UNPKG

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;

242 lines (216 loc) 10.6 kB
import _Object$create from "@babel/runtime-corejs2/core-js/object/create"; 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.uint8-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"; import "core-js/modules/es.array.join.js"; import "core-js/modules/es.array.map.js"; import "core-js/modules/es.typed-array.float32-array.js"; import { AdditiveBlending, Box2, BufferGeometry, ClampToEdgeWrapping, Color, DataTexture, InterleavedBuffer, InterleavedBufferAttribute, Mesh, MeshBasicMaterial, NearestFilter, RGBFormat, RawShaderMaterial, Vector2, Vector3, Vector4 } from "../../../build/three.module.js"; var Lensflare = function Lensflare() { Mesh.call(this, Lensflare.Geometry, new MeshBasicMaterial({ opacity: 0, transparent: true })); this.type = 'Lensflare'; this.frustumCulled = false; this.renderOrder = Infinity; // var positionScreen = new Vector3(); var positionView = new Vector3(); // textures var tempMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBFormat); tempMap.minFilter = NearestFilter; tempMap.magFilter = NearestFilter; tempMap.wrapS = ClampToEdgeWrapping; tempMap.wrapT = ClampToEdgeWrapping; var occlusionMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBFormat); occlusionMap.minFilter = NearestFilter; occlusionMap.magFilter = NearestFilter; occlusionMap.wrapS = ClampToEdgeWrapping; occlusionMap.wrapT = ClampToEdgeWrapping; // material var geometry = Lensflare.Geometry; var material1a = new RawShaderMaterial({ uniforms: { 'scale': { value: null }, 'screenPosition': { value: null } }, vertexShader: ['precision highp float;', 'uniform vec3 screenPosition;', 'uniform vec2 scale;', 'attribute vec3 position;', 'void main() {', ' gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );', '}'].join('\n'), fragmentShader: ['precision highp float;', 'void main() {', ' gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );', '}'].join('\n'), depthTest: true, depthWrite: false, transparent: false }); var material1b = new RawShaderMaterial({ uniforms: { 'map': { value: tempMap }, 'scale': { value: null }, 'screenPosition': { value: null } }, vertexShader: ['precision highp float;', 'uniform vec3 screenPosition;', 'uniform vec2 scale;', 'attribute vec3 position;', 'attribute vec2 uv;', 'varying vec2 vUV;', 'void main() {', ' vUV = uv;', ' gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );', '}'].join('\n'), fragmentShader: ['precision highp float;', 'uniform sampler2D map;', 'varying vec2 vUV;', 'void main() {', ' gl_FragColor = texture2D( map, vUV );', '}'].join('\n'), depthTest: false, depthWrite: false, transparent: false }); // the following object is used for occlusionMap generation var mesh1 = new Mesh(geometry, material1a); // var elements = []; var shader = LensflareElement.Shader; var material2 = new RawShaderMaterial({ uniforms: { 'map': { value: null }, 'occlusionMap': { value: occlusionMap }, 'color': { value: new Color(0xffffff) }, 'scale': { value: new Vector2() }, 'screenPosition': { value: new Vector3() } }, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, blending: AdditiveBlending, transparent: true, depthWrite: false }); var mesh2 = new Mesh(geometry, material2); this.addElement = function (element) { elements.push(element); }; // var scale = new Vector2(); var screenPositionPixels = new Vector2(); var validArea = new Box2(); var viewport = new Vector4(); this.onBeforeRender = function (renderer, scene, camera) { renderer.getCurrentViewport(viewport); var invAspect = viewport.w / viewport.z; var halfViewportWidth = viewport.z / 2.0; var halfViewportHeight = viewport.w / 2.0; var size = 16 / viewport.w; scale.set(size * invAspect, size); validArea.min.set(viewport.x, viewport.y); validArea.max.set(viewport.x + (viewport.z - 16), viewport.y + (viewport.w - 16)); // calculate position in screen space positionView.setFromMatrixPosition(this.matrixWorld); positionView.applyMatrix4(camera.matrixWorldInverse); if (positionView.z > 0) return; // lensflare is behind the camera positionScreen.copy(positionView).applyMatrix4(camera.projectionMatrix); // horizontal and vertical coordinate of the lower left corner of the pixels to copy screenPositionPixels.x = viewport.x + positionScreen.x * halfViewportWidth + halfViewportWidth - 8; screenPositionPixels.y = viewport.y + positionScreen.y * halfViewportHeight + halfViewportHeight - 8; // screen cull if (validArea.containsPoint(screenPositionPixels)) { // save current RGB to temp texture renderer.copyFramebufferToTexture(screenPositionPixels, tempMap); // render pink quad var uniforms = material1a.uniforms; uniforms["scale"].value = scale; uniforms["screenPosition"].value = positionScreen; renderer.renderBufferDirect(camera, null, geometry, material1a, mesh1, null); // copy result to occlusionMap renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap); // restore graphics var uniforms = material1b.uniforms; uniforms["scale"].value = scale; uniforms["screenPosition"].value = positionScreen; renderer.renderBufferDirect(camera, null, geometry, material1b, mesh1, null); // render elements var vecX = -positionScreen.x * 2; var vecY = -positionScreen.y * 2; for (var i = 0, l = elements.length; i < l; i++) { var element = elements[i]; var uniforms = material2.uniforms; uniforms["color"].value.copy(element.color); uniforms["map"].value = element.texture; uniforms["screenPosition"].value.x = positionScreen.x + vecX * element.distance; uniforms["screenPosition"].value.y = positionScreen.y + vecY * element.distance; var size = element.size / viewport.w; var invAspect = viewport.w / viewport.z; uniforms["scale"].value.set(size * invAspect, size); material2.uniformsNeedUpdate = true; renderer.renderBufferDirect(camera, null, geometry, material2, mesh2, null); } } }; this.dispose = function () { material1a.dispose(); material1b.dispose(); material2.dispose(); tempMap.dispose(); occlusionMap.dispose(); for (var i = 0, l = elements.length; i < l; i++) { elements[i].texture.dispose(); } }; }; Lensflare.prototype = _Object$create(Mesh.prototype); Lensflare.prototype.constructor = Lensflare; Lensflare.prototype.isLensflare = true; // var LensflareElement = function LensflareElement(texture, size, distance, color) { this.texture = texture; this.size = size || 1; this.distance = distance || 0; this.color = color || new Color(0xffffff); }; LensflareElement.Shader = { uniforms: { 'map': { value: null }, 'occlusionMap': { value: null }, 'color': { value: null }, 'scale': { value: null }, 'screenPosition': { value: null } }, vertexShader: ['precision highp float;', 'uniform vec3 screenPosition;', 'uniform vec2 scale;', 'uniform sampler2D occlusionMap;', 'attribute vec3 position;', 'attribute vec2 uv;', 'varying vec2 vUV;', 'varying float vVisibility;', 'void main() {', ' vUV = uv;', ' vec2 pos = position.xy;', ' vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );', ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );', ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );', ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );', ' visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );', ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );', ' visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );', ' visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );', ' visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );', ' vVisibility = visibility.r / 9.0;', ' vVisibility *= 1.0 - visibility.g / 9.0;', ' vVisibility *= visibility.b / 9.0;', ' gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );', '}'].join('\n'), fragmentShader: ['precision highp float;', 'uniform sampler2D map;', 'uniform vec3 color;', 'varying vec2 vUV;', 'varying float vVisibility;', 'void main() {', ' vec4 texture = texture2D( map, vUV );', ' texture.a *= vVisibility;', ' gl_FragColor = texture;', ' gl_FragColor.rgb *= color;', '}'].join('\n') }; Lensflare.Geometry = function () { var geometry = new BufferGeometry(); var float32Array = new Float32Array([-1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1]); var interleavedBuffer = new InterleavedBuffer(float32Array, 5); geometry.setIndex([0, 1, 2, 0, 2, 3]); geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false)); geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false)); return geometry; }(); export { Lensflare, LensflareElement };