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TypeScript shader_lib.getShaderType函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了TypeScript中neuroglancer/webgl/shader_lib.getShaderType函数的典型用法代码示例。如果您正苦于以下问题:TypeScript getShaderType函数的具体用法?TypeScript getShaderType怎么用?TypeScript getShaderType使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了getShaderType函数的4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,您的评价将有助于我们的系统推荐出更棒的TypeScript代码示例。

示例1: defineShader

  defineShader(builder: ShaderBuilder) {
    super.defineShader(builder);
    let {textureAccessHelper} = this;
    textureAccessHelper.defineShader(builder);
    builder.addFragmentCode(
        textureAccessHelper.getAccessor('readVolumeData', 'uVolumeChunkSampler', this.dataType));

    let {numChannels} = this;
    if (numChannels > 1) {
      builder.addUniform('highp float', 'uChannelStride');
      builder.addFragmentCode(`
float getChannelOffset(int channelIndex) {
  return float(channelIndex) * uChannelStride;
}
`);
    } else {
      builder.addFragmentCode(`float getChannelOffset(int channelIndex) { return 0.0; }`);
    }

    builder.addFragmentCode(`
float getIndexIntoChunk (int channelIndex) {
  vec3 chunkDataPosition = getPositionWithinChunk();
  return chunkDataPosition.x + uChunkDataSize.x * (chunkDataPosition.y + uChunkDataSize.y * chunkDataPosition.z) + getChannelOffset(channelIndex);
}
`);
    const shaderType = getShaderType(this.dataType);
    builder.addFragmentCode(`
${shaderType} getDataValue (int channelIndex) {
  return readVolumeData(getIndexIntoChunk(channelIndex));
}
`);
  }
开发者ID:stephenplaza,项目名称:neuroglancer,代码行数:32,代码来源:uncompressed_chunk_format.ts


示例2: defineShader

  defineShader(builder: ShaderBuilder) {
    super.defineShader(builder);
    let {textureAccessHelper} = this;
    builder.addFragmentCode(
        textureAccessHelper.getAccessor('readVolumeData', 'uVolumeChunkSampler', this.dataType));

    let {numChannels} = this;
    if (numChannels > 1) {
      builder.addUniform('highp int', 'uChannelStride');
      builder.addFragmentCode(`
highp int getChannelOffset(highp int channelIndex) {
  return channelIndex * uChannelStride;
}
`);
    } else {
      builder.addFragmentCode(`highp int getChannelOffset(highp int channelIndex) { return 0; }`);
    }
    const shaderType = getShaderType(this.dataType);
    builder.addFragmentCode(`
${shaderType} getDataValue (highp int channelIndex) {
  highp ivec3 p = getPositionWithinChunk();
  return readVolumeData(ivec3(p.x, p.y, p.z + getChannelOffset(channelIndex)));
}
`);
  }
开发者ID:google,项目名称:neuroglancer,代码行数:25,代码来源:uncompressed_chunk_format.ts


示例3: defineShader

  defineShader(builder: ShaderBuilder) {
    super.defineShader(builder);
    let {textureAccessHelper} = this;
    textureAccessHelper.defineShader(builder);
    let local = (x: string) => 'compressedSegmentationChunkFormat_' + x;
    builder.addUniform('highp vec3', 'uSubchunkGridSize');
    builder.addUniform('highp vec3', 'uSubchunkSize');
    builder.addFragmentCode(glsl_getFortranOrderIndexFromNormalized);
    const {dataType} = this;
    const glslType = getShaderType(dataType);

    if (dataType === DataType.UINT64) {
      builder.addFragmentCode(glsl_uint64);
    }
    builder.addFragmentCode(textureAccessHelper.getAccessor(
        local('readTextureValue'), 'uVolumeChunkSampler', DataType.UINT32));
    builder.addFragmentCode(glsl_unnormalizeUint8);
    builder.addFragmentCode(glsl_uintleToFloat);

    let fragmentCode = `
float ${local('getChannelOffset')}(int channelIndex) {
  if (channelIndex == 0) {
    return ${this.numChannels}.0;
  }
  vec4 v = ${local('readTextureValue')}(float(channelIndex)).value;
  return uintleToFloat(v.xyz);
}
${glslType} getDataValue (int channelIndex) {
  vec3 chunkPosition = getPositionWithinChunk();

  // TODO: maybe premultiply this and store as uniform.
  vec3 subchunkGridPosition = floor(chunkPosition / uSubchunkSize);
  float subchunkGridOffset = getFortranOrderIndex(subchunkGridPosition, uSubchunkGridSize);

  float channelOffset = ${local('getChannelOffset')}(channelIndex);

  // TODO: Maybe just combine this offset into subchunkGridStrides.
  float subchunkHeaderOffset = subchunkGridOffset * 2.0 + channelOffset;

  vec4 subchunkHeader0 = ${local('readTextureValue')}(subchunkHeaderOffset).value;
  vec4 subchunkHeader1 = ${local('readTextureValue')}(subchunkHeaderOffset + 1.0).value;

  float outputValueOffset = uintleToFloat(subchunkHeader0.xyz) + channelOffset;
  float encodingBits = unnormalizeUint8(subchunkHeader0[3]);
  if (encodingBits > 0.0) {
    vec3 subchunkPosition = floor(min(chunkPosition - subchunkGridPosition * uSubchunkSize, uSubchunkSize - 1.0));
    float subchunkOffset = getFortranOrderIndex(subchunkPosition, uSubchunkSize);
    highp float encodedValueBaseOffset = uintleToFloat(subchunkHeader1.xyz) + channelOffset;
    highp float encodedValueOffset = floor(encodedValueBaseOffset + subchunkOffset * encodingBits / 32.0);
    vec4 encodedValue = ${local('readTextureValue')}(encodedValueOffset).value;
    float wordOffset = mod(subchunkOffset * encodingBits, 32.0);
    // If the value is in the first byte, then 0 <= wordOffset < 8.
    // We need to mod by 2**encodedBits
    float wordShifter = pow(2.0, -wordOffset);
    float encodedValueMod = pow(2.0, encodingBits);
    float encodedValueShifted;
    if (wordOffset < 16.0) {
      encodedValueShifted = dot(unnormalizeUint8(encodedValue.xy), vec2(1.0, 256.0));
    } else {
      encodedValueShifted = dot(unnormalizeUint8(encodedValue.zw), vec2(256.0 * 256.0, 256.0 * 256.0 * 256.0));
    }
    encodedValueShifted = floor(encodedValueShifted * wordShifter);
    float decodedValue = mod(encodedValueShifted, encodedValueMod);
    outputValueOffset += decodedValue * ${this.dataType === DataType.UINT64 ? '2.0' : '1.0'};
  }
  ${glslType} result;
`;
    if (dataType === DataType.UINT64) {
      fragmentCode += `
  result.low = ${local('readTextureValue')}(outputValueOffset).value;
  result.high = ${local('readTextureValue')}(outputValueOffset+1.0).value;
`;
    } else {
      fragmentCode += `
  result.value = ${local('readTextureValue')}(outputValueOffset).value;
`;
    }
    fragmentCode += `
  return result;
}
`;
    builder.addFragmentCode(fragmentCode);
  }
开发者ID:stephenplaza,项目名称:neuroglancer,代码行数:83,代码来源:chunk_format.ts


示例4: defineShader

  defineShader(builder: ShaderBuilder) {
    super.defineShader(builder);
    let {textureAccessHelper} = this;
    textureAccessHelper.defineShader(builder);
    let local = (x: string) => 'compressedSegmentationChunkFormat_' + x;
    builder.addUniform('highp ivec3', 'uSubchunkGridSize');
    builder.addUniform('highp ivec3', 'uSubchunkSize');
    builder.addFragmentCode(glsl_getFortranOrderIndex);
    const {dataType} = this;
    const glslType = getShaderType(dataType);

    if (dataType === DataType.UINT64) {
      builder.addFragmentCode(glsl_uint64);
    } else {
      builder.addFragmentCode(glsl_uint32);
    }
    builder.addFragmentCode(textureAccessHelper.getAccessor(
        local('readTextureValue'), 'uVolumeChunkSampler', DataType.UINT32, 1));
    let fragmentCode = `
uint ${local('getChannelOffset')}(int channelIndex) {
  if (channelIndex == 0) {
    return ${this.numChannels}u;
  }
  return ${local('readTextureValue')}(uint(channelIndex)).value;
}
${glslType} getDataValue (int channelIndex) {
  ivec3 chunkPosition = getPositionWithinChunk();

  // TODO: maybe premultiply this and store as uniform.
  ivec3 subchunkGridPosition = chunkPosition / uSubchunkSize;
  int subchunkGridOffset = getFortranOrderIndex(subchunkGridPosition, uSubchunkGridSize);

  int channelOffset = int(${local('getChannelOffset')}(channelIndex));

  // TODO: Maybe just combine this offset into subchunkGridStrides.
  int subchunkHeaderOffset = subchunkGridOffset * 2 + channelOffset;

  highp uint subchunkHeader0 = ${local('readTextureValue')}(uint(subchunkHeaderOffset)).value;
  highp uint subchunkHeader1 = ${local('readTextureValue')}(uint(subchunkHeaderOffset + 1)).value;
  highp uint outputValueOffset = (subchunkHeader0 & 0xFFFFFFu) + uint(channelOffset);
  highp uint encodingBits = subchunkHeader0 >> 24u;
  if (encodingBits > 0u) {
    ivec3 subchunkPosition = chunkPosition - subchunkGridPosition * uSubchunkSize;
    int subchunkOffset = getFortranOrderIndex(subchunkPosition, uSubchunkSize);
    uint encodedValueBaseOffset = subchunkHeader1 + uint(channelOffset);
    uint encodedValueOffset = encodedValueBaseOffset + uint(subchunkOffset) * encodingBits / 32u;
    uint encodedValue = ${local('readTextureValue')}(encodedValueOffset).value;
    uint wordOffset = uint(subchunkOffset) * encodingBits % 32u;
    uint encodedValueShifted = encodedValue >> wordOffset;
    uint decodedValue = encodedValueShifted - (encodedValueShifted >> encodingBits << encodingBits);
    outputValueOffset += decodedValue * ${this.dataType === DataType.UINT64 ? '2u' : '1u'};
  }
  ${glslType} result;
`;
    if (dataType === DataType.UINT64) {
      fragmentCode += `
  result.value[0] = ${local('readTextureValue')}(outputValueOffset).value;
  result.value[1] = ${local('readTextureValue')}(outputValueOffset+1u).value;
`;
    } else {
      fragmentCode += `
  result.value = ${local('readTextureValue')}(outputValueOffset).value;
`;
    }
    fragmentCode += `
  return result;
}
`;
    builder.addFragmentCode(fragmentCode);
  }
开发者ID:google,项目名称:neuroglancer,代码行数:70,代码来源:chunk_format.ts



注:本文中的neuroglancer/webgl/shader_lib.getShaderType函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。


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