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$assign from "@babel/runtime-corejs2/core-js/object/assign";
import _Object$defineProperty from "@babel/runtime-corejs2/core-js/object/define-property";
import "core-js/modules/es.function.name.js";
import "core-js/modules/es.array.splice.js";
import { Clock, LinearFilter, Mesh, OrthographicCamera, PlaneBufferGeometry, RGBAFormat, Vector2, WebGLRenderTarget } from "../../../build/three.module.js";
import { CopyShader } from "../shaders/CopyShader.js";
import { ShaderPass } from "../postprocessing/ShaderPass.js";
import { MaskPass } from "../postprocessing/MaskPass.js";
import { ClearMaskPass } from "../postprocessing/MaskPass.js";
var EffectComposer = function EffectComposer(renderer, renderTarget) {
this.renderer = renderer;
if (renderTarget === undefined) {
var parameters = {
minFilter: LinearFilter,
magFilter: LinearFilter,
format: RGBAFormat,
stencilBuffer: false
};
var size = renderer.getSize(new Vector2());
this._pixelRatio = renderer.getPixelRatio();
this._width = size.width;
this._height = size.height;
renderTarget = new WebGLRenderTarget(this._width * this._pixelRatio, this._height * this._pixelRatio, parameters);
renderTarget.texture.name = 'EffectComposer.rt1';
} else {
this._pixelRatio = 1;
this._width = renderTarget.width;
this._height = renderTarget.height;
}
this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();
this.renderTarget2.texture.name = 'EffectComposer.rt2';
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
this.renderToScreen = true;
this.passes = []; // dependencies
if (CopyShader === undefined) {
console.error('THREE.EffectComposer relies on CopyShader');
}
if (ShaderPass === undefined) {
console.error('THREE.EffectComposer relies on ShaderPass');
}
this.copyPass = new ShaderPass(CopyShader);
this.clock = new Clock();
};
_Object$assign(EffectComposer.prototype, {
swapBuffers: function swapBuffers() {
var tmp = this.readBuffer;
this.readBuffer = this.writeBuffer;
this.writeBuffer = tmp;
},
addPass: function addPass(pass) {
this.passes.push(pass);
pass.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
},
insertPass: function insertPass(pass, index) {
this.passes.splice(index, 0, pass);
pass.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
},
isLastEnabledPass: function isLastEnabledPass(passIndex) {
for (var i = passIndex + 1; i < this.passes.length; i++) {
if (this.passes[i].enabled) {
return false;
}
}
return true;
},
render: function render(deltaTime) {
// deltaTime value is in seconds
if (deltaTime === undefined) {
deltaTime = this.clock.getDelta();
}
var currentRenderTarget = this.renderer.getRenderTarget();
var maskActive = false;
var pass,
i,
il = this.passes.length;
for (i = 0; i < il; i++) {
pass = this.passes[i];
if (pass.enabled === false) continue;
pass.renderToScreen = this.renderToScreen && this.isLastEnabledPass(i);
pass.render(this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive);
if (pass.needsSwap) {
if (maskActive) {
var context = this.renderer.getContext();
var stencil = this.renderer.state.buffers.stencil; //context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
stencil.setFunc(context.NOTEQUAL, 1, 0xffffffff);
this.copyPass.render(this.renderer, this.writeBuffer, this.readBuffer, deltaTime); //context.stencilFunc( context.EQUAL, 1, 0xffffffff );
stencil.setFunc(context.EQUAL, 1, 0xffffffff);
}
this.swapBuffers();
}
if (MaskPass !== undefined) {
if (pass instanceof MaskPass) {
maskActive = true;
} else if (pass instanceof ClearMaskPass) {
maskActive = false;
}
}
}
this.renderer.setRenderTarget(currentRenderTarget);
},
reset: function reset(renderTarget) {
if (renderTarget === undefined) {
var size = this.renderer.getSize(new Vector2());
this._pixelRatio = this.renderer.getPixelRatio();
this._width = size.width;
this._height = size.height;
renderTarget = this.renderTarget1.clone();
renderTarget.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
}
this.renderTarget1.dispose();
this.renderTarget2.dispose();
this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
},
setSize: function setSize(width, height) {
this._width = width;
this._height = height;
var effectiveWidth = this._width * this._pixelRatio;
var effectiveHeight = this._height * this._pixelRatio;
this.renderTarget1.setSize(effectiveWidth, effectiveHeight);
this.renderTarget2.setSize(effectiveWidth, effectiveHeight);
for (var i = 0; i < this.passes.length; i++) {
this.passes[i].setSize(effectiveWidth, effectiveHeight);
}
},
setPixelRatio: function setPixelRatio(pixelRatio) {
this._pixelRatio = pixelRatio;
this.setSize(this._width, this._height);
}
});
var Pass = function Pass() {
// if set to true, the pass is processed by the composer
this.enabled = true; // if set to true, the pass indicates to swap read and write buffer after rendering
this.needsSwap = true; // if set to true, the pass clears its buffer before rendering
this.clear = false; // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
this.renderToScreen = false;
};
_Object$assign(Pass.prototype, {
setSize: function
/* width, height */
setSize() {},
render: function
/* renderer, writeBuffer, readBuffer, deltaTime, maskActive */
render() {
console.error('THREE.Pass: .render() must be implemented in derived pass.');
}
}); // Helper for passes that need to fill the viewport with a single quad.
Pass.FullScreenQuad = function () {
var camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
var geometry = new PlaneBufferGeometry(2, 2);
var FullScreenQuad = function FullScreenQuad(material) {
this._mesh = new Mesh(geometry, material);
};
_Object$defineProperty(FullScreenQuad.prototype, 'material', {
get: function get() {
return this._mesh.material;
},
set: function set(value) {
this._mesh.material = value;
}
});
_Object$assign(FullScreenQuad.prototype, {
dispose: function dispose() {
this._mesh.geometry.dispose();
},
render: function render(renderer) {
renderer.render(this._mesh, camera);
}
});
return FullScreenQuad;
}();
export { EffectComposer, Pass };