本文整理汇总了TypeScript中neuroglancer/webgl/shader.ShaderProgram类的典型用法代码示例。如果您正苦于以下问题:TypeScript ShaderProgram类的具体用法?TypeScript ShaderProgram怎么用?TypeScript ShaderProgram使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了ShaderProgram类的10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: setupTextureLayout
/**
* Called each time textureLayout changes while drawing chunks.
*/
setupTextureLayout(gl: GL, shader: ShaderProgram, textureLayout: TextureLayout) {
gl.uniform3fv(shader.uniform('uChunkDataSize'), textureLayout.chunkDataSize);
gl.uniform3fv(shader.uniform('uSubchunkGridSize'), textureLayout.subchunkGridSize);
gl.uniform2fv(
shader.uniform('uCompressedSegmentationTextureAccessCoefficients'),
textureLayout.textureAccessCoefficients);
}
示例2: setupTextureLayout
/**
* Called each time textureLayout changes while drawing chunks.
*/
setupTextureLayout(gl: GL, shader: ShaderProgram, textureLayout: TextureLayout) {
const {subchunkGridSize} = textureLayout;
gl.uniform3i(
shader.uniform('uSubchunkGridSize'), subchunkGridSize[0], subchunkGridSize[1],
subchunkGridSize[2]);
this.textureAccessHelper.setupTextureLayout(gl, shader, textureLayout);
}
示例3: disableCountingBuffer
export function disableCountingBuffer(gl: GL, shader: ShaderProgram, instanced = false) {
const location = shader.attribute('aIndexRaw');
if (location >= 0) {
if (instanced) {
gl.vertexAttribDivisor(location, 0);
}
gl.disableVertexAttribArray(location);
}
}
示例4: bind
bind(shader: ShaderProgram, divisor = 0) {
const location = shader.attribute('aIndexRaw');
if (location >= 0) {
this.bindToVertexAttrib(location);
if (divisor !== 0) {
this.gl.vertexAttribDivisor(location, divisor);
}
}
}
示例5: draw
draw(shader: ShaderProgram, numInstances: number) {
const aSphereVertex = shader.attribute('aSphereVertex');
this.vertexBuffer.bindToVertexAttrib(
aSphereVertex, /*components=*/3, /*attributeType=*/WebGL2RenderingContext.FLOAT,
/*normalized=*/false);
this.indexBuffer.bind();
shader.gl.drawElementsInstanced(
WebGL2RenderingContext.TRIANGLES, this.numIndices, WebGL2RenderingContext.UNSIGNED_SHORT,
/*offset=*/0, numInstances);
shader.gl.disableVertexAttribArray(aSphereVertex);
}
示例6: enable
enable(shader: ShaderProgram, context: AnnotationRenderContext, callback: () => void) {
shader.bind();
const {gl} = this;
const {renderContext} = context;
const {annotationLayer} = context;
gl.uniformMatrix4fv(shader.uniform('uProjection'), false, context.projectionMatrix);
if (renderContext.emitPickID) {
gl.uniform1ui(shader.uniform('uPickID'), context.basePickId);
}
if (renderContext.emitColor) {
const colorVec4 = tempPickID;
const color = annotationLayer.state.color.value;
colorVec4[0] = color[0];
colorVec4[1] = color[1];
colorVec4[2] = color[2];
colorVec4[3] = 1;
gl.uniform4fv(shader.uniform('uColor'), colorVec4);
const saturationAmount = 0.75;
for (let i = 0; i < 3; ++i) {
colorVec4[i] = saturationAmount + (1 - saturationAmount) * colorVec4[i];
}
gl.uniform4fv(shader.uniform('uColorSelected'), colorVec4);
gl.uniform1ui(shader.uniform('uSelectedIndex'), context.selectedIndex);
}
callback();
}
示例7: beginSource
beginSource(gl: GL, shader: ShaderProgram) {
super.beginSource(gl, shader);
gl.uniform3fv(shader.uniform('uSubchunkSize'), this.subchunkSize);
}
示例8: setupTextureLayout
/**
* Called each time textureLayout changes while drawing chunks.
*/
setupTextureLayout(gl: GL, shader: ShaderProgram, textureLayout: TextureLayout) {
gl.uniform3fv(shader.uniform('uSubchunkGridSize'), textureLayout.subchunkGridSize);
this.textureAccessHelper.setupTextureLayout(gl, shader, textureLayout);
}
示例9: setupTextureLayout
/**
* Called each time textureLayout changes while drawing chunks.
*/
setupTextureLayout(gl: GL, shader: ShaderProgram, textureLayout: TextureLayout) {
if (this.numChannels > 1) {
gl.uniform1i(shader.uniform('uChannelStride'), textureLayout.chunkDataSize[2]);
}
}
示例10: constructor
constructor(public gl: GL) {
super();
this.vertexBuffer = this.registerDisposer(Buffer.fromData(
gl, new Float32Array([
0, 0, 0, 1, //
1, 0, 0, 1, //
0, 0, 0, 1, //
0, 1, 0, 1, //
0, 0, 0, 1, //
0, 0, 1, 1, //
]),
gl.ARRAY_BUFFER, gl.STATIC_DRAW));
let alpha = 0.5;
this.colorBuffer = this.registerDisposer(Buffer.fromData(
gl, new Float32Array([
1, 0, 0, alpha, //
1, 0, 0, alpha, //
0, 1, 0, alpha, //
0, 1, 0, alpha, //
0, 0, 1, alpha, //
0, 0, 1, alpha, //
]),
gl.ARRAY_BUFFER, gl.STATIC_DRAW));
this.trivialColorShader = this.registerDisposer(trivialColorShader(gl));
}