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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.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 };