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TypeScript geom.vec4类代码示例

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/util/geom.vec4的典型用法代码示例。如果您正苦于以下问题:TypeScript vec4类的具体用法?TypeScript vec4怎么用?TypeScript vec4使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了vec4类的6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: describe

 describe(`random values out of ${numPossibleValues} possible`, () => {
   const dataType = DataType.UINT64;
   for (let volumeSize of [vec4.fromValues(64, 64, 64, 1), vec4.fromValues(36, 36, 36, 1), ]) {
     const numElements = prod4(volumeSize);
     let rawData = makeRandomUint64Array(numElements, numPossibleValues);
     runTest(dataType, volumeSize, rawData, vec888);
   }
 });
开发者ID:funkey,项目名称:neuroglancer,代码行数:8,代码来源:chunk_format.spec.ts


示例2: testPair

 function testPair(a: number, b: number) {
   let result = (a + b) >>> 0;
   gl.uniform4fv(shader.uniform('uValue1'), setVec4FromUint32(vec4.create(), a));
   gl.uniform4fv(shader.uniform('uValue2'), setVec4FromUint32(vec4.create(), b));
   tester.execute();
   let value = tester.readUint32();
   expect(value).toEqual(result, `${a} + ${b}`);
 }
开发者ID:stephenplaza,项目名称:neuroglancer,代码行数:8,代码来源:shader_lib.spec.ts


示例3: fragmentShaderTest

 fragmentShaderTest(1, tester => {
   let {gl, builder} = tester;
   builder.addUniform('vec4', 'inputValue');
   builder.setFragmentMain(`gl_FragData[0] = inputValue;`);
   tester.build();
   let {shader} = tester;
   let inputValue = vec4.fromValues(0, 64 / 255, 128 / 255, 192 / 255);
   shader.bind();
   gl.uniform4fv(shader.uniform('inputValue'), inputValue);
   tester.execute();
   let outputValue = tester.readVec4();
   expect(outputValue).toEqual(inputValue);
 });
开发者ID:janelia-flyem,项目名称:neuroglancer,代码行数:13,代码来源:shader_testing.spec.ts


示例4: fragmentShaderTest

       fragmentShaderTest(outputChannelsPerChannel * numChannels, tester => {
         let {gl, builder} = tester;
         let [chunkFormat, textureLayout] = getChunkFormatAndTextureLayout(gl);
         builder.addUniform('vec3', 'vChunkPosition');
         builder.addUniform('vec3', 'uChunkDataSize');
         builder.addFragmentCode(glsl_getPositionWithinChunk);
         chunkFormat.defineShader(builder);
         {
           let fragmentMain = '';
           let outputChannel = 0;
           for (let channel = 0; channel < numChannels; ++channel) {
             switch (dataType) {
               case DataType.UINT64:
                 builder.addOutputBuffer('vec4', `v4f_fragData${outputChannel}`, outputChannel);
                 builder.addOutputBuffer('vec4', `v4f_fragData${outputChannel + 1}`, outputChannel + 1);
                 fragmentMain += `
{
  uint64_t value = getDataValue(${channel});
  v4f_fragData${outputChannel++} = value.low;
  v4f_fragData${outputChannel++} = value.high;
}
`;
                 break;
               case DataType.UINT8:
                 builder.addOutputBuffer('vec4', `v4f_fragData${outputChannel}`, outputChannel);
                 fragmentMain += `
v4f_fragData${outputChannel++} = vec4(getDataValue(${channel}).value, 0, 0, 0);
`;
                 break;
               case DataType.FLOAT32:
                 builder.addOutputBuffer('vec4', `v4f_fragData${outputChannel}`, outputChannel);
                 fragmentMain += `
v4f_fragData${outputChannel++} = packFloatIntoVec4(getDataValue(${channel}));
`;
                 break;
               case DataType.UINT16:
                 builder.addOutputBuffer('vec4', `v4f_fragData${outputChannel}`, outputChannel);
                 fragmentMain += `
v4f_fragData${outputChannel++} = vec4(getDataValue(${channel}).value, 0, 0);
`;
                 break;
               case DataType.UINT32:
                 builder.addOutputBuffer('vec4', `v4f_fragData${outputChannel}`, outputChannel);
                 fragmentMain += `
v4f_fragData${outputChannel++} = getDataValue(${channel}).value;
`;
                 break;
             }
           }
           builder.setFragmentMain(fragmentMain);
         }
         tester.build();
         let {shader} = tester;
         shader.bind();
         gl.uniform3fv(shader.uniform('uChunkDataSize'), volumeSize.subarray(0, 3));

         let texture = gl.createTexture();
         tester.registerDisposer(() => {
           gl.deleteTexture(texture);
         });

         chunkFormat.beginDrawing(gl, shader);
         gl.bindTexture(gl.TEXTURE_2D, texture);
         chunkFormat.setTextureData(gl, textureLayout, encodedData);
         chunkFormat.setupTextureLayout(gl, shader, textureLayout);


         // Position within chunk in floating point range [0, chunkDataSize].
         function checkPosition(positionInChunk: vec3) {
           gl.uniform3fv(shader.uniform('vChunkPosition'), positionInChunk);
           chunkFormat.beginDrawing(gl, shader);
           chunkFormat.beginSource(gl, shader);
           chunkFormat.setupTextureLayout(gl, shader, textureLayout);
           gl.bindTexture(gl.TEXTURE_2D, texture);
           tester.execute();
           chunkFormat.endDrawing(gl, shader);
           let offset = 0;
           for (let i = 0; i < 3; ++i) {
             offset += Math.floor(Math.max(0, Math.min(positionInChunk[i], volumeSize[i] - 1))) *
                 strides[i];
           }
           let outputChannel = 0;
           for (let channel = 0; channel < numChannels; ++channel) {
             const curOffset = offset + channel * strides[3];
             const msg = `volumeSize = ${vec3Key(volumeSize)}, ` +
                 `positionInChunk = ${vec3Key(positionInChunk)}, ` +
                 `channel = ${channel}, offset = ${curOffset}`;
             switch (dataType) {
               case DataType.UINT64: {
                 let low = tester.readUint32(outputChannel++);
                 let high = tester.readUint32(outputChannel++);
                 expect(low).toBe(rawData[curOffset * 2], `${msg} (low)`);
                 expect(high).toEqual(rawData[curOffset * 2 + 1], `${msg} (high)`);
                 break;
               }
               case DataType.FLOAT32: {
                 let result = tester.readFloat(outputChannel++);
                 expect(result).toBe(rawData[curOffset], msg);
                 break;
               }
//.........这里部分代码省略.........
开发者ID:stephenplaza,项目名称:neuroglancer,代码行数:101,代码来源:chunk_format_testing.ts


示例5: it

 it('serializeColor works', () => {
   expect(serializeColor(vec3.fromValues(0x12 / 255, 0x34 / 255, 0x56 / 255))).toEqual('#123456');
   expect(serializeColor(vec4.fromValues(101 / 255, 102 / 255, 103 / 255, 0.45)))
       .toEqual('rgba(101, 102, 103, 0.45)');
 });
开发者ID:google,项目名称:neuroglancer,代码行数:5,代码来源:color.spec.ts


示例6: checkPosition

       fragmentShaderTest(outputs, tester => {
         let {gl, builder} = tester;
         let [chunkFormat, textureLayout] = getChunkFormatAndTextureLayout(gl);
         builder.addUniform('highp vec3', 'vChunkPosition');
         builder.addUniform('vec3', 'uChunkDataSize');
         builder.addFragmentCode(glsl_getPositionWithinChunk);
         chunkFormat.defineShader(builder);
         {
           let fragmentMain = '';
           for (let channel = 0; channel < numChannels; ++channel) {
             switch (dataType) {
               case DataType.UINT64:
                 fragmentMain += `
{
  uint64_t value = getDataValue(${channel});
  output${channel}Low = value.value[0];
  output${channel}High = value.value[1];
}
`;
                 break;
               case DataType.FLOAT32:
                 fragmentMain += `
output${channel} = getDataValue(${channel});
`;
                 break;
               default:
                 fragmentMain += `
output${channel} = getDataValue(${channel}).value;
`;
                 break;
             }
           }
           builder.setFragmentMain(fragmentMain);
         }
         tester.build();
         let {shader} = tester;
         shader.bind();
         gl.uniform3fv(shader.uniform('uChunkDataSize'), volumeSize.subarray(0, 3));

         let texture = gl.createTexture();
         tester.registerDisposer(() => {
           gl.deleteTexture(texture);
         });
         const textureTarget = textureTargetForSamplerType[chunkFormat.shaderSamplerType];
         chunkFormat.beginDrawing(gl, shader);
         gl.bindTexture(textureTarget, texture);
         chunkFormat.setTextureData(gl, textureLayout, encodedData);
         chunkFormat.setupTextureLayout(gl, shader, textureLayout);


         // Position within chunk in floating point range [0, chunkDataSize].
         function checkPosition(positionInChunk: vec3) {
           gl.uniform3fv(shader.uniform('vChunkPosition'), positionInChunk);
           chunkFormat.beginDrawing(gl, shader);
           chunkFormat.beginSource(gl, shader);
           chunkFormat.setupTextureLayout(gl, shader, textureLayout);
           gl.bindTexture(textureTarget, texture);
           tester.execute();
           chunkFormat.endDrawing(gl, shader);
           let offset = 0;
           for (let i = 0; i < 3; ++i) {
             offset += Math.floor(Math.max(0, Math.min(positionInChunk[i], volumeSize[i] - 1))) *
                 strides[i];
           }
           const values = tester.values;
           for (let channel = 0; channel < numChannels; ++channel) {
             const curOffset = offset + channel * strides[3];
             const msg = `volumeSize = ${vec3Key(volumeSize)}, ` +
                 `positionInChunk = ${vec3Key(positionInChunk)}, ` +
                 `channel = ${channel}, offset = ${curOffset}`;
             switch (dataType) {
               case DataType.UINT64: {
                 let low = values[`output${channel}Low`];
                 let high = values[`output${channel}High`];
                 expect(low).toBe(rawData[curOffset * 2], `${msg} (low)`);
                 expect(high).toEqual(rawData[curOffset * 2 + 1], `${msg} (high)`);
                 break;
               }
               default: {
                 let result = values[`output${channel}`];
                 expect(result).toBe(rawData[curOffset], msg);
                 break;
               }
             }
           }
         }
         checkPosition(vec3.fromValues(0, 0, 0));
         checkPosition(vec3.fromValues(0, 0, 1));
         checkPosition(vec3.fromValues(0, 1, 0));
         checkPosition(vec3.fromValues(0, volumeSize[1], 0));
         checkPosition(vec3.fromValues(0, volumeSize[1], volumeSize[2]));
         checkPosition(vec3.fromValues(volumeSize[0], volumeSize[1], volumeSize[2]));
         checkPosition(vec3.fromValues(volumeSize[0] - 1, 1, 1));

         const COUNT = 100;
         for (let iter = 0; iter < COUNT; ++iter) {
           let vChunkPosition = vec3.create();
           for (let i = 0; i < 3; ++i) {
             vChunkPosition[i] = Math.random() * volumeSize[i];
           }
//.........这里部分代码省略.........
开发者ID:google,项目名称:neuroglancer,代码行数:101,代码来源:chunk_format_testing.ts



注:本文中的neuroglancer/util/geom.vec4类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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