本文整理汇总了TypeScript中shared-utils/painterState.addSystem函数的典型用法代码示例。如果您正苦于以下问题:TypeScript addSystem函数的具体用法?TypeScript addSystem怎么用?TypeScript addSystem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addSystem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: addSystem
import { addSystem } from 'shared-utils/painterState'
import { events, paint } from './context'
const ctx = paint.getContext('2d')
if (!ctx) throw Error('unable to initialize 2d context')
const data = ctx.getImageData(0, 0, paint.width, paint.height)
for (let i = 0; i < data.data.length; i += 4) {
data.data[i] = Math.random() > 0.5 ? 255 : 0
data.data[i + 3] = 255
}
ctx.putImageData(data, 0, 0)
addSystem('paint', (e, s) => {
if (e === events.CLEANUP_PAINT) {
ctx.fillStyle = 'black'
ctx.fillRect(0, 0, paint.width, paint.height)
}
const d = s.device
if (e === events.PROCESS_PAINT && d.mouse.dragging && d.mouse.drag.event) {
const { clientX, clientY } = d.mouse.drag.event
const x = Math.floor((clientX / window.innerWidth) * paint.width)
const y = Math.floor((clientY / window.innerHeight) * paint.height)
ctx.fillStyle = 'white'
ctx.fillRect(x, y, 1, 1)
}
})
开发者ID:trivial-space,项目名称:playground,代码行数:30,代码来源:paint.ts
示例2: addSystem
export const floorTransform = mat4.create()
export const floorMirrorView = mat4.create()
const planeEquation = geo.planeFromNormalAndCoplanarPoint(
[0, 1, 0],
[0, groundHeight, 0]
)
export const floorMirrorMatrix = geo.mirrorMatrixFromPlane(planeEquation)
addSystem('state', (e, s) => {
if (e === events.FRAME) {
time += s.device.tpf
quat.fromEuler(
rotation,
Math.sin(0.0007 * time) * 1.1,
time * 0.001,
Math.sin(0.0008 * time) * 1.1
)
mat4.fromRotationTranslationScaleOrigin(
wallsTransform,
rotation,
[0, 0, 0],
[1, 1, 1],
[0, 100, 0]
)
}
})
开发者ID:trivial-space,项目名称:playground,代码行数:30,代码来源:state.ts
示例3: getEffect
bufferStructure: [bufferSpec, bufferSpec, bufferSpec, bufferSpec],
})
const lightLayer = getEffect(painter, 'light').update({
frag: lightFrag,
uniforms: {
eyePosition: () => state.viewPort.camera.position,
lightMat: () => state.scene.lightTransforms[0],
view: () => state.viewPort.camera.viewMat,
tex: () => texture.image(),
positions: scene.image(0),
normals: scene.image(1),
uvs: scene.image(2),
colors: scene.image(3),
},
drawSettings: {
enable: [gl.BLEND],
clearBits: makeClear(gl, 'color'),
},
})
export const light = getFrame(painter, 'light').update({
layers: lightLayer,
})
addSystem<State>('renderer', e => {
if (e === events.RESIZE) {
scene.update()
}
})
开发者ID:trivial-space,项目名称:playground,代码行数:30,代码来源:renderer.ts
示例4: getForm
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: {
clearColor: [0.0, 1.0, 0.0, 1.0],
clearBits: makeClear(gl, 'color'),
},
})
// ===== state =====
addSystem('renderer', e => {
if (e === events.FRAME) {
paintFrame.update({ texture: { asset: paint } })
}
})
开发者ID:trivial-space,项目名称:playground,代码行数:30,代码来源:renderer.ts
示例5:
import './state/tiles'
import './viewport'
import { addSystem, dispatch } from 'shared-utils/painterState'
import { repeat } from 'shared-utils/scheduler'
import { events, painter, State } from './context'
import { tiles } from './renderer'
// state.device.sizeMultiplier = window.devicePixelRatio
addSystem<State>('start', (e, s) => {
if (e === events.ON_IMAGES_LOADED) {
repeat(tpf => {
s.device.tpf = tpf
dispatch(events.FRAME)
painter.draw(tiles)
}, 'loop')
}
})
dispatch(events.INIT)
开发者ID:trivial-space,项目名称:playground,代码行数:21,代码来源:index.ts
示例6: getBlurByAlphaEffect
const blurEffect = getBlurByAlphaEffect(painter, 'blur', {
strength: 4,
strengthOffset: 0.3,
blurRatioVertical: 3,
size: [256, 256],
})
export const mirrorScene = getFrame(painter, 'mirror').update({
layers: [mirrorSceneLayer, blurEffect],
width: 256,
height: 256,
bufferStructure: [
{
magFilter: 'LINEAR',
minFilter: 'LINEAR',
},
],
})
export const scene = getFrame(painter, 'scene').update({
layers: sceneLayer,
})
addSystem<State>('renderer', e => {
switch (e) {
case events.RESIZE:
scene.update()
}
})
开发者ID:trivial-space,项目名称:playground,代码行数:29,代码来源:renderer.ts
示例7: getFrame
addSystem<State>('render', (e, s) => {
switch (e) {
case events.ON_IMAGES_LOADED:
each((img, key) => {
textures[key] = getFrame(painter, key).update({
texture: {
minFilter: 'LINEAR_MIPMAP_LINEAR',
magFilter: 'LINEAR',
asset: img,
},
})
}, s.tiles.images)
return
case events.NEW_ACTIVE_TILES:
tiles.update({
form,
shade,
uniforms: s.tiles.activeTiles.map(tile => ({
view: () => state.viewPort.camera.viewMat,
projection: () => state.viewPort.camera.projectionMat,
transform: tile.transform,
image: textures[tile.tileSpecId] && textures[tile.tileSpecId].image(),
color: tile.color,
connections: tile.connections,
})),
})
}
})
开发者ID:trivial-space,项目名称:playground,代码行数:29,代码来源:renderer.ts
注:本文中的shared-utils/painterState.addSystem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