renderer);
}
this.scene.overrideMaterial = null;
renderer.setClearColor(this.oldClearColor);
renderer.setClearAlpha(oldClearAlpha);
renderer.autoClear = oldAutoClear;
}
});