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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 _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 };