本文整理匯總了TypeScript中neuroglancer/webgl/one_dimensional_texture_access.compute1dTextureLayout函數的典型用法代碼示例。如果您正苦於以下問題:TypeScript compute1dTextureLayout函數的具體用法?TypeScript compute1dTextureLayout怎麽用?TypeScript compute1dTextureLayout使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。
在下文中一共展示了compute1dTextureLayout函數的3個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的TypeScript代碼示例。
示例1: constructor
constructor(gl: GL, public chunkDataSize: Vec3, public subchunkSize: Vec3, dataLength: number) {
super();
compute1dTextureLayout(this, gl, /*texelsPerElement=*/1, dataLength);
let subchunkGridSize = this.subchunkGridSize = vec3.create();
for (let i = 0; i < 3; ++i) {
subchunkGridSize[i] = Math.ceil(chunkDataSize[i] / subchunkSize[i]);
}
}
示例2: testTextureAccess
testTextureAccess(dataLength, (layout, gl, texelsPerElement) => {
compute1dTextureLayout(layout, gl, texelsPerElement, dataLength);
});
示例3: fragmentShaderTest
fragmentShaderTest(6, tester => {
let {gl, builder} = tester;
const dataType = DataType.UINT32;
const numComponents = 1;
const format = new OneDimensionalTextureFormat();
const layout = new OneDimensionalTextureLayout();
compute1dTextureFormat(format, dataType, numComponents);
const data = new Uint32Array(128 * 128 * 128);
for (let i = 0; i < data.length; ++i) {
data[i] = i;
}
compute1dTextureLayout(layout, gl, format.texelsPerElement, data.length);
const accessHelper = new OneDimensionalTextureAccessHelper('textureAccess');
const textureUnitSymbol = Symbol('textureUnit');
accessHelper.defineShader(builder);
builder.addUniform('highp float', 'uOffset');
builder.addUniform('highp vec4', 'uExpected');
builder.addTextureSampler2D('uSampler', textureUnitSymbol);
builder.addFragmentCode(
accessHelper.getAccessor('readValue', 'uSampler', dataType, numComponents));
builder.addFragmentCode(glsl_unnormalizeUint8);
builder.addFragmentCode(glsl_uintleToFloat);
builder.setFragmentMain(`
uint32_t value = readValue(uOffset);
gl_FragData[4] = packFloatIntoVec4(uintleToFloat(value.value.xyz));
gl_FragData[5] = packFloatIntoVec4(all(equal(value.value, uExpected)) ? 1.0 : 0.0);
value.value = unnormalizeUint8(value.value);
gl_FragData[0] = packFloatIntoVec4(value.value.x);
gl_FragData[1] = packFloatIntoVec4(value.value.y);
gl_FragData[2] = packFloatIntoVec4(value.value.z);
gl_FragData[3] = packFloatIntoVec4(value.value.w);
`);
tester.build();
let {shader} = tester;
shader.bind();
accessHelper.setupTextureLayout(gl, shader, layout);
const textureUnit = shader.textureUnit(textureUnitSymbol);
let texture = gl.createTexture();
tester.registerDisposer(() => {
gl.deleteTexture(texture);
});
gl.bindTexture(gl.TEXTURE_2D, texture);
setOneDimensionalTextureData(gl, layout, format, data);
gl.bindTexture(gl.TEXTURE_2D, null);
function testOffset(x: number) {
let value = data[x];
gl.uniform1f(shader.uniform('uOffset'), x);
gl.uniform4fv(shader.uniform('uExpected'), setVec4FromUint32(new Float32Array(4), value));
gl.activeTexture(gl.TEXTURE0 + textureUnit);
gl.bindTexture(gl.TEXTURE_2D, texture);
tester.execute();
gl.bindTexture(gl.TEXTURE_2D, null);
let actual = new Float32Array(4);
let expected = new Float32Array(4);
for (let i = 0; i < 4; ++i) {
actual[i] = tester.readFloat(i);
expected[i] = (value >>> (8 * i)) & 0xFF;
}
expect(actual).toEqual(expected, `offset = ${x}, value = ${x}`);
expect(tester.readFloat(4)).toEqual(value, `uint24le value != expected, offset = ${x}, value = ${x}`);
expect(tester.readFloat(5)).toEqual(1.0, `uExpected != value in shader, offset = ${x}, value = ${x}`);
}
for (let i = 0; i < 100; ++i) {
testOffset(i);
}
const COUNT = 100;
for (let i = 0; i < COUNT; ++i) {
let offset = Math.floor(Math.random() * data.length);
testOffset(offset);
}
});