本文整理汇总了TypeScript中shared-utils/painterState.getForm函数的典型用法代码示例。如果您正苦于以下问题:TypeScript getForm函数的具体用法?TypeScript getForm怎么用?TypeScript getForm使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了getForm函数的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的TypeScript代码示例。
示例1: plane
getLayer,
getShade,
getSketch,
} from 'shared-utils/painterState'
import { TextureData } from 'tvs-painter'
import { makeClear } from 'tvs-painter/dist/utils/context'
import { plane } from 'tvs-painter/dist/utils/geometry/plane'
import { events, gl, painter, state, State } from './context'
import frag from './shaders/geo-frag.glsl'
import vert from './shaders/geo-vert.glsl'
import lightFrag from './shaders/light-frag.glsl'
// Forms
const geometry = plane(10, 10, 0, 0)
const planeForm = getForm(painter, 'plane').update(geometry)
// Shades
const geoShade = getShade(painter, 'geo').update({
frag,
vert,
})
// Textures
const texture = getFrame(painter, 'tex').update({ texture: {} })
const img = new Image()
img.onload = () => {
texture.update({
开发者ID:trivial-space,项目名称:playground,代码行数:31,代码来源:renderer.ts
示例2: getForm
import box from 'geo-3d-box'
import { getForm } from 'shared-utils/painterState'
import { plane } from 'tvs-painter/dist/utils/geometry/plane'
import { convertStackGLGeometry } from 'tvs-painter/dist/utils/stackgl'
import { painter } from './context'
export const planeSize = {
width: 10,
height: 10,
}
export const planeForm = getForm(painter, 'plane').update(
plane(planeSize.width, planeSize.height, 5, 5),
)
const size = [10, 14, 2]
const segments = [5, 7, 1]
export const boxForm = getForm(painter, 'box').update(
convertStackGLGeometry(box({ size, segments })),
)
开发者ID:trivial-space,项目名称:playground,代码行数:21,代码来源:geometries.ts
示例3: getForm
height: bufferSize,
bufferStructure: [
{
flipY: true,
wrap: 'REPEAT',
},
],
})
// ===== scene =====
const planMat = mat4.fromTranslation(mat4.create(), [0, 0, -3])
const rotation = 0.001
const projection = mat4.perspective(mat4.create(), 45, 1, 0.01, 10)
const form = getForm(painter, 'plane').update(plane(2, 2))
const shade = getShade(painter, 'plane').update({
vert: planeVert,
frag: planeFrag,
})
export const sketch = getSketch(painter, 'plane').update({
form,
shade,
uniforms: {
projection,
transform: () => mat4.rotateY(planMat, planMat, rotation),
tex: () => automaton.image(),
},
drawSettings: {
开发者ID:trivial-space,项目名称:playground,代码行数:31,代码来源:renderer.ts
示例4: extrudeRight
const count = boxSliceCount
const bk = quad
const rt = extrudeRight([0, 0, 20], right(bk))
const ft = extrudeRight([-20, 0, 0], right(rt))
const lf = extrudeRight([0, 0, -20], right(ft))
return [
makeSideSegments(bk, count),
makeSideSegments(rt, count),
makeSideSegments(ft, count),
makeSideSegments(lf, count),
]
})()
export const faceNormals = box.map(q => normal(q[1]))
export const wallsForm = getForm(painter, 'wallsForm').update(
convertStackGLGeometry({
position: flatten(flatten(box)),
// color: flatten(b.map((side) => flatten(side.map((slice) => flatten(slice.map((q) => (q as any[]).map(() => pickRandom(c)))))))),
color: flatten(
box.map((side, i) =>
flatten(
side.map((slice, j) =>
slice.map(() => colors[i * boxSliceCount + j]),
),
),
),
),
normal: flatten(
box.map((side, i) => flatten(side).map(() => faceNormals[i])),
),
开发者ID:trivial-space,项目名称:playground,代码行数:31,代码来源:geometries.ts
示例5: getShade
import { nodes, triples } from './nodes'
import blendFrag from './shaders/compose.frag'
import pointFrag from './shaders/point.frag'
import pointVert from './shaders/point.vert'
import sideFrag from './shaders/side.frag'
// ===== shaders =====
const pointsShade = getShade(painter, 'point').update({
vert: pointVert,
frag: pointFrag,
})
// ===== geometries =====
const pointsForm = getForm(painter, 'points').update({
drawType: 'POINTS',
attribs: {
position: {
buffer: new Float32Array(flatten(nodes)),
storeType: 'DYNAMIC',
},
},
itemCount: nodes.length,
})
// ===== objects =====
const pointsSketch = getSketch(painter, 'points').update({
form: pointsForm,
shade: pointsShade,
开发者ID:trivial-space,项目名称:playground,代码行数:31,代码来源:index.ts
示例6: getForm
import { getForm } from 'shared-utils/painterState'
import { intToFloat } from 'tvs-libs/dist/graphics/colors'
import { add, mul, normalize, sub } from 'tvs-libs/dist/math/vectors'
import { flatten, mapcat } from 'tvs-libs/dist/utils/sequence'
import { painter } from './context'
import { connections, nameSpaceCount, nodes } from './nodes'
export const pointsForm = getForm(painter, 'points')
export const lineForm = getForm(painter, 'lines')
const lineWidth = 3
export function updateGeometries() {
pointsForm.update({
drawType: 'POINTS',
attribs: {
position: {
buffer: new Float32Array(mapcat(n => n.pos, nodes)),
storeType: 'DYNAMIC',
},
color: {
buffer: new Float32Array(
mapcat(
n =>
intToFloat([
(n.ns / nameSpaceCount) * 255,
((n.ns / nameSpaceCount + 1 / 3) * 255) % 255,
((n.ns / nameSpaceCount + 2 / 3) * 255) % 255,
]),
nodes,
),
开发者ID:trivial-space,项目名称:playground,代码行数:31,代码来源:geometries.ts
示例7: getShade
// ===== Settings =====
painter.updateDrawSettings({
clearColor: [1, 1, 1, 1],
enable: [gl.DEPTH_TEST, gl.CULL_FACE],
})
// ===== shaders =====
const shade = getShade(painter, 'shade').update({ frag, vert })
// ===== geometries =====
const tileSize = state.tiles.tileSize
const form = getForm(painter, 'form').update(plane(tileSize, tileSize, 3, 3))
// ===== textures =====
const textures: { [id: string]: Frame } = {}
// ===== objects =====
export const tiles = getSketch(painter, 'tiles')
addSystem<State>('render', (e, s) => {
switch (e) {
case events.ON_IMAGES_LOADED:
each((img, key) => {
textures[key] = getFrame(painter, key).update({
texture: {
开发者ID:trivial-space,项目名称:playground,代码行数:30,代码来源:renderer.ts
注:本文中的shared-utils/painterState.getForm函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
请发表评论