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TypeScript mat4.perspective方法代碼示例

本文整理匯總了TypeScript中gl-matrix.mat4.perspective方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript mat4.perspective方法的具體用法?TypeScript mat4.perspective怎麽用?TypeScript mat4.perspective使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在gl-matrix.mat4的用法示例。


在下文中一共展示了mat4.perspective方法的5個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的TypeScript代碼示例。

示例1: Float32Array

window.addEventListener('resize', ev => {
    const
        canvas = core.gl.canvas,
        {offsetWidth: w, offsetHeight: h} = canvas

    canvas.width = w
    canvas.height = h
    core.gl.viewport(0, 0, w, h)


    const
        ratio = {
            screen: w / h,
            w: (img as HTMLImageElement).width / w,
            h: (img as HTMLImageElement).height  / h,
        }

    ratio.screen > 1 ? ratio.h /= ratio.screen : ratio.w *= ratio.screen

    const
        mixes = new Float32Array([
            -1 * ratio.w, ratio.h, .0, 1.0,
            -1 * ratio.w, -1 * ratio.h, .0, .0,
            ratio.w, ratio.h, 1.0, 1.0,
            ratio.w, -1 * ratio.h, 1.0, .0
        ]),
        bSize = mixes.BYTES_PER_ELEMENT


    core.bufferSubData(core.gl.ARRAY_BUFFER, 0, mixes)

    mat4.perspective(pMatrix, Math.PI / 6, w / h, 0, 100)
    core.uniformMatrix4fv(program, 'pMatrix', pMatrix)
})
開發者ID:JetLua,項目名稱:WebGL,代碼行數:34,代碼來源:texture.bak.ts

示例2: projection_matrix

function projection_matrix(out: mat4, width: number, height: number) {
  let aspectRatio = width / height;
  let fieldOfView = Math.PI / 4;
  let near = 0.01;
  let far  = 1000;

  mat4.perspective(out, fieldOfView, aspectRatio, near, far);
}
開發者ID:sampsyo,項目名稱:braid,代碼行數:8,代碼來源:example.ts

示例3: updateProjectionMatrix

 public updateProjectionMatrix() {
   mat4.perspective(
     this.projectionMatrix,
     this.fov,
     this.aspect,
     this.near,
     this.far
   );
 }
開發者ID:davidpaulrosser,項目名稱:leonardo,代碼行數:9,代碼來源:PerspectiveCamera.ts

示例4:

outMat4 = mat4.rotateZ(outMat4, mat4A, Math.PI);
outMat4 = mat4.fromTranslation(outMat4, vec3A);
outMat4Null = mat4.fromRotation(outMat4, Math.PI, vec3A);
outMat4 = mat4.fromScaling(outMat4, vec3A);
outMat4 = mat4.fromXRotation(outMat4, Math.PI);
outMat4 = mat4.fromYRotation(outMat4, Math.PI);
outMat4 = mat4.fromZRotation(outMat4, Math.PI);
outMat4 = mat4.fromRotationTranslation(outMat4, quatA, vec3A);
outVec3 = mat4.getTranslation(outVec3, mat4A);
outVec3 = mat4.getScaling(outVec3, mat4A);
outQuat = mat4.getRotation(outQuat, mat4A);
outMat4 = mat4.fromRotationTranslationScale(outMat4, quatA, vec3A, vec3B);
outMat4 = mat4.fromRotationTranslationScaleOrigin(outMat4, quatA, vec3A, vec3B, vec3A);
outMat4 = mat4.fromQuat(outMat4, quatB);
outMat4 = mat4.frustum(outMat4, -1, 1, -1, 1, -1, 1);
outMat4 = mat4.perspective(outMat4, Math.PI, 1, 0, 1);
outMat4 = mat4.perspectiveFromFieldOfView(outMat4, {upDegrees:Math.PI, downDegrees:-Math.PI, leftDegrees:-Math.PI, rightDegrees:Math.PI}, 1, 0);
outMat4 = mat4.ortho(outMat4, -1, 1, -1, 1, -1, 1);
outMat4 = mat4.lookAt(outMat4, vec3A, vec3B, vec3A);
outStr = mat4.str(mat4A);
outVal = mat4.frob(mat4A);
outMat4 = mat4.add(outMat4, mat4A, mat4B);
outMat4 = mat4.subtract(outMat4, mat4A, mat4B);
outMat4 = mat4.sub(outMat4, mat4A, mat4B);
outMat4 = mat4.multiplyScalar (outMat4, mat4A, 2);
outMat4 = mat4.multiplyScalarAndAdd (outMat4, mat4A, mat4B, 2);
outBool = mat4.exactEquals(mat4A, mat4B);
outBool = mat4.equals(mat4A, mat4B);

// quat
var deg90 = Math.PI / 2;
開發者ID:DenisCarriere,項目名稱:DefinitelyTyped,代碼行數:31,代碼來源:gl-matrix-tests.ts

示例5: getForm

	selfReferencing: true,
	width: bufferSize,
	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(),
開發者ID:trivial-space,項目名稱:playground,代碼行數:31,代碼來源:renderer.ts


注:本文中的gl-matrix.mat4.perspective方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。