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;
106 lines (88 loc) • 4.41 kB
JavaScript
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;
}
});