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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.function.name.js"; import _Object$assign from "@babel/runtime-corejs2/core-js/object/assign"; import _Object$create from "@babel/runtime-corejs2/core-js/object/create"; console.warn("THREE.TAARenderPass: 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."); /** * * Temporal Anti-Aliasing Render Pass * * When there is no motion in the scene, the TAA render pass accumulates jittered camera samples across frames to create a high quality anti-aliased result. * * References: * * TODO: Add support for motion vector pas so that accumulation of samples across frames can occur on dynamics scenes. * */ THREE.TAARenderPass = function (scene, camera, clearColor, clearAlpha) { if (THREE.SSAARenderPass === undefined) { console.error("THREE.TAARenderPass relies on THREE.SSAARenderPass"); } THREE.SSAARenderPass.call(this, scene, camera, clearColor, clearAlpha); this.sampleLevel = 0; this.accumulate = false; }; THREE.TAARenderPass.JitterVectors = THREE.SSAARenderPass.JitterVectors; THREE.TAARenderPass.prototype = _Object$assign(_Object$create(THREE.SSAARenderPass.prototype), { constructor: THREE.TAARenderPass, render: function render(renderer, writeBuffer, readBuffer, deltaTime) { if (!this.accumulate) { THREE.SSAARenderPass.prototype.render.call(this, renderer, writeBuffer, readBuffer, deltaTime); this.accumulateIndex = -1; return; } var jitterOffsets = THREE.TAARenderPass.JitterVectors[5]; if (!this.sampleRenderTarget) { this.sampleRenderTarget = new THREE.WebGLRenderTarget(readBuffer.width, readBuffer.height, this.params); this.sampleRenderTarget.texture.name = "TAARenderPass.sample"; } if (!this.holdRenderTarget) { this.holdRenderTarget = new THREE.WebGLRenderTarget(readBuffer.width, readBuffer.height, this.params); this.holdRenderTarget.texture.name = "TAARenderPass.hold"; } if (this.accumulate && this.accumulateIndex === -1) { THREE.SSAARenderPass.prototype.render.call(this, renderer, this.holdRenderTarget, readBuffer, deltaTime); this.accumulateIndex = 0; } var autoClear = renderer.autoClear; renderer.autoClear = false; var sampleWeight = 1.0 / jitterOffsets.length; if (this.accumulateIndex >= 0 && this.accumulateIndex < jitterOffsets.length) { this.copyUniforms["opacity"].value = sampleWeight; this.copyUniforms["tDiffuse"].value = writeBuffer.texture; // render the scene multiple times, each slightly jitter offset from the last and accumulate the results. var numSamplesPerFrame = Math.pow(2, this.sampleLevel); for (var i = 0; i < numSamplesPerFrame; i++) { var j = this.accumulateIndex; var jitterOffset = jitterOffsets[j]; if (this.camera.setViewOffset) { this.camera.setViewOffset(readBuffer.width, readBuffer.height, jitterOffset[0] * 0.0625, jitterOffset[1] * 0.0625, // 0.0625 = 1 / 16 readBuffer.width, readBuffer.height); } renderer.setRenderTarget(writeBuffer); renderer.clear(); renderer.render(this.scene, this.camera); renderer.setRenderTarget(this.sampleRenderTarget); if (this.accumulateIndex === 0) renderer.clear(); this.fsQuad.render(renderer); this.accumulateIndex++; if (this.accumulateIndex >= jitterOffsets.length) break; } if (this.camera.clearViewOffset) this.camera.clearViewOffset(); } var accumulationWeight = this.accumulateIndex * sampleWeight; if (accumulationWeight > 0) { this.copyUniforms["opacity"].value = 1.0; this.copyUniforms["tDiffuse"].value = this.sampleRenderTarget.texture; renderer.setRenderTarget(writeBuffer); renderer.clear(); this.fsQuad.render(renderer); } if (accumulationWeight < 1.0) { this.copyUniforms["opacity"].value = 1.0 - accumulationWeight; this.copyUniforms["tDiffuse"].value = this.holdRenderTarget.texture; renderer.setRenderTarget(writeBuffer); if (accumulationWeight === 0) renderer.clear(); this.fsQuad.render(renderer); } renderer.autoClear = autoClear; } });