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类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))
}
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);
}
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);
}
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)
}
}
}