当前位置: 首页>>代码示例>>TypeScript>>正文


TypeScript VertexBuffer.set_data方法代码示例

本文整理汇总了TypeScript中gloo2.VertexBuffer.set_data方法的典型用法代码示例。如果您正苦于以下问题:TypeScript VertexBuffer.set_data方法的具体用法?TypeScript VertexBuffer.set_data怎么用?TypeScript VertexBuffer.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gloo2.VertexBuffer的用法示例。


在下文中一共展示了VertexBuffer.set_data方法的4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: _set_data

 protected _set_data(nvertices: number): void {
   const n = nvertices * 4;  // in bytes
   // Set buffer size
   this.vbo_x.set_size(n)
   this.vbo_y.set_size(n)
   this.vbo_a.set_size(n)
   this.vbo_s.set_size(n)
   // Upload data for x and y, apply a baked-in offset for float32 precision (issue #3795)
   // The exact value for the baked_offset does not matter, as long as it brings the data to less extreme values
   const xx = new Float64Array(this.glyph._x)
   const yy = new Float64Array(this.glyph._y)
   for (let i = 0, end = nvertices; i < end; i++) {
      xx[i] += this._baked_offset[0]
      yy[i] += this._baked_offset[1]
   }
   this.vbo_x.set_data(0, new Float32Array(xx))
   this.vbo_y.set_data(0, new Float32Array(yy))
   // Angle if available; circle does not have angle. If we don't set data, angle is default 0 in glsl
   if (this.glyph._angle != null) {
     this.vbo_a.set_data(0, new Float32Array(this.glyph._angle))
   }
   // Radius is special; some markes allow radius in data-coords instead of screen coords
   // @radius tells us that radius is in units, sradius is the pre-calculated screen radius
   if (this.glyph instanceof CircleView && this.glyph._radius != null)
     this.vbo_s.set_data(0, new Float32Array(map(this.glyph.sradius, (s) => s*2)))
   else
     this.vbo_s.set_data(0, new Float32Array(this.glyph._size))
 }
开发者ID:gully,项目名称:bokeh,代码行数:28,代码来源:markers.ts

示例2: _set_data

    _set_data() {
      this._bake();

      this.vbo_position.set_size(this.V_position.length*4);
      this.vbo_position.set_data(0, this.V_position);

      this.vbo_tangents.set_size(this.V_tangents.length*4);
      this.vbo_tangents.set_data(0, this.V_tangents);

      this.vbo_angles.set_size(this.V_angles.length*4);
      this.vbo_angles.set_data(0, this.V_angles);

      this.vbo_texcoord.set_size(this.V_texcoord.length*4);
      return this.vbo_texcoord.set_data(0, this.V_texcoord);
    }
开发者ID:FourtekIT-incubator,项目名称:bokeh,代码行数:15,代码来源:line.ts

示例3: _update_scale

    _update_scale(sx, sy) {
      // Update segment data and cumsum so the length along the line has the
      // scale aspect ratio in it. In the vertex shader we multiply with the
      // "isotropic part" of the scale.

      let V_segment2;
      const n = this.nvertices;
      const m = (4 * n) - 4;
      // Prepare arrays
      const T = this.tangents;
      const N = new Float32Array(n-1);
      const V_segment = new Float32Array(n*2);  // Elements are initialized with 0
      this.V_segment = (V_segment2 = new Float32Array(m*2));
      // Calculate vector lengths - with scale aspect ratio taken into account
      for (let i = 0, end = n-1; i < end; i++) {
        N[i] = Math.sqrt(Math.pow(T[(i*2)+0] * sx, 2) + Math.pow(T[(i*2)+1] * sy, 2));
      }
      // Calculate Segments
      let cumsum = 0;
      for (let i = 0, end = n-1; i < end; i++) {
        cumsum += N[i];
        V_segment[((i+1)*2)+0] = cumsum;
        V_segment[(i*2)+1] = cumsum;
      }
      // Upscale (same loop as in _bake())
      for (let i = 0, end = n; i < end; i++) {
         for (let j = 0; j < 4; j++) {
            for (let k = 0; k < 2; k++) {
              V_segment2[(((i*4)+j)*2)+k] = V_segment[(i*2)+k];
          }
        }
      }
      // Update
      this.cumsum = cumsum;  // L[-1] in Nico's code
      this.vbo_segment.set_size(this.V_segment.length*4);
      return this.vbo_segment.set_data(0, this.V_segment);
    }
开发者ID:FourtekIT-incubator,项目名称:bokeh,代码行数:37,代码来源:line.ts

示例4: 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)
      }
    }
  }
开发者ID:gully,项目名称:bokeh,代码行数:99,代码来源:markers.ts


注:本文中的gloo2.VertexBuffer.set_data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。