本文整理汇总了TypeScript中shared-utils/painterState.getShade函数的典型用法代码示例。如果您正苦于以下问题:TypeScript getShade函数的具体用法?TypeScript getShade怎么用?TypeScript getShade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getShade函数的5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,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: getShade
import { getShade, getSketch } from 'shared-utils/painterState'
import { repeat, stop } from 'shared-utils/scheduler'
import { canvas, gl, painter } from './context'
import { lineForm, pointsForm, updateGeometries } from './geometries'
import { updateNodes } from './nodes'
import lineFrag from './shaders/line.frag'
import lineVert from './shaders/line.vert'
import pointFrag from './shaders/point.frag'
import pointVert from './shaders/point.vert'
// ===== shaders =====
const pointsShade = getShade(painter, 'point').update({
vert: pointVert,
frag: pointFrag,
})
const linesShade = getShade(painter, 'line').update({
vert: lineVert,
frag: lineFrag,
})
// ===== objects =====
const points = getSketch(painter, 'point').update({
form: pointsForm,
shade: pointsShade,
uniforms: { size: [canvas.width, canvas.height] },
})
const lines = getSketch(painter, 'lines').update({
示例2: getShade
import { getShade } from 'shared-utils/painterState'
import { painter } from './context'
import groundFrag from './glsl/ground-frag.glsl'
import groundVert from './glsl/ground-vert.glsl'
import objectFrag from './glsl/object-frag.glsl'
import objectVert from './glsl/object-vert.glsl'
import screenFrag from './glsl/screen-frag.glsl'
import screenVert from './glsl/screen-vert.glsl'
export const groundShade = getShade(painter, 'ground').update({
vert: groundVert,
frag: groundFrag,
})
export const objectShade = getShade(painter, 'object').update({
vert: objectVert,
frag: objectFrag,
})
export const screenShade = getShade(painter, 'screen').update({
vert: screenVert,
frag: screenFrag,
})
示例3: getShade
import {
floorMirrorMatrix,
floorMirrorView,
floorTransform,
wallsTransform,
} from './state'
// ===== Settings =====
painter.updateDrawSettings({
enable: [gl.DEPTH_TEST],
})
// ===== Shaders =====
const wallsShade = getShade(painter, 'walls').update({
vert: wallsVert,
frag: wallsFrag,
})
const groundShade = getShade(painter, 'ground').update({
vert: groundVert,
frag: groundFrag,
})
// ===== objects =====
const wallsSketch = getSketch(painter, 'walls').update({
form: wallsForm,
shade: wallsShade,
uniforms: {
示例4: plane
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({
texture: {
asset: img,
minFilter: 'LINEAR_MIPMAP_LINEAR',
magFilter: 'LINEAR',
示例5: getForm
{
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: {
clearColor: [0.0, 1.0, 0.0, 1.0],
clearBits: makeClear(gl, 'color'),