本文整理汇总了TypeScript中gloo2.IndexBuffer.set_data方法的典型用法代码示例。如果您正苦于以下问题:TypeScript IndexBuffer.set_data方法的具体用法?TypeScript IndexBuffer.set_data怎么用?TypeScript IndexBuffer.set_data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类gloo2.IndexBuffer
的用法示例。
在下文中一共展示了IndexBuffer.set_data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TypeScript代码示例。
示例1: draw
draw(indices: number[], mainGlyph: MarkerView | CircleView, trans: Transform): void {
// The main glyph has the data, *this* glyph has the visuals.
const mainGlGlyph = mainGlyph.glglyph
const {nvertices} = mainGlGlyph
// Upload data if we must. Only happens for main glyph.
if (mainGlGlyph.data_changed) {
if (!(isFinite(trans.dx) && isFinite(trans.dy))) {
return; // not sure why, but it happens on init sometimes (#4367)
}
mainGlGlyph._baked_offset = [trans.dx, trans.dy]; // float32 precision workaround; used in _set_data() and below
mainGlGlyph._set_data(nvertices)
mainGlGlyph.data_changed = false
} else if (this.glyph instanceof CircleView && this.glyph._radius != null &&
(this.last_trans == null || trans.sx != this.last_trans.sx || trans.sy != this.last_trans.sy)) {
// Keep screen radius up-to-date for circle glyph. Only happens when a radius is given
this.last_trans = trans
this.vbo_s.set_data(0, new Float32Array(map(this.glyph.sradius, (s) => s*2)))
}
// Update visuals if we must. Can happen for all glyphs.
if (this.visuals_changed) {
this._set_visuals(nvertices)
this.visuals_changed = false
}
// Handle transformation to device coordinates
// Note the baked-in offset to avoid float32 precision problems
const baked_offset = mainGlGlyph._baked_offset
this.prog.set_uniform('u_pixel_ratio', 'float', [trans.pixel_ratio])
this.prog.set_uniform('u_canvas_size', 'vec2', [trans.width, trans.height])
this.prog.set_uniform('u_offset', 'vec2', [trans.dx - baked_offset[0], trans.dy - baked_offset[1]])
this.prog.set_uniform('u_scale', 'vec2', [trans.sx, trans.sy])
// Select buffers from main glyph
// (which may be this glyph but maybe not if this is a (non)selection glyph)
this.prog.set_attribute('a_x', 'float', mainGlGlyph.vbo_x)
this.prog.set_attribute('a_y', 'float', mainGlGlyph.vbo_y)
this.prog.set_attribute('a_size', 'float', mainGlGlyph.vbo_s)
this.prog.set_attribute('a_angle', 'float', mainGlGlyph.vbo_a)
// Draw directly or using indices. Do not handle indices if they do not
// fit in a uint16; WebGL 1.0 does not support uint32.
if (indices.length == 0)
return
else if (indices.length === nvertices)
this.prog.draw(this.gl.POINTS, [0, nvertices])
else if (nvertices < 65535) {
// On IE the marker size is reduced to 1 px when using an index buffer
// A MS Edge dev on Twitter said on 24-04-2014: "gl_PointSize > 1.0 works
// in DrawArrays; gl_PointSize > 1.0 in DrawElements is coming soon in the
// next renderer update.
const ua = window.navigator.userAgent
if ((ua.indexOf("MSIE ") + ua.indexOf("Trident/") + ua.indexOf("Edge/")) > 0) {
logger.warn('WebGL warning: IE is known to produce 1px sprites whith selections.')
}
this.index_buffer.set_size(indices.length*2)
this.index_buffer.set_data(0, new Uint16Array(indices))
this.prog.draw(this.gl.POINTS, this.index_buffer)
} else {
// Work around the limit that the indexbuffer must be uint16. We draw in chunks.
// First collect indices in chunks
const chunksize = 64000; // 65536
const chunks: number[][] = []
for (let i = 0, end = Math.ceil(nvertices/chunksize); i < end; i++) {
chunks.push([])
}
for (let i = 0, end = indices.length; i < end; i++) {
const uint16_index = indices[i] % chunksize
const chunk = Math.floor(indices[i] / chunksize)
chunks[chunk].push(uint16_index)
}
// Then draw each chunk
for (let chunk = 0, end = chunks.length; chunk < end; chunk++) {
const these_indices = new Uint16Array(chunks[chunk])
const offset = chunk * chunksize * 4
if (these_indices.length === 0) {
continue
}
this.prog.set_attribute('a_x', 'float', mainGlGlyph.vbo_x, 0, offset)
this.prog.set_attribute('a_y', 'float', mainGlGlyph.vbo_y, 0, offset)
this.prog.set_attribute('a_size', 'float', mainGlGlyph.vbo_s, 0, offset)
this.prog.set_attribute('a_angle', 'float', mainGlGlyph.vbo_a, 0, offset)
if (this.vbo_linewidth.used) {
this.prog.set_attribute('a_linewidth', 'float', this.vbo_linewidth, 0, offset)
}
if (this.vbo_fg_color.used) {
this.prog.set_attribute('a_fg_color', 'vec4', this.vbo_fg_color, 0, offset * 4)
}
if (this.vbo_bg_color.used) {
this.prog.set_attribute('a_bg_color', 'vec4', this.vbo_bg_color, 0, offset * 4)
}
// The actual drawing
this.index_buffer.set_size(these_indices.length*2)
this.index_buffer.set_data(0, these_indices)
this.prog.draw(this.gl.POINTS, this.index_buffer)
}
}
}
示例2: draw
draw(indices, mainGlyph, trans) {
const mainGlGlyph = mainGlyph.glglyph;
if (mainGlGlyph.data_changed) {
if (!(isFinite(trans.dx) && isFinite(trans.dy))) {
return; // not sure why, but it happens on init sometimes (#4367)
}
mainGlGlyph._baked_offset = [trans.dx, trans.dy]; // float32 precision workaround; used in _bake() and below
mainGlGlyph._set_data();
mainGlGlyph.data_changed = false;
}
if (this.visuals_changed) {
this._set_visuals();
this.visuals_changed = false;
}
// Decompose x-y scale into scalar scale and aspect-vector.
let { sx } = trans; let { sy } = trans;
const scale_length = Math.sqrt((sx * sx) + (sy * sy));
sx /= scale_length; sy /= scale_length;
// Do we need to re-calculate segment data and cumsum?
if (Math.abs(this._scale_aspect - (sy / sx)) > Math.abs(1e-3 * this._scale_aspect)) {
mainGlGlyph._update_scale(sx, sy);
this._scale_aspect = sy / sx;
}
// Select buffers from main glyph
// (which may be this glyph but maybe not if this is a (non)selection glyph)
this.prog.set_attribute('a_position', 'vec2', mainGlGlyph.vbo_position);
this.prog.set_attribute('a_tangents', 'vec4', mainGlGlyph.vbo_tangents);
this.prog.set_attribute('a_segment', 'vec2', mainGlGlyph.vbo_segment);
this.prog.set_attribute('a_angles', 'vec2', mainGlGlyph.vbo_angles);
this.prog.set_attribute('a_texcoord', 'vec2', mainGlGlyph.vbo_texcoord);
//
this.prog.set_uniform('u_length', 'float', [mainGlGlyph.cumsum]);
this.prog.set_texture('u_dash_atlas', this.dash_atlas.tex);
// Handle transformation to device coordinates
const baked_offset = mainGlGlyph._baked_offset;
this.prog.set_uniform('u_pixel_ratio', 'float', [trans.pixel_ratio]);
this.prog.set_uniform('u_canvas_size', 'vec2', [trans.width, trans.height]);
this.prog.set_uniform('u_offset', 'vec2', [trans.dx - baked_offset[0], trans.dy - baked_offset[1]]);
this.prog.set_uniform('u_scale_aspect', 'vec2', [sx, sy]);
this.prog.set_uniform('u_scale_length', 'float', [scale_length]);
this.I_triangles = mainGlGlyph.I_triangles;
if (this.I_triangles.length < 65535) {
// Data is small enough to draw in one pass
this.index_buffer.set_size(this.I_triangles.length*2);
this.index_buffer.set_data(0, new Uint16Array(this.I_triangles));
return this.prog.draw(this.gl.TRIANGLES, this.index_buffer);
// @prog.draw(@gl.LINE_STRIP, @index_buffer) # Use this to draw the line skeleton
} else {
// Work around the limit that the indexbuffer must be uint16. We draw in chunks.
// First collect indices in chunks
indices = this.I_triangles;
const nvertices = this.I_triangles.length;
const chunksize = 64008; // 65536 max. 64008 is divisible by 12
const chunks = [];
for (let i = 0, end = Math.ceil(nvertices/chunksize); i < end; i++) {
chunks.push([]);
}
for (let i = 0, end = indices.length; i < end; i++) {
const uint16_index = indices[i] % chunksize;
const chunk = Math.floor(indices[i] / chunksize);
chunks[chunk].push(uint16_index);
}
// Then draw each chunk
for (let chunk = 0, end = chunks.length; chunk < end; chunk++) {
const these_indices = new Uint16Array(chunks[chunk]);
const offset = chunk * chunksize * 4;
if (these_indices.length === 0) {
continue;
}
this.prog.set_attribute('a_position', 'vec2', mainGlGlyph.vbo_position, 0, offset * 2);
this.prog.set_attribute('a_tangents', 'vec4', mainGlGlyph.vbo_tangents, 0, offset * 4);
this.prog.set_attribute('a_segment', 'vec2', mainGlGlyph.vbo_segment, 0, offset * 2);
this.prog.set_attribute('a_angles', 'vec2', mainGlGlyph.vbo_angles, 0, offset * 2);
this.prog.set_attribute('a_texcoord', 'vec2', mainGlGlyph.vbo_texcoord, 0, offset * 2);
// The actual drawing
this.index_buffer.set_size(these_indices.length*2);
this.index_buffer.set_data(0, these_indices);
this.prog.draw(this.gl.TRIANGLES, this.index_buffer);
}
}
}