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TypeScript ShaderBuilder.addVertexCode方法代碼示例

本文整理匯總了TypeScript中neuroglancer/webgl/shader.ShaderBuilder.addVertexCode方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript ShaderBuilder.addVertexCode方法的具體用法?TypeScript ShaderBuilder.addVertexCode怎麽用?TypeScript ShaderBuilder.addVertexCode使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在neuroglancer/webgl/shader.ShaderBuilder的用法示例。


在下文中一共展示了ShaderBuilder.addVertexCode方法的4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: countingBufferShaderModule

export function countingBufferShaderModule(builder: ShaderBuilder) {
  builder.addAttribute('highp uint', 'aIndexRaw');
  builder.addVertexCode(glsl_uint32);
  builder.addVertexCode(`
uint getPrimitiveIndex() {
  return aIndexRaw;
}
`);
}
開發者ID:google,項目名稱:neuroglancer,代碼行數:9,代碼來源:index_emulation.ts

示例2: setPartIndex

  setPartIndex(builder: ShaderBuilder, ...partIndexExpressions: string[]) {
    let s = `
void setPartIndex(${partIndexExpressions.map((_, i) => `highp uint partIndex${i}`).join()}) {
  highp uint pickID = uPickID;
  highp uint pickBaseOffset = getPickBaseOffset();
${
        partIndexExpressions
            .map((_, i) => `highp uint pickOffset${i} = pickBaseOffset + partIndex${i};`)
            .join('\n')}
`;
    if (partIndexExpressions.length === 0) {
      s += `
  highp uint pickOffset0 = pickBaseOffset;
`;
    }
    s += `
  vPickID = pickID + pickOffset0;
  highp uint selectedIndex = uSelectedIndex;
if (selectedIndex == pickBaseOffset${
        partIndexExpressions.map((_, i) => ` || selectedIndex == pickOffset${i}`).join('')}) {
    vColor = uColorSelected;
  } else {
    vColor = uColor;
  }
}
`;
    builder.addVertexCode(s);
    return `setPartIndex(${partIndexExpressions.join()})`;
  }
開發者ID:google,項目名稱:neuroglancer,代碼行數:29,代碼來源:type_handler.ts

示例3: defineShader

  defineShader(builder: ShaderBuilder) {
    builder.addAttribute('highp vec3', 'aSphereVertex');
    builder.addVarying('highp float', 'vLightingFactor');

    // projectionMatrix = cameraMatrix * modelViewMat
    // normalTransformMatrix = (modelViewMat^{-1})^T

    // eff modelViewMat = modelViewMat * scalMat(radii)
    // normalTransformMatrix =  (modelViewMat * scalMat)^{-1}^T
    // =   (scalMat^{-1} * modelViewMat^{-1})^T
    // =   modelViewMat^{-1}^T * (scalMat^{-1})^T
    builder.addVertexCode(`
void emitSphere(mat4 projectionMatrix, mat4 normalTransformMatrix, vec3 centerPosition, vec3 radii, vec4 lightDirection) {
  vec3 vertexPosition = aSphereVertex * radii + centerPosition;
  gl_Position = projectionMatrix * vec4(vertexPosition, 1.0);
  vec3 normal = normalize((normalTransformMatrix * vec4(aSphereVertex / radii, 0.0)).xyz);
  vLightingFactor = abs(dot(normal, uLightDirection.xyz)) + uLightDirection.w;
}
`);
  }
開發者ID:google,項目名稱:neuroglancer,代碼行數:20,代碼來源:spheres.ts

示例4: defineShader

  defineShader(builder: ShaderBuilder) {
    builder.addUniform('highp vec4', 'uColor');
    builder.addUniform('highp vec4', 'uColorSelected');
    builder.addUniform('highp uint', 'uSelectedIndex');
    builder.addVarying('highp vec4', 'vColor');
    // Transform from camera to clip coordinates.
    builder.addUniform('highp mat4', 'uProjection');
    builder.addUniform('highp uint', 'uPickID');
    builder.addVarying('highp uint', 'vPickID', 'flat');

    builder.addVertexCode(`
highp uint getPickBaseOffset() { return uint(gl_InstanceID) * ${this.pickIdsPerInstance}u; }
`);

    builder.addFragmentCode(`
void emitAnnotation(vec4 color) {
  emit(color, vPickID);
}
`);
  }
開發者ID:google,項目名稱:neuroglancer,代碼行數:20,代碼來源:type_handler.ts


注:本文中的neuroglancer/webgl/shader.ShaderBuilder.addVertexCode方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。