当前位置: 首页>>代码示例>>C++>>正文


C++ WebGLRenderingContext::uniformMatrix3fv方法代码示例

本文整理汇总了C++中WebGLRenderingContext::uniformMatrix3fv方法的典型用法代码示例。如果您正苦于以下问题:C++ WebGLRenderingContext::uniformMatrix3fv方法的具体用法?C++ WebGLRenderingContext::uniformMatrix3fv怎么用?C++ WebGLRenderingContext::uniformMatrix3fv使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在WebGLRenderingContext的用法示例。


在下文中一共展示了WebGLRenderingContext::uniformMatrix3fv方法的2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C++代码示例。

示例1: throwTypeError

static JSC::JSValue dataFunctionMatrix(DataFunctionMatrixToCall f, JSC::ExecState* exec, WebGLRenderingContext& context)
{
    if (exec->argumentCount() != 3)
        return exec->vm().throwException(exec, createNotEnoughArgumentsError(exec));

    WebGLUniformLocation* location = toWebGLUniformLocation(exec->uncheckedArgument(0));
    if (!location && !exec->uncheckedArgument(0).isUndefinedOrNull())
        return throwTypeError(exec);

    bool transpose = exec->uncheckedArgument(1).toBoolean(exec);
    if (exec->hadException())    
        return jsUndefined();
        
    RefPtr<Float32Array> webGLArray = toFloat32Array(exec->uncheckedArgument(2));
        
    ExceptionCode ec = 0;
    if (webGLArray) {
        switch (f) {
        case f_uniformMatrix2fv:
            context.uniformMatrix2fv(location, transpose, webGLArray.get(), ec);
            break;
        case f_uniformMatrix3fv:
            context.uniformMatrix3fv(location, transpose, webGLArray.get(), ec);
            break;
        case f_uniformMatrix4fv:
            context.uniformMatrix4fv(location, transpose, webGLArray.get(), ec);
            break;
        }
        
        setDOMException(exec, ec);
        return jsUndefined();
    }

    Vector<float, 64> array;
    if (!toVector(exec, exec->uncheckedArgument(2), array))
        return throwTypeError(exec);

    switch (f) {
    case f_uniformMatrix2fv:
        context.uniformMatrix2fv(location, transpose, array.data(), array.size(), ec);
        break;
    case f_uniformMatrix3fv:
        context.uniformMatrix3fv(location, transpose, array.data(), array.size(), ec);
        break;
    case f_uniformMatrix4fv:
        context.uniformMatrix4fv(location, transpose, array.data(), array.size(), ec);
        break;
    }

    setDOMException(exec, ec);
    return jsUndefined();
}
开发者ID:boska,项目名称:webkit,代码行数:52,代码来源:JSWebGLRenderingContextCustom.cpp

示例2: notHandledByInterceptor

static v8::Handle<v8::Value> uniformMatrixHelper(const v8::Arguments& args,
                                                 int matrixSize)
{
    // Forms:
    // * glUniformMatrix2fv(GLint location, GLboolean transpose, Array data);
    // * glUniformMatrix2fv(GLint location, GLboolean transpose, Float32Array data);
    // * glUniformMatrix3fv(GLint location, GLboolean transpose, Array data);
    // * glUniformMatrix3fv(GLint location, GLboolean transpose, Float32Array data);
    // * glUniformMatrix4fv(GLint location, GLboolean transpose, Array data);
    // * glUniformMatrix4fv(GLint location, GLboolean transpose, Float32Array data);
    //
    // FIXME: need to change to accept Float32Array as well.
    if (args.Length() != 3) {
        V8Proxy::setDOMException(SYNTAX_ERR);
        return notHandledByInterceptor();
    }

    WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(args.Holder());

    if (args.Length() > 0 && !isUndefinedOrNull(args[0]) && !V8WebGLUniformLocation::HasInstance(args[0])) {
        V8Proxy::throwTypeError();
        return notHandledByInterceptor();
    }
    bool ok = false;
    WebGLUniformLocation* location = toWebGLUniformLocation(args[0], ok);
    
    bool transpose = args[1]->BooleanValue();
    if (V8Float32Array::HasInstance(args[2])) {
        Float32Array* array = V8Float32Array::toNative(args[2]->ToObject());
        ASSERT(array != NULL);
        ExceptionCode ec = 0;
        switch (matrixSize) {
            case 2: context->uniformMatrix2fv(location, transpose, array, ec); break;
            case 3: context->uniformMatrix3fv(location, transpose, array, ec); break;
            case 4: context->uniformMatrix4fv(location, transpose, array, ec); break;
            default: ASSERT_NOT_REACHED(); break;
        }
        if (ec)
            V8Proxy::setDOMException(ec);
        return v8::Undefined();
    }

    if (args[2].IsEmpty() || !args[2]->IsArray()) {
        V8Proxy::throwTypeError();
        return notHandledByInterceptor();
    }
    v8::Handle<v8::Array> array =
      v8::Local<v8::Array>::Cast(args[2]);
    uint32_t len = array->Length();
    float* data = jsArrayToFloatArray(array, len);
    if (!data) {
        // FIXME: consider different / better exception type.
        V8Proxy::setDOMException(SYNTAX_ERR);
        return notHandledByInterceptor();
    }
    ExceptionCode ec = 0;
    switch (matrixSize) {
        case 2: context->uniformMatrix2fv(location, transpose, data, len, ec); break;
        case 3: context->uniformMatrix3fv(location, transpose, data, len, ec); break;
        case 4: context->uniformMatrix4fv(location, transpose, data, len, ec); break;
        default: ASSERT_NOT_REACHED(); break;
    }
    fastFree(data);
    if (ec)
        V8Proxy::setDOMException(ec); 
    return v8::Undefined();
}
开发者ID:OmarBizreh,项目名称:Sliding_XZ,代码行数:67,代码来源:V8WebGLRenderingContextCustom.cpp


注:本文中的WebGLRenderingContext::uniformMatrix3fv方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。