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;
94 lines (85 loc) • 3.65 kB
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 { Color, MeshDepthMaterial, NearestFilter, NoBlending, RGBADepthPacking, ShaderMaterial, UniformsUtils, WebGLRenderTarget } from "../../../build/three.module.js";
import { Pass } from "../postprocessing/Pass.js";
import { BokehShader } from "../shaders/BokehShader.js";
/**
* Depth-of-field post-process with bokeh shader
*/
var BokehPass = function BokehPass(scene, camera, params) {
Pass.call(this);
this.scene = scene;
this.camera = camera;
var focus = params.focus !== undefined ? params.focus : 1.0;
var aspect = params.aspect !== undefined ? params.aspect : camera.aspect;
var aperture = params.aperture !== undefined ? params.aperture : 0.025;
var maxblur = params.maxblur !== undefined ? params.maxblur : 1.0; // render targets
var width = params.width || window.innerWidth || 1;
var height = params.height || window.innerHeight || 1;
this.renderTargetDepth = new WebGLRenderTarget(width, height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
stencilBuffer: false
});
this.renderTargetDepth.texture.name = "BokehPass.depth"; // depth material
this.materialDepth = new MeshDepthMaterial();
this.materialDepth.depthPacking = RGBADepthPacking;
this.materialDepth.blending = NoBlending; // bokeh material
if (BokehShader === undefined) {
console.error("BokehPass relies on BokehShader");
}
var bokehShader = BokehShader;
var bokehUniforms = UniformsUtils.clone(bokehShader.uniforms);
bokehUniforms["tDepth"].value = this.renderTargetDepth.texture;
bokehUniforms["focus"].value = focus;
bokehUniforms["aspect"].value = aspect;
bokehUniforms["aperture"].value = aperture;
bokehUniforms["maxblur"].value = maxblur;
bokehUniforms["nearClip"].value = camera.near;
bokehUniforms["farClip"].value = camera.far;
this.materialBokeh = new ShaderMaterial({
defines: _Object$assign({}, bokehShader.defines),
uniforms: bokehUniforms,
vertexShader: bokehShader.vertexShader,
fragmentShader: bokehShader.fragmentShader
});
this.uniforms = bokehUniforms;
this.needsSwap = false;
this.fsQuad = new Pass.FullScreenQuad(this.materialBokeh);
this.oldClearColor = new Color();
};
BokehPass.prototype = _Object$assign(_Object$create(Pass.prototype), {
constructor: BokehPass,
render: function render(renderer, writeBuffer, readBuffer
/*, deltaTime, maskActive*/
) {
// Render depth into texture
this.scene.overrideMaterial = this.materialDepth;
this.oldClearColor.copy(renderer.getClearColor());
var oldClearAlpha = renderer.getClearAlpha();
var oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.setClearColor(0xffffff);
renderer.setClearAlpha(1.0);
renderer.setRenderTarget(this.renderTargetDepth);
renderer.clear();
renderer.render(this.scene, this.camera); // Render bokeh composite
this.uniforms["tColor"].value = readBuffer.texture;
this.uniforms["nearClip"].value = this.camera.near;
this.uniforms["farClip"].value = this.camera.far;
if (this.renderToScreen) {
renderer.setRenderTarget(null);
this.fsQuad.render(renderer);
} else {
renderer.setRenderTarget(writeBuffer);
renderer.clear();
this.fsQuad.render(renderer);
}
this.scene.overrideMaterial = null;
renderer.setClearColor(this.oldClearColor);
renderer.setClearAlpha(oldClearAlpha);
renderer.autoClear = oldAutoClear;
}
});
export { BokehPass };