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TypeScript ShaderProgram.uniform方法代碼示例

本文整理匯總了TypeScript中neuroglancer/webgl/shader.ShaderProgram.uniform方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript ShaderProgram.uniform方法的具體用法?TypeScript ShaderProgram.uniform怎麽用?TypeScript ShaderProgram.uniform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.ShaderProgram的用法示例。


在下文中一共展示了ShaderProgram.uniform方法的9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: 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();
  }
開發者ID:google,項目名稱:neuroglancer,代碼行數:27,代碼來源: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);
 }
開發者ID:j6k4m8,項目名稱:neuroglancer,代碼行數:10,代碼來源: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);
 }
開發者ID:google,項目名稱:neuroglancer,代碼行數:10,代碼來源:chunk_format.ts

示例4: beginSource

 beginSource(gl: GL, shader: ShaderProgram) {
   super.beginSource(gl, shader);
   gl.uniform3fv(shader.uniform('uSubchunkSize'), this.subchunkSize);
 }
開發者ID:funkey,項目名稱:neuroglancer,代碼行數:4,代碼來源: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);
 }
開發者ID:funkey,項目名稱:neuroglancer,代碼行數:7,代碼來源: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]);
   }
 }
開發者ID:google,項目名稱:neuroglancer,代碼行數:8,代碼來源: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);
 }
開發者ID:funkey,項目名稱:neuroglancer,代碼行數:9,代碼來源: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]);
 }
開發者ID:google,項目名稱:neuroglancer,代碼行數:6,代碼來源: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);
 }
開發者ID:j6k4m8,項目名稱:neuroglancer,代碼行數:9,代碼來源:uncompressed_chunk_format.ts


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