【OpenGL ES】渐变凸镜贴图
1 前言
正方形图片贴到圆形上 中将正方形图片上的纹理映射到圆形模型上,凸镜贴图 中介绍了将圆形图片上的纹理映射到凸镜模型上。如果将原图片逐渐变为凸镜效果,中间的变化过程又是什么样的?
图片的纹理中心为 tc,图片中任意一点记为 t,tc 和 t 映射到凸镜模型中的坐标分别为 vc 和 v,渐变凸镜贴图的本质是:纹理坐标不变,映射的凸镜模型的半径逐渐变小,凸镜截面扇形角逐渐变大,直到凸镜变为半球,并且在变化的过程中始终保持 v 与 vc 的距离球面距离(过 v 与 vc 的经线线段长度)不变。如下图,是凸镜贴图渐变的中间一帧和尾帧。

读者如果对 OpenGL ES 不太熟悉,请回顾以下内容:
Unity3D Shader 版本实现见→半球卷屏特效。
项目目录如下:

2 案例
MainActivity.java
package com.zhyan8.animation.activity;
import android.os.Bundle;
import android.view.View;
import androidx.appcompat.app.AppCompatActivity;
import com.zhyan8.animation.R;
import com.zhyan8.animation.anim.MyAnimation;
public class MainActivity extends AppCompatActivity {
MyAnimation mAnimation;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
}
public void onClick(View view) {
mAnimation = new MyAnimation(this);
mAnimation.startAnimation();
}
}
activity_main.xml
<?xml version="1.0" encoding="utf-8"?>
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context=".activity.MainActivity">
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@raw/port"
android:onClick="onClick"/>
</FrameLayout>
MyAnimation.java
package com.zhyan8.animation.anim;
import android.animation.Animator;
import android.animation.ValueAnimator;
import android.content.Context;
import android.view.View;
import android.view.WindowManager;
import android.view.animation.LinearInterpolator;
import android.widget.FrameLayout;
import com.zhyan8.animation.opengl.MyGLSurfaceView;
import com.zhyan8.animation.opengl.MyRender;
public class MyAnimation {
private Context mContext;
private ValueAnimator mValueAnimator;
private WindowManager mWindowManager;
private FrameLayout mRootView;
private MyGLSurfaceView mAnimView;
private WindowManager.LayoutParams mRootLayoutParams;
private MyRender mRender;
public MyAnimation(Context context) {
mContext = context;
mValueAnimator = ValueAnimator.ofFloat(0f, 1f);
mValueAnimator.setInterpolator(new LinearInterpolator());
mValueAnimator.addUpdateListener(mAnimatorUpdateListener);
mValueAnimator.addListener(mAnimatorListener);
mWindowManager = (WindowManager) mContext.getSystemService(Context.WINDOW_SERVICE);
createView();
}
public void startAnimation() {
mValueAnimator.setDuration(4000);
mValueAnimator.start();
}
private void createView() {
mRootView = new FrameLayout(mContext);
mRootView.setVisibility(View.INVISIBLE);
getRootLayoutParams();
getAnimView();
mWindowManager.addView(mRootView, mRootLayoutParams);
}
private void getRootLayoutParams() {
mRootLayoutParams = new WindowManager.LayoutParams();
mRootLayoutParams.x = 0;
mRootLayoutParams.y = 0;
mRootLayoutParams.width = WindowManager.LayoutParams.MATCH_PARENT;
mRootLayoutParams.height = WindowManager.LayoutParams.MATCH_PARENT;
// 需要申请 android.permission.SYSTEM_ALERT_WINDOW 权限,并在设置中允许权限
mRootLayoutParams.type = WindowManager.LayoutParams.TYPE_APPLICATION_OVERLAY;
}
private void getAnimView() {
mAnimView = new MyGLSurfaceView(mContext);
mRender = new MyRender(mContext.getResources());
mAnimView.init(mRender);
mAnimView.setVisibility(View.INVISIBLE);
mRootView.addView(mAnimView);
}
private ValueAnimator.AnimatorUpdateListener mAnimatorUpdateListener = new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator animation) {
float fraction = mValueAnimator.getAnimatedFraction();
if (fraction < 0.5f) {
mRender.setFanAngle(fraction * 360);
} else {
float scale = 1.8f - 1.6f * fraction;
mRender.setScale(scale);
}
mAnimView.requestRender();
}
};
private Animator.AnimatorListener mAnimatorListener = new Animator.AnimatorListener() {
@Override
public void onAnimationStart(Animator animation) {
mRootView.setVisibility(View.VISIBLE);
mAnimView.setVisibility(View.VISIBLE);
}
@Override
public void onAnimationEnd(Animator animation) {
mRootView.removeView(mAnimView);
mWindowManager.removeView(mRootView);
mAnimView = null;
mRootView = null;
}
@Override
public void onAnimationCancel(Animator animation) {}
@Override
public void onAnimationRepeat(Animator animation) {}
};
}
注意:由于创建的 mRootView 的 type 为 TYPE_APPLICATION_OVERLAY,需要在 AndroidManifest.xml 中 标签下申请如下权限,并且需要在 “设置>应用管理>权限” 中允许权限。
<uses-permission android:name="android.permission.SYSTEM_ALERT_WINDOW"/>
MyGLSurfaceView.java
package com.zhyan8.animation.opengl;
import android.content.Context;
import android.graphics.PixelFormat;
import android.opengl.GLSurfaceView;
import android.util.AttributeSet;
public class MyGLSurfaceView extends GLSurfaceView {
public MyGLSurfaceView(Context context) {
super(context);
setEGLContextClientVersion(3);
}
public MyGLSurfaceView(Context context, AttributeSet attrs) {
super(context, attrs);
setEGLContextClientVersion(3);
}
public void init(MyRender render) {
setEGLConfigChooser(8, 8, 8, 8, 16, 0);
getHolder().setFormat(PixelFormat.TRANSLUCENT);
setZOrderOnTop(true);
setRenderer(render);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
}
MyRender.java
package com.zhyan8.animation.opengl;
import android.content.res.Resources;
import android.opengl.GLES30;
import android.opengl.GLSurfaceView;
import com.zhyan8.animation.model.Model;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
public class MyRender implements GLSurfaceView.Renderer {
private Model mModel;
public MyRender(Resources resources) {
mModel = new Model(resources);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig eglConfig) {
//设置背景颜色
GLES30.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
//启动深度测试
gl.glEnable(GLES30.GL_DEPTH_TEST);
//创建程序id
mModel.onModelCreate();
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
//设置视图窗口
GLES30.glViewport(0, 0, width, height);
mModel.onModelChange(width, height);
}
@Override
public void onDrawFrame(GL10 gl) {
//将颜色缓冲区设置为预设的颜色
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT | GLES30.GL_DEPTH_BUFFER_BIT);
//启用顶点的数组句柄
GLES30.glEnableVertexAttribArray(0);
GLES30.glEnableVertexAttribArray(1);
//绘制模型
mModel.onModelDraw();
//禁止顶点数组句柄
GLES30.glDisableVertexAttribArray(0);
GLES30.glDisableVertexAttribArray(1);
}
public void setFanAngle(float angle) {
mModel.setFanAngle(angle);
}
public void setScale(float scale) {
mModel.setScale(scale);
}
}
Model.java
package com.zhyan8.animation.model;
import android.content.res.Resources;
import android.graphics.Point;
import android.opengl.GLES30;
import com.zhyan8.animation.R;
import com.zhyan8.animation.utils.ArraysUtils;
import com.zhyan8.animation.utils.ShaderUtils;
import com.zhyan8.animation.utils.TextureUtils;
import java.nio.FloatBuffer;
public class Model {
private static final int ROW_NUM = 60; // 纹理行数
private static final int COL_NUM = 60; // 纹理列数
private static final float ROW_WIDTH = 1.0f / ROW_NUM; // 每行宽度
private static final float COL_WIDTH = 1.0f / COL_NUM; // 每列宽度
private static final int TEXTURE_DIMENSION = 2; // 纹理坐标维度
private static final int VERTEX_DIMENSION = 3; // 顶点坐标维度
private static final double EPSILON = 0.00000000001; // epsilon,比较小的浮点常量
private Resources mResources;
private MyTransform mTransform;
private float[][] mTextures;
private float[][] mVertices;
private FloatBuffer[] mTexturesBuffers;
private FloatBuffer[] mVerticesBuffers;
private int mTextureId;
private int mProgramId;
private int mPointNumPerRow;
private float mHalfFanAngle = (float) (Math.PI / 2); // 圆锥凸镜截面扇形弧度
private float mBitmapRatio = 1.0f;
public Model(Resources resources) {
mResources = resources;
mPointNumPerRow = (COL_NUM + 1) * 2;
mTextures = new float[ROW_NUM][mPointNumPerRow * TEXTURE_DIMENSION];
mVertices = new float[ROW_NUM][mPointNumPerRow * VERTEX_DIMENSION];
mTexturesBuffers = new FloatBuffer[ROW_NUM];
mVerticesBuffers = new FloatBuffer[ROW_NUM];
mTransform = new MyTransform();
}
// 模型创建
public void onModelCreate() {
mProgramId = ShaderUtils.createProgram(mResources, R.raw.vertex_shader, R.raw.fragment_shader);
Point bitmapSize = new Point();
mTextureId = TextureUtils.loadTexture(mResources, R.raw.port, bitmapSize);
mBitmapRatio = 1.0f * bitmapSize.y / bitmapSize.x;
mTransform.onTransformCreate(mProgramId);
computeTextureAndVertex();
}
// 模型参数变化
public void onModelChange(int width, int height) {
mTransform.onTransformChange(width, height);
}
// 模型绘制
public void onModelDraw() {
GLES30.glUseProgram(mProgramId);
mTransform.onTransformExecute();
for (int i = 0; i < ROW_NUM; i++) { // 一行一行绘制纹理
//准备顶点坐标和纹理坐标
GLES30.glVertexAttribPointer(0, VERTEX_DIMENSION, GLES30.GL_FLOAT, false, 0, mVerticesBuffers[i]);
GLES30.glVertexAttribPointer(1, TEXTURE_DIMENSION, GLES30.GL_FLOAT, false, 0, mTexturesBuffers[i]);
//激活纹理
GLES30.glActiveTexture(GLES30.GL_TEXTURE);
//绑定纹理
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mTextureId);
//绘制贴图
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mPointNumPerRow);
// GLES30.glDrawArrays(GLES30.GL_LINE_STRIP, 0, mPointNumPerRow);
}
}
// 设置圆锥截面扇形角
public void setFanAngle(float angle) {
mHalfFanAngle = (float) (angle / 180.0 * Math.PI / 2);
computeTextureAndVertex();
}
// 设置模型缩放比
public void setScale(float scale) {
mTransform.setScale(scale);
}
// 计算纹理和顶点坐标
private void computeTextureAndVertex() {
for (int i = 0; i < ROW_NUM; i++) {
getRowTexture(i);
getRowVertex(i);
mTexturesBuffers[i] = ArraysUtils.getFloatBuffer(mTextures[i]);
mVerticesBuffers[i] = ArraysUtils.getFloatBuffer(mVertices[i]);
}
}
// 计算纹理坐标
private void getRowTexture(int row) {
int index = 0;
float y1 = row * ROW_WIDTH;
float y2 = y1 + ROW_WIDTH;
float x = 0;
for (int i = 0; i <= COL_NUM; i++) {
mTextures[row][index++] = x;
mTextures[row][index++] = y1;
mTextures[row][index++] = x;
mTextures[row][index++] = y2;
x += COL_WIDTH;
}
}
// 计算顶点坐标
private void getRowVertex(int row) {
int index = 0;
for (int i = 0; i < mTextures[row].length; i += TEXTURE_DIMENSION) {
float[] pos = getPosInWorldAxis(mTextures[row][i], mTextures[row][i + 1]);
pos[1] *= mBitmapRatio;
textureVertexMapping(pos);
mVertices[row][index++] = pos[0];
mVertices[row][index++] = pos[1];
mVertices[row][index++] = pos[2];
}
}
// 纹理坐标映射到顶点坐标
private void textureVertexMapping(float[] pos) {
double norm = Math.sqrt(pos[0] * pos[0] + pos[1] * pos[1]);
double alpha = mHalfFanAngle;
double beta = norm * alpha;
if (norm > EPSILON) {
double factor = Math.sin(beta) / Math.sin(alpha) / norm;
pos[0] = (float) (pos[0] * factor);
pos[1] = (float) (pos[1] * factor);
}
pos[2] = (float) ((Math.cos(beta) - Math.cos(alpha)) / Math.sin(alpha));
}
//纹理坐标转换为世界坐标
private float[] getPosInWorldAxis(float x, float y) {
float [] pos = new float[VERTEX_DIMENSION];
pos[0] = x * 2 - 1;
pos[1] = 1 - y * 2;
pos[2] = 1f;
return pos;
}
}
MyTransform.java
package com.zhyan8.animation.model;
import android.opengl.GLES30;
import android.opengl.Matrix;
public class MyTransform {
private int mProgramId;
private float mRatio;
private float mCurrScale = 1.0f;
private int mMvpMatrixHandle;
private float[] mModelMatrix;
private float[] mViewMatrix;
private float[] mProjectionMatrix;
private float[] mMvpMatrix;
// 变换创建
public void onTransformCreate(int programId) {
mProgramId = programId;
mMvpMatrixHandle = GLES30.glGetUniformLocation(mProgramId, "mvpMatrix");
mViewMatrix = getIdentityMatrix(16, 0);
mMvpMatrix = getIdentityMatrix(16, 0);
Matrix.setLookAtM(mViewMatrix, 0, 0, 0, 6.4f, 0, 0, 0, 0, 1, 0);
}
// 变换参数变换
public void onTransformChange(int width, int height) {
mRatio = 1.0f * width / height;
mProjectionMatrix = getIdentityMatrix(16, 0);
Matrix.frustumM(mProjectionMatrix, 0, -mRatio, mRatio, -1, 1, 3, 20);
}
// 变换执行
public void onTransformExecute() {
mModelMatrix = getIdentityMatrix(16, 0);
Matrix.scaleM(mModelMatrix, 0, mCurrScale, mCurrScale, mCurrScale);
//计算MVP变换矩阵: mvpMatrix = projectionMatrix * viewMatrix * modelMatrix
float[] tempMatrix = new float[16];
Matrix.multiplyMM(tempMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
Matrix.multiplyMM(mMvpMatrix, 0, mProjectionMatrix, 0, tempMatrix, 0);
GLES30.glUniformMatrix4fv(mMvpMatrixHandle, 1, false, mMvpMatrix, 0);
}
// 设置模型缩放比
public void setScale(float scale) {
mCurrScale = scale;
}
private float[] getIdentityMatrix(int size, int offset) {
float[] matrix = new float[size];
Matrix.setIdentityM(matrix, offset);
return matrix;
}
}
ShaderUtils.java
package com.zhyan8.animation.utils;
import android.content.res.Resources;
import android.opengl.GLES30;
import java.io.BufferedReader;
import java.io.InputStream;
import java.io.InputStreamReader;
public class ShaderUtils {
//创建程序id
public static int createProgram(Resources resources, int vertexShaderResId, int fragmentShaderResId) {
final int vertexShaderId = compileShader(resources, GLES30.GL_VERTEX_SHADER, vertexShaderResId);
final int fragmentShaderId = compileShader(resources, GLES30.GL_FRAGMENT_SHADER, fragmentShaderResId);
return linkProgram(vertexShaderId, fragmentShaderId);
}
//通过外部资源编译着色器
private static int compileShader(Resources resources, int type, int shaderId){
String shaderCode = readShaderFromResource(resources, shaderId);
return compileShader(type, shaderCode);
}
//通过代码片段编译着色器
private static int compileShader(int type, String shaderCode){
int shader = GLES30.glCreateShader(type);
GLES30.glShaderSource(shader, shaderCode);
GLES30.glCompileShader(shader);
return shader;
}
//链接到着色器
private static int linkProgram(int vertexShaderId, int fragmentShaderId) {
final int programId = GLES30.glCreateProgram();
//将顶点着色器加入到程序
GLES30.glAttachShader(programId, vertexShaderId);
//将片元着色器加入到程序
GLES30.glAttachShader(programId, fragmentShaderId);
//链接着色器程序
GLES30.glLinkProgram(programId);
return programId;
}
//从shader文件读出字符串
private static String readShaderFromResource(Resources resources, int shaderId) {
InputStream is = resources.openRawResource(shaderId);
BufferedReader br = new BufferedReader(new InputStreamReader(is));
String line;
StringBuilder sb = new StringBuilder();
try {
while ((line = br.readLine()) != null) {
sb.append(line);
sb.append("\n");
}
br.close();
} catch (Exception e) {
e.printStackTrace();
}
return sb.toString();
}
}
TextureUtils.java
package com.zhyan8.animation.utils;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Point;
import android.opengl.GLES30;
import android.opengl.GLUtils;
public class TextureUtils {
//加载纹理贴图
public static int loadTexture(Resources resources, int resourceId, Point outBitmapSize) {
BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false;
Bitmap bitmap = BitmapFactory.decodeResource(resources, resourceId, options);
outBitmapSize.set(bitmap.getWidth(), bitmap.getHeight());
final int[] textureIds = new int[1];
// 生成纹理id
GLES30.glGenTextures(1, textureIds, 0);
// 绑定纹理到OpenGL
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, textureIds[0]);
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR_MIPMAP_LINEAR);
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
// 加载bitmap到纹理中
GLUtils.texImage2D(GLES30.GL_TEXTURE_2D, 0, bitmap, 0);
// 生成MIP贴图
GLES30.glGenerateMipmap(GLES30.GL_TEXTURE_2D);
// 取消绑定纹理
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
return textureIds[0];
}
}
ArraysUtils.java
package com.zhyan8.animation.utils;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
public class ArraysUtils {
public static FloatBuffer getFloatBuffer(float[] floatArr) {
FloatBuffer fb = ByteBuffer.allocateDirect(floatArr.length * Float.BYTES)
.order(ByteOrder.nativeOrder())
.asFloatBuffer();
fb.put(floatArr);
fb.position(0);
return fb;
}
}
vertex_shader.glsl
#version 300 es
layout (location = 0) in vec4 vPosition;
layout (location = 1) in vec2 aTextureCoord;
uniform mat4 mvpMatrix;
out vec2 vTexCoord;
void main() {
gl_Position = mvpMatrix * vPosition;
vTexCoord = aTextureCoord;
}
fragment_shader.glsl
#version 300 es
precision mediump float;
uniform sampler2D uTextureUnit;
in vec2 vTexCoord;
out vec4 fragColor;
void main() {
fragColor = texture(uTextureUnit,vTexCoord);
}
3 运行效果

声明:本文转自【OpenGL ES】渐变凸镜贴图
【OpenGL ES】渐变凸镜贴图的更多相关文章
- OpenGL ES无法获取贴图数据原因
最近在做一个项目,要从贴图中获取图像数据,查了很多资料,也琢磨很久,获取到的数据都是0.终于在一次偶然的机会,发现了端倪,成功了. 不得不说这"一分灵感"真的很重要 以下是在获取贴 ...
- 2.x最终照着教程,成功使用OpenGL ES 绘制纹理贴图,添加了灰度图
在之前成功绘制变色的几何图形之后,今天利用Openg ES的可编程管线绘制出第一张纹理. 学校时候不知道OpenGL的重要性,怕晦涩的语法.没有跟老师学习OpenGL的环境配置,现在仅仅能利用coco ...
- Opengl ES之纹理贴图
纹理可以理解为一个二维数组,它可以存储大量的数据,这些数据可以发送到着色器上.一般情况下我们所说的纹理是表示一副2D图,此时纹理存储的数据就是这个图的像素数据. 所谓的纹理贴图,就是使用Opengl将 ...
- Android OpenGL ES(一)OpenGL ES介绍
在学习Android OpenGL ES开发之前,你必须具备Java 语言开发经验和一些Android开发的基本知识,但并不需要有图形开发的经验,本教程也会涉及到一些基本的线性几何知识,如矢量,矩阵运 ...
- (转)Android OpenGL ES(一)
转:http://wiki.jikexueyuan.com/project/opengl-es-guide/pipeline.html OpenGL ES 主要用来开发 3D 图形应用的.OpenGL ...
- Opengl ES之VBO和VAO
前言 本文主要介绍了什么是VBO/VAO,为什么需要使用VBO/VAO以及如何使用VBO和VAO. VBO 什么是VBO VBO(vertex Buffer Object):顶点缓冲对象.是在显卡存储 ...
- Opengl ES之FBO
FBO介绍 FBO帧缓冲对象,它的主要作用一般就是用作离屏渲染,例如做Camera相机图像采集进行后期处理时就可能会用到FBO.假如相机出图的是OES纹理,为了方便后期处理, 一般先将OES纹理通过F ...
- Opengl ES之YUV数据渲染
YUV回顾 记得在音视频基础知识介绍中,笔者专门介绍过YUV的相关知识,可以参考: <音视频基础知识-YUV图像> YUV数据量相比RGB较小,因此YUV适用于传输,但是YUV图不能直接用 ...
- Opengl ES之踩坑记
前因 最近在尝试使用Opengl ES实现一些LUT滤镜效果,在实现这些滤镜效果的时候遇到一些兼容性的坑,踩过这些坑后我希望把这几个坑分享给读者朋友们, 希望同在学习Opengl ES的朋友们能少走弯 ...
- Opengl ES之矩阵变换(上)
前言 说到矩阵变换,我们第一时间想到的就是大学时代的线性代数这些复杂的东西,突然有了一种令人从入门到放弃的念头,不慌,作为了一个应用层的CV工程师, 在实际应用中线性代数哪些复杂的计算根本不用我们自己 ...
随机推荐
- 【MicroPython】用 c 添加接口 -- 框架介绍
[来源]https://www.eemaker.com/micropython-c-kuangjia.html
- 痞子衡嵌入式:我拿到了2023年度电子星球(eestar)年度黑马作者
今天收到了「电源网旗下电子星球」 颁发的 2023 年度黑马作者奖牌,这是痞子衡继 2019 年和与非网合作后的第二个媒体平台颁发的奖项.这个奖牌做得很有质感,拿在手里沉甸甸的.此外与奖牌配套的还有一 ...
- 在TypeScript项目中搭配Axios封装后端接口调用
前言 本来是想发 next.js 开发笔记的,结果发现里面涉及了太多东西,还是拆分出来发吧~ 本文记录一下在 TypeScript 项目里封装 axios 的过程,之前在开发 StarBlog-Adm ...
- [转帖]OceanBase 存储引擎详解
https://zhuanlan.zhihu.com/p/436485359 作者简介:沈炼,蚂蚁集团技术风险部数据库高级专家毕业于东南大学,2014年以来从事 OceanBase 在蚂蚁的架构工作, ...
- 【转帖】You can now run a GPT-3-level AI model on your laptop, phone, and Raspberry Pi
https://arstechnica.com/information-technology/2023/03/you-can-now-run-a-gpt-3-level-ai-model-on-you ...
- [转帖]xfs_repair命令详解
https://bbs.qunyingkeji.com/2052/ 1.现状 目前网上出现大量的主机输入输出错误,原因是由于主机文件系统损坏.一线人员大部分采用的是umont 和 mount的方式恢复 ...
- Ant Design Vue照片墙a-upload
<template> <div class="clearfix"> {{ fileList }} <a-upload list-type=" ...
- echarts去除坐标轴上的x和y轴
通过 show:false控制手否显示 <!DOCTYPE html> <html lang="en"> <head> <meta cha ...
- Python 潮流周刊第 29 期(摘要)
本周刊由 Python猫 出品,精心筛选国内外的 250+ 信息源,为你挑选最值得分享的文章.教程.开源项目.软件工具.播客和视频.热门话题等内容.愿景:帮助所有读者精进 Python 技术,并增长职 ...
- webservice--WSDL文件生成本地的代理类
我们在对应第三方接口时常用:项目上右键---->服务引用---->WCF Web Service,如下图的页面----->填好url后---->转到,就可以发现服务,生成代理类 ...