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 _Object$assign from "@babel/runtime-corejs2/core-js/object/assign";
import _Object$create from "@babel/runtime-corejs2/core-js/object/create";
import "core-js/modules/es.function.name.js";
import "core-js/modules/es.number.to-fixed.js";
import { AdditiveBlending, LinearFilter, RGBAFormat, ShaderMaterial, UniformsUtils, Vector2, WebGLRenderTarget } from "../../../build/three.module.js";
import { Pass } from "../postprocessing/Pass.js";
import { CopyShader } from "../shaders/CopyShader.js";
import { ConvolutionShader } from "../shaders/ConvolutionShader.js";
var BloomPass = function BloomPass(strength, kernelSize, sigma, resolution) {
Pass.call(this);
strength = strength !== undefined ? strength : 1;
kernelSize = kernelSize !== undefined ? kernelSize : 25;
sigma = sigma !== undefined ? sigma : 4.0;
resolution = resolution !== undefined ? resolution : 256; // render targets
var pars = {
minFilter: LinearFilter,
magFilter: LinearFilter,
format: RGBAFormat
};
this.renderTargetX = new WebGLRenderTarget(resolution, resolution, pars);
this.renderTargetX.texture.name = "BloomPass.x";
this.renderTargetY = new WebGLRenderTarget(resolution, resolution, pars);
this.renderTargetY.texture.name = "BloomPass.y"; // copy material
if (CopyShader === undefined) console.error("BloomPass relies on CopyShader");
var copyShader = CopyShader;
this.copyUniforms = UniformsUtils.clone(copyShader.uniforms);
this.copyUniforms["opacity"].value = strength;
this.materialCopy = new ShaderMaterial({
uniforms: this.copyUniforms,
vertexShader: copyShader.vertexShader,
fragmentShader: copyShader.fragmentShader,
blending: AdditiveBlending,
transparent: true
}); // convolution material
if (ConvolutionShader === undefined) console.error("BloomPass relies on ConvolutionShader");
var convolutionShader = ConvolutionShader;
this.convolutionUniforms = UniformsUtils.clone(convolutionShader.uniforms);
this.convolutionUniforms["uImageIncrement"].value = BloomPass.blurX;
this.convolutionUniforms["cKernel"].value = ConvolutionShader.buildKernel(sigma);
this.materialConvolution = new ShaderMaterial({
uniforms: this.convolutionUniforms,
vertexShader: convolutionShader.vertexShader,
fragmentShader: convolutionShader.fragmentShader,
defines: {
"KERNEL_SIZE_FLOAT": kernelSize.toFixed(1),
"KERNEL_SIZE_INT": kernelSize.toFixed(0)
}
});
this.needsSwap = false;
this.fsQuad = new Pass.FullScreenQuad(null);
};
BloomPass.prototype = _Object$assign(_Object$create(Pass.prototype), {
constructor: BloomPass,
render: function render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
if (maskActive) renderer.state.buffers.stencil.setTest(false); // Render quad with blured scene into texture (convolution pass 1)
this.fsQuad.material = this.materialConvolution;
this.convolutionUniforms["tDiffuse"].value = readBuffer.texture;
this.convolutionUniforms["uImageIncrement"].value = BloomPass.blurX;
renderer.setRenderTarget(this.renderTargetX);
renderer.clear();
this.fsQuad.render(renderer); // Render quad with blured scene into texture (convolution pass 2)
this.convolutionUniforms["tDiffuse"].value = this.renderTargetX.texture;
this.convolutionUniforms["uImageIncrement"].value = BloomPass.blurY;
renderer.setRenderTarget(this.renderTargetY);
renderer.clear();
this.fsQuad.render(renderer); // Render original scene with superimposed blur to texture
this.fsQuad.material = this.materialCopy;
this.copyUniforms["tDiffuse"].value = this.renderTargetY.texture;
if (maskActive) renderer.state.buffers.stencil.setTest(true);
renderer.setRenderTarget(readBuffer);
if (this.clear) renderer.clear();
this.fsQuad.render(renderer);
}
});
BloomPass.blurX = new Vector2(0.001953125, 0.0);
BloomPass.blurY = new Vector2(0.0, 0.001953125);
export { BloomPass };