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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.iterator.js"; import "core-js/modules/es.array-buffer.slice.js"; import "core-js/modules/es.object.to-string.js"; import "core-js/modules/es.typed-array.float32-array.js"; import "core-js/modules/es.typed-array.copy-within.js"; import "core-js/modules/es.typed-array.every.js"; import "core-js/modules/es.typed-array.fill.js"; import "core-js/modules/es.typed-array.filter.js"; import "core-js/modules/es.typed-array.find.js"; import "core-js/modules/es.typed-array.find-index.js"; import "core-js/modules/es.typed-array.for-each.js"; import "core-js/modules/es.typed-array.includes.js"; import "core-js/modules/es.typed-array.index-of.js"; import "core-js/modules/es.typed-array.iterator.js"; import "core-js/modules/es.typed-array.join.js"; import "core-js/modules/es.typed-array.last-index-of.js"; import "core-js/modules/es.typed-array.map.js"; import "core-js/modules/es.typed-array.reduce.js"; import "core-js/modules/es.typed-array.reduce-right.js"; import "core-js/modules/es.typed-array.reverse.js"; import "core-js/modules/es.typed-array.set.js"; import "core-js/modules/es.typed-array.slice.js"; import "core-js/modules/es.typed-array.some.js"; import "core-js/modules/es.typed-array.sort.js"; import "core-js/modules/es.typed-array.subarray.js"; import "core-js/modules/es.typed-array.to-locale-string.js"; import "core-js/modules/es.typed-array.to-string.js"; import _Object$assign from "@babel/runtime-corejs2/core-js/object/assign"; import _Object$create from "@babel/runtime-corejs2/core-js/object/create"; import { DataTexture, FloatType, MathUtils, RGBFormat, ShaderMaterial, UniformsUtils } from "../../../build/three.module.js"; import { Pass } from "../postprocessing/Pass.js"; import { DigitalGlitch } from "../shaders/DigitalGlitch.js"; var GlitchPass = function GlitchPass(dt_size) { Pass.call(this); if (DigitalGlitch === undefined) console.error("GlitchPass relies on DigitalGlitch"); var shader = DigitalGlitch; this.uniforms = UniformsUtils.clone(shader.uniforms); if (dt_size == undefined) dt_size = 64; this.uniforms["tDisp"].value = this.generateHeightmap(dt_size); this.material = new ShaderMaterial({ uniforms: this.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader }); this.fsQuad = new Pass.FullScreenQuad(this.material); this.goWild = false; this.curF = 0; this.generateTrigger(); }; GlitchPass.prototype = _Object$assign(_Object$create(Pass.prototype), { constructor: GlitchPass, render: function render(renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { this.uniforms["tDiffuse"].value = readBuffer.texture; this.uniforms['seed'].value = Math.random(); //default seeding this.uniforms['byp'].value = 0; if (this.curF % this.randX == 0 || this.goWild == true) { this.uniforms['amount'].value = Math.random() / 30; this.uniforms['angle'].value = MathUtils.randFloat(-Math.PI, Math.PI); this.uniforms['seed_x'].value = MathUtils.randFloat(-1, 1); this.uniforms['seed_y'].value = MathUtils.randFloat(-1, 1); this.uniforms['distortion_x'].value = MathUtils.randFloat(0, 1); this.uniforms['distortion_y'].value = MathUtils.randFloat(0, 1); this.curF = 0; this.generateTrigger(); } else if (this.curF % this.randX < this.randX / 5) { this.uniforms['amount'].value = Math.random() / 90; this.uniforms['angle'].value = MathUtils.randFloat(-Math.PI, Math.PI); this.uniforms['distortion_x'].value = MathUtils.randFloat(0, 1); this.uniforms['distortion_y'].value = MathUtils.randFloat(0, 1); this.uniforms['seed_x'].value = MathUtils.randFloat(-0.3, 0.3); this.uniforms['seed_y'].value = MathUtils.randFloat(-0.3, 0.3); } else if (this.goWild == false) { this.uniforms['byp'].value = 1; } this.curF++; if (this.renderToScreen) { renderer.setRenderTarget(null); this.fsQuad.render(renderer); } else { renderer.setRenderTarget(writeBuffer); if (this.clear) renderer.clear(); this.fsQuad.render(renderer); } }, generateTrigger: function generateTrigger() { this.randX = MathUtils.randInt(120, 240); }, generateHeightmap: function generateHeightmap(dt_size) { var data_arr = new Float32Array(dt_size * dt_size * 3); var length = dt_size * dt_size; for (var i = 0; i < length; i++) { var val = MathUtils.randFloat(0, 1); data_arr[i * 3 + 0] = val; data_arr[i * 3 + 1] = val; data_arr[i * 3 + 2] = val; } return new DataTexture(data_arr, dt_size, dt_size, RGBFormat, FloatType); } }); export { GlitchPass };