in articles %} {{ article.title }} by {{ article.author }} {% endfor %} import Stencil...environment.renderTemplate(name: "article_list.html", context: context) print(rendered) 简单使用 import UIKit import Stencil
Stencil——A Compiler for Web Components,可能有人听说过这个框架,但我想大部分人还没注意到它。...Stencil也不是一个新东西,出来快有10个月了,它中文意思是“模版”,是一个Web组件的编译器,它采用微小的虚拟DOM层、有效的单向数据绑定、异步渲染管道(类似于React Fiber)和开箱即用的延迟加载...Stencil构建Web组件为这两个问题提供了解决方案,将更多工作推向浏览器以获得更好的性能,并针对所有框架可以使用的基于标准的组件模型。...Stencil还在Web组件之上启用了许多关键功能,特别是无需运行无头浏览器、预渲染和把对象作为属性,就能实现服务器端呈现(SSR)。 更多细节自己上去【Stencil官网】了解一下吧.
Properties { _MainTex ("Font Texture", 2D) = "white" {} //MASK SUPPORT ADD _StencilComp("Stencil...Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float)...= 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float...Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float)...= 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float
clip_node = new cc.ClippingNode(); // 设置模板节点(就是要裁剪的区域) clip_node.stencil = stencil; // 加入要被裁剪掉的节点..._stencil = stencil; return clip_node; } 在引导层创建裁剪节点: // create clip node var mask = cc.LayerColor.create...(mask, stencil, true); this.addChild(this.clip_node, ui.mask_z); 这里是创建了一个全屏的黑色遮罩层,然后在上面裁剪掉stencil...要改变区域,我们仅仅须要改变stencil的位置和大小就能够了。...; if (ref) { stencil.setAnchorPoint(ref.getAnchorPoint()); stencil.setContentSize
Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float)...= 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float...{ Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[...Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float)...= 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float
"遮罩", 2D) = "white" {} _Area("区域",Int) = 0 _Color("Tint", Color) = (1,1,1,1) _StencilComp("Stencil...Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float)...= 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float..."RenderType" = "Transparent" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Stencil...{ Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask]
2.4 图形硬件 这一节中主要阐述图形硬件的相关知识,主要包括 GPU 中数据的存放硬件, 以及各类缓冲区的具体含义和用途,如:z buffer(深度缓冲区)、stencil buffer (模板缓冲区...Stencil buffer,中文翻译为“模板缓冲区”,它是一个额外的 buffer,通常附加到 z buffer 中 ,例如:15 位的 z buffer 加上 1 位的 stencil buffer...(总共 2 个字节);或者 24 位的 z buffer 加上 8 位的 stencil buffer(总共 4 个字节)。...每个像素对应一个 stencil buffer (其实就是对应一个 Z buffer)。 Z buffer 和 stencil buffer 通常在显存中共享同一片区域。...Stencil buffer 对大部分人而言应该比较陌生,这是一个用来“做记号”的 buffer,例如:在一个像素的 stencil buffer 中存放 1,表示该像素对应的空间点处于阴影体(shadow
1,1,1,1) // -- Add -- _GrayScale("GrayScale", Float) = 1 // -- Add //Mask Support _StencilComp ("Stencil...Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float)...= 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float...Lighting Off ZWrite Off //ZTest [unity_GUIZTestMode] Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha Stencil...{ Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask
] _MainTex ("Font Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil...Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float...) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask"...True" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas" = "True" } Stencil...{ Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask]
glBindRenderbuffer(GL_RENDERBUFFER,backwardSceneDepthRBO);//分配内存+格式glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH24_STENCIL8...GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,texture,0);glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_STENCIL_ATTACHMENT...为当前绑定的渲染缓冲对象分配存储空间target:必须为GL_RENDERBUFFER,指定操作对象类型internalformat:存储格式(如GL_DEPTH_COMPONENT24,GL_DEPTH24_STENCIL8...GL_FRAMEBUFFER,GL_READ_FRAMEBUFFER)attachment:附件类型(GL_COLOR_ATTACHMENT0,GL_DEPTH_ATTACHMENT,GL_DEPTH_STENCIL_ATTACHMENT
-5); [self transforms]; // 5.2 清除旧渲染缓存 [self clearColorRenderBuffer:YES depth:YES stencil...render]; } 基于这部分,本文的工作在此处进行: // 5.2 清除旧渲染缓存 [self clearColorRenderBuffer:YES depth:YES stencil...、GL_STENCIL_INDEX1_OES、GL_STENCIL_INDEX4_OES 深度与模板 GL_DEPTH24_STENCIL8_OES 第三步,装载渲染缓存到帧缓存中,对应程序代码为:...:(BOOL)color depth:(BOOL)depth stencil:(BOOL)stencil { GLbitfield colorBit = 0; GLbitfield...) { stencilBit = GL_STENCIL_BUFFER_BIT; } glClear(colorBit | depthBit | stencilBit);
y: 从帧缓冲区读取的像素的左下角 y 坐标 /// width: 从帧缓冲区读取的像素的宽度 /// height: 从帧缓冲区读取的像素的高度 /// format: 像素数据的格式,GL_STENCIL_INDEX..., /// GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, /// GL_BGR, GL_RGBA, and GL_BGRA, etc...GL_RENDERBUFFER // internalformat: RBO 的内部格式,例如 GL_DEPTH_COMPONENT, // GL_DEPTH24_STENCIL8..., GL_DEPTH_STENCIL_ATTACHMENT 等 // renderbuffertarget: RBO 的目标类型,必须是 GL_RENDERBUFFER // renderbuffer...,width,height); glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_STENCIL_ATTACHMENT,GL_RENDERBUFFER
OpenGL ES 模板测试 模板测试与深度测试类似,主要作用是利用模板缓冲区(Stencil Buffer)所保存的模板值决定当前片段是否被丢弃,且发生于深度测试之前。 ?...模板测试过程 图片来源: https://learnopengl.com/Advanced-OpenGL/Stencil-testing 模板测试一般步骤: 1....启用模板测试 glEnable(GL_STENCIL_TEST); 清空模板缓冲区 glClear( GL_STENCIL_BUFFER_BIT); 控制模板缓冲区是否可以进行写入: // 0xFF...关键实现的代码片段: //启动深度测试和模板测试,清空模板和深度缓冲 glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST...); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 0xFF); //所有片段都要写入模板缓冲 glStencilOp(GL_KEEP,
Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil...Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation...", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask...Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil...{ Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp]
带着这个问题,经过团队的努力,Stencil诞生了。Stencil是一个帮助快速构建Ruby微服务应用的开发框架,主要包括四部分:Stencil模板、代码生成工具,持续集成模板以及一键部署工具。 ?...Stencil模板 Stencil模板是一个独立的Ruby代码工程库,主要包括代码模板以及一组配置文件模板。...代码生成工具 借助Stencil代码生成工具,我们能在很短的时间内就构建出一个可以立即运行的微服务应用程序。...通过使用微服务框架Stencil,大大缩短了团队开发微服务的周期。同时,基于Stencil,我们定义了一套团队内部的开发流程,帮助团队的每一位成员理解并快速构建微服务。...同时,通过Stencil微服务开发框架,我们能够快速的构建不同功能的微服务接口,并能方便的将其部署到验收环境或者产品环境。
pressure gradient matrices Pu, Pv and divergence matrix D % Vectorized matrix generation by evaluation of stencil...% | 0 | % Stencil: [Pu] = |p1 p2 0 | % | 0 | % Indexing convention...% | 0 | % Stencil: [Pv] = |0 p2 0| % | p1 | tic pp1 = zeros(size...% | 0 | % Stencil: [Du] = |0 p1 p2| % | 0 | tic Duu = spdiags([-ones(J,1...% | p2 | % Stencil: [Dv] = |0 p1 0| % | 0 | tic Dvv = spdiags([-ones(K,1) ones
_Vibrancy ("Vibrancy", Range(0, 2)) = 0.2 [HideInInspector] _StencilComp ("Stencil...Comparison", Float) = 8 [HideInInspector] _Stencil ("Stencil ID", Float) = 0 [HideInInspector...] _StencilOp ("Stencil Operation", Float) = 0 [HideInInspector] _StencilWriteMask ("Stencil...Write Mask", Float) = 255 [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) =...="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" } Stencil
Stencil Stencil 是用于生成 Web Components 的编译器,由 Ionic 团队构建。Stencil 允许开发人员使用。...当你的组件一旦经过 build 完成后,就会脱离 Stencil,不再依赖。...并且 Stencil 相对原生 Web Components 提供了完善的项目目录架构和配置,与直接使用 Custom Elements 相比,Stencil 提供了额外的 API,使编写快速组件变得更加简单...通过 "npm init stencil" 我们可以去体验 Stencil 提供 cli 工具,Stencil 会提供保姆式的选项配置: Stencil 组件看起来很像基于类的 React 组件,只是添加了...TypeScript 装饰器: import { Component, Prop, h } from '@stencil/core'; import { format } from '../..
void RenderScene(void){ //清除缓冲区:颜色|深度|模板 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT...GLUT_RGBA:RGBA颜色模式;GLUT_DEPTH:深度測试GLUT_STENCIL:模板測试 glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA |...GLUT_DEPTH | GLUT_STENCIL); glutInitWindowSize(800, 600);//GLUT窗体大小,标题窗体 glutCreateWindow("Triangle
遮罩与Stencil缓冲技术 遮罩形状与范围:若遮罩物体未完全覆盖背景,需调整其形状或大小,确保其覆盖目标区域。...Stencil遮罩:通过模板缓冲(Stencil Buffer)精确控制遮罩区域,仅允许模板值匹配的像素渲染。需在遮罩物体和目标物体上分别设置Stencil ID和遮罩逻辑。