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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 _Object$assign from "@babel/runtime-corejs2/core-js/object/assign"; import _Object$defineProperty from "@babel/runtime-corejs2/core-js/object/define-property"; import "core-js/modules/es.function.name.js"; import "core-js/modules/es.array.splice.js"; console.warn("THREE.EffectComposer: 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.EffectComposer = function (renderer, renderTarget) { this.renderer = renderer; if (renderTarget === undefined) { var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false }; var size = renderer.getSize(new THREE.Vector2()); this._pixelRatio = renderer.getPixelRatio(); this._width = size.width; this._height = size.height; renderTarget = new THREE.WebGLRenderTarget(this._width * this._pixelRatio, this._height * this._pixelRatio, parameters); renderTarget.texture.name = 'EffectComposer.rt1'; } else { this._pixelRatio = 1; this._width = renderTarget.width; this._height = renderTarget.height; } this.renderTarget1 = renderTarget; this.renderTarget2 = renderTarget.clone(); this.renderTarget2.texture.name = 'EffectComposer.rt2'; this.writeBuffer = this.renderTarget1; this.readBuffer = this.renderTarget2; this.renderToScreen = true; this.passes = []; // dependencies if (THREE.CopyShader === undefined) { console.error('THREE.EffectComposer relies on THREE.CopyShader'); } if (THREE.ShaderPass === undefined) { console.error('THREE.EffectComposer relies on THREE.ShaderPass'); } this.copyPass = new THREE.ShaderPass(THREE.CopyShader); this.clock = new THREE.Clock(); }; _Object$assign(THREE.EffectComposer.prototype, { swapBuffers: function swapBuffers() { var tmp = this.readBuffer; this.readBuffer = this.writeBuffer; this.writeBuffer = tmp; }, addPass: function addPass(pass) { this.passes.push(pass); pass.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio); }, insertPass: function insertPass(pass, index) { this.passes.splice(index, 0, pass); pass.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio); }, isLastEnabledPass: function isLastEnabledPass(passIndex) { for (var i = passIndex + 1; i < this.passes.length; i++) { if (this.passes[i].enabled) { return false; } } return true; }, render: function render(deltaTime) { // deltaTime value is in seconds if (deltaTime === undefined) { deltaTime = this.clock.getDelta(); } var currentRenderTarget = this.renderer.getRenderTarget(); var maskActive = false; var pass, i, il = this.passes.length; for (i = 0; i < il; i++) { pass = this.passes[i]; if (pass.enabled === false) continue; pass.renderToScreen = this.renderToScreen && this.isLastEnabledPass(i); pass.render(this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive); if (pass.needsSwap) { if (maskActive) { var context = this.renderer.getContext(); var stencil = this.renderer.state.buffers.stencil; //context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff ); stencil.setFunc(context.NOTEQUAL, 1, 0xffffffff); this.copyPass.render(this.renderer, this.writeBuffer, this.readBuffer, deltaTime); //context.stencilFunc( context.EQUAL, 1, 0xffffffff ); stencil.setFunc(context.EQUAL, 1, 0xffffffff); } this.swapBuffers(); } if (THREE.MaskPass !== undefined) { if (pass instanceof THREE.MaskPass) { maskActive = true; } else if (pass instanceof THREE.ClearMaskPass) { maskActive = false; } } } this.renderer.setRenderTarget(currentRenderTarget); }, reset: function reset(renderTarget) { if (renderTarget === undefined) { var size = this.renderer.getSize(new THREE.Vector2()); this._pixelRatio = this.renderer.getPixelRatio(); this._width = size.width; this._height = size.height; renderTarget = this.renderTarget1.clone(); renderTarget.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio); } this.renderTarget1.dispose(); this.renderTarget2.dispose(); this.renderTarget1 = renderTarget; this.renderTarget2 = renderTarget.clone(); this.writeBuffer = this.renderTarget1; this.readBuffer = this.renderTarget2; }, setSize: function setSize(width, height) { this._width = width; this._height = height; var effectiveWidth = this._width * this._pixelRatio; var effectiveHeight = this._height * this._pixelRatio; this.renderTarget1.setSize(effectiveWidth, effectiveHeight); this.renderTarget2.setSize(effectiveWidth, effectiveHeight); for (var i = 0; i < this.passes.length; i++) { this.passes[i].setSize(effectiveWidth, effectiveHeight); } }, setPixelRatio: function setPixelRatio(pixelRatio) { this._pixelRatio = pixelRatio; this.setSize(this._width, this._height); } }); THREE.Pass = function () { // if set to true, the pass is processed by the composer this.enabled = true; // if set to true, the pass indicates to swap read and write buffer after rendering this.needsSwap = true; // if set to true, the pass clears its buffer before rendering this.clear = false; // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer. this.renderToScreen = false; }; _Object$assign(THREE.Pass.prototype, { setSize: function /* width, height */ setSize() {}, render: function /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ render() { console.error('THREE.Pass: .render() must be implemented in derived pass.'); } }); // Helper for passes that need to fill the viewport with a single quad. THREE.Pass.FullScreenQuad = function () { var camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1); var geometry = new THREE.PlaneBufferGeometry(2, 2); var FullScreenQuad = function FullScreenQuad(material) { this._mesh = new THREE.Mesh(geometry, material); }; _Object$defineProperty(FullScreenQuad.prototype, 'material', { get: function get() { return this._mesh.material; }, set: function set(value) { this._mesh.material = value; } }); _Object$assign(FullScreenQuad.prototype, { dispose: function dispose() { this._mesh.geometry.dispose(); }, render: function render(renderer) { renderer.render(this._mesh, camera); } }); return FullScreenQuad; }();