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 "core-js/modules/es.array.map.js";
import _Object$assign from "@babel/runtime-corejs2/core-js/object/assign";
import _Object$create from "@babel/runtime-corejs2/core-js/object/create";
import { LinearFilter, MeshBasicMaterial, NearestFilter, RGBAFormat, ShaderMaterial, UniformsUtils, WebGLRenderTarget } from "../../../build/three.module.js";
import { Pass } from "../postprocessing/Pass.js";
import { AfterimageShader } from "../shaders/AfterimageShader.js";
var AfterimagePass = function AfterimagePass(damp) {
Pass.call(this);
if (AfterimageShader === undefined) console.error("AfterimagePass relies on AfterimageShader");
this.shader = AfterimageShader;
this.uniforms = UniformsUtils.clone(this.shader.uniforms);
this.uniforms["damp"].value = damp !== undefined ? damp : 0.96;
this.textureComp = new WebGLRenderTarget(window.innerWidth, window.innerHeight, {
minFilter: LinearFilter,
magFilter: NearestFilter,
format: RGBAFormat
});
this.textureOld = new WebGLRenderTarget(window.innerWidth, window.innerHeight, {
minFilter: LinearFilter,
magFilter: NearestFilter,
format: RGBAFormat
});
this.shaderMaterial = new ShaderMaterial({
uniforms: this.uniforms,
vertexShader: this.shader.vertexShader,
fragmentShader: this.shader.fragmentShader
});
this.compFsQuad = new Pass.FullScreenQuad(this.shaderMaterial);
var material = new MeshBasicMaterial();
this.copyFsQuad = new Pass.FullScreenQuad(material);
};
AfterimagePass.prototype = _Object$assign(_Object$create(Pass.prototype), {
constructor: AfterimagePass,
render: function render(renderer, writeBuffer, readBuffer) {
this.uniforms["tOld"].value = this.textureOld.texture;
this.uniforms["tNew"].value = readBuffer.texture;
renderer.setRenderTarget(this.textureComp);
this.compFsQuad.render(renderer);
this.copyFsQuad.material.map = this.textureComp.texture;
if (this.renderToScreen) {
renderer.setRenderTarget(null);
this.copyFsQuad.render(renderer);
} else {
renderer.setRenderTarget(writeBuffer);
if (this.clear) renderer.clear();
this.copyFsQuad.render(renderer);
} // Swap buffers.
var temp = this.textureOld;
this.textureOld = this.textureComp;
this.textureComp = temp; // Now textureOld contains the latest image, ready for the next frame.
},
setSize: function setSize(width, height) {
this.textureComp.setSize(width, height);
this.textureOld.setSize(width, height);
}
});
export { AfterimagePass };