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TypeScript ShaderProgram.uniform方法代码示例

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


在下文中一共展示了ShaderProgram.uniform方法的9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: 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();
  }
开发者ID:google,项目名称:neuroglancer,代码行数:27,代码来源:type_handler.ts

示例2: 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);
 }
开发者ID:j6k4m8,项目名称:neuroglancer,代码行数:10,代码来源:chunk_format.ts

示例3: 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);
 }
开发者ID:google,项目名称:neuroglancer,代码行数:10,代码来源:chunk_format.ts

示例4: beginSource

 beginSource(gl: GL, shader: ShaderProgram) {
   super.beginSource(gl, shader);
   gl.uniform3fv(shader.uniform('uSubchunkSize'), this.subchunkSize);
 }
开发者ID:funkey,项目名称:neuroglancer,代码行数:4,代码来源:chunk_format.ts

示例5: 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);
 }
开发者ID:funkey,项目名称:neuroglancer,代码行数:7,代码来源:chunk_format.ts

示例6: 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]);
   }
 }
开发者ID:google,项目名称:neuroglancer,代码行数:8,代码来源:uncompressed_chunk_format.ts

示例7: setupTextureLayout

 /**
  * Called each time textureLayout changes while drawing chunks.
  */
 setupTextureLayout(gl: GL, shader: ShaderProgram, textureLayout: TextureLayout) {
   if (this.numChannels > 1) {
     gl.uniform1f(shader.uniform('uChannelStride'), textureLayout.channelStride);
   }
   this.textureAccessHelper.setupTextureLayout(gl, shader, textureLayout);
 }
开发者ID:funkey,项目名称:neuroglancer,代码行数:9,代码来源:uncompressed_chunk_format.ts

示例8: beginSource

 beginSource(gl: GL, shader: ShaderProgram) {
   super.beginSource(gl, shader);
   const {subchunkSize} = this;
   gl.uniform3i(
       shader.uniform('uSubchunkSize'), subchunkSize[0], subchunkSize[1], subchunkSize[2]);
 }
开发者ID:google,项目名称:neuroglancer,代码行数:6,代码来源:chunk_format.ts

示例9: setupTextureLayout

 /**
  * Called each time textureLayout changes while drawing chunks.
  */
 setupTextureLayout(gl: GL, shader: ShaderProgram, textureLayout: TextureLayout) {
   gl.uniform3fv(shader.uniform('uChunkDataSize'), textureLayout.chunkDataSize);
   gl.uniform2fv(
       shader.uniform('uUncompressedTextureAccessCoefficients'),
       textureLayout.textureAccessCoefficients);
 }
开发者ID:j6k4m8,项目名称:neuroglancer,代码行数:9,代码来源:uncompressed_chunk_format.ts


注:本文中的neuroglancer/webgl/shader.ShaderProgram.uniform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。