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com.google.gwt.webgl.client.WebGLRenderingContext.getUniformLocation()方法的使用及代码示例

转载 作者:知者 更新时间:2024-03-25 14:15:05 26 4
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本文整理了Java中com.google.gwt.webgl.client.WebGLRenderingContext.getUniformLocation()方法的一些代码示例,展示了WebGLRenderingContext.getUniformLocation()的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。WebGLRenderingContext.getUniformLocation()方法的具体详情如下:
包路径:com.google.gwt.webgl.client.WebGLRenderingContext
类名称:WebGLRenderingContext
方法名:getUniformLocation

WebGLRenderingContext.getUniformLocation介绍

暂无

代码示例

代码示例来源:origin: libgdx/libgdx

@Override
public int glGetUniformLocation (int program, String name) {
  WebGLUniformLocation location = gl.getUniformLocation(programs.get(program), name);
  if (location == null) return -1;
  IntMap<WebGLUniformLocation> progUniforms = uniforms.get(program);
  if (progUniforms == null) {
    progUniforms = IntMap.create();
    uniforms.put(program, progUniforms);
  }
  // FIXME check if uniform already stored.
  int id = progUniforms.add(location);
  return id;
}

代码示例来源:origin: libgdx/libgdx

@Override
public int glGetUniformLocation (int program, String name) {
  WebGLUniformLocation location = gl.getUniformLocation(programs.get(program), name);
  if (location == null) return -1;
  IntMap<WebGLUniformLocation> progUniforms = uniforms.get(program);
  if (progUniforms == null) {
    progUniforms = IntMap.create();
    uniforms.put(program, progUniforms);
  }
  // FIXME check if uniform already stored.
  int id = progUniforms.add(location);
  return id;
}

代码示例来源:origin: thothbot/parallax

@Override
public int glGetUniformLocation (int program, String name) {
  WebGLUniformLocation location = gl.getUniformLocation(programs.get(program), name);
  return allocateUniformLocationId(program, location);
}

代码示例来源:origin: threerings/playn

@Override
public int glGetUniformLocation(int program, String name) {
 return createObject(gl.getUniformLocation(getProgram(program), name),
           WebGLObjectType.UNIFORM_LOCATION);
}

代码示例来源:origin: playn/playn

@Override
public int glGetUniformLocation(int program, String name) {
 WebGLUniformLocation location = gl.getUniformLocation(programs.get(program), name);
 IntMap<WebGLUniformLocation> progUniforms = uniforms.get(program);
 if (progUniforms == null) {
  progUniforms = IntMap.<WebGLUniformLocation>create();
  uniforms.put(program, progUniforms);
 }
 // FIXME check if uniform already stored.
 int id = progUniforms.add(location);
 return id;
}

代码示例来源:origin: io.playn/playn-html

@Override
public int glGetUniformLocation(int program, String name) {
 WebGLUniformLocation location = gl.getUniformLocation(programs.get(program), name);
 IntMap<WebGLUniformLocation> progUniforms = uniforms.get(program);
 if (progUniforms == null) {
  progUniforms = IntMap.<WebGLUniformLocation>create();
  uniforms.put(program, progUniforms);
 }
 // FIXME check if uniform already stored.
 int id = progUniforms.add(location);
 return id;
}

代码示例来源:origin: com.badlogicgames.gdx/gdx-backend-gwt

@Override
public int glGetUniformLocation (int program, String name) {
  WebGLUniformLocation location = gl.getUniformLocation(programs.get(program), name);
  if (location == null) return -1;
  IntMap<WebGLUniformLocation> progUniforms = uniforms.get(program);
  if (progUniforms == null) {
    progUniforms = IntMap.create();
    uniforms.put(program, progUniforms);
  }
  // FIXME check if uniform already stored.
  int id = progUniforms.add(location);
  return id;
}

代码示例来源:origin: com.googlecode.playn/playn-webgl

private void drawQuad() {
 // Use the sole shader program.
 gl.useProgram(shaderProgram);
 // Projection matrix.
 WebGLUniformLocation pUniform = gl.getUniformLocation(shaderProgram, "projectionMatrix");
 gl.uniformMatrix4fv(pUniform, false, projectionMatrix);
 // Model View matrix.
 WebGLUniformLocation mvUniform = gl.getUniformLocation(shaderProgram, "modelViewMatrix");
 gl.uniformMatrix4fv(mvUniform, false, modelViewMatrix);
 // Bird texture.
 gl.activeTexture(TEXTURE0);
 gl.uniform1i(gl.getUniformLocation(shaderProgram, "texture"), 0);
 // Vertices (position, texCoord)
 gl.bindBuffer(ARRAY_BUFFER, buffer);
 int vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "vertexPosition");
 gl.vertexAttribPointer(vertexPositionAttribute, 3, FLOAT, false, 0, 0);
 gl.enableVertexAttribArray(vertexPositionAttribute);
 int texCoordAttribute = gl.getAttribLocation(shaderProgram, "texCoord");
 gl.vertexAttribPointer(texCoordAttribute, 2, FLOAT, false, 0, 12 * Float32Array.BYTES_PER_ELEMENT);
 gl.enableVertexAttribArray(texCoordAttribute);
 // Elements.
 gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indexBuffer);
 gl.drawArrays(TRIANGLE_STRIP, 0, 4);
}

代码示例来源:origin: threerings/playn

private void drawQuad() {
 // Use the sole shader program.
 gl.useProgram(shaderProgram);
 // Projection matrix.
 WebGLUniformLocation pUniform = gl.getUniformLocation(shaderProgram, "projectionMatrix");
 gl.uniformMatrix4fv(pUniform, false, projectionMatrix);
 // Model View matrix.
 WebGLUniformLocation mvUniform = gl.getUniformLocation(shaderProgram, "modelViewMatrix");
 gl.uniformMatrix4fv(mvUniform, false, modelViewMatrix);
 // Bird texture.
 gl.activeTexture(TEXTURE0);
 gl.uniform1i(gl.getUniformLocation(shaderProgram, "texture"), 0);
 // Vertices (position, texCoord)
 gl.bindBuffer(ARRAY_BUFFER, buffer);
 int vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "vertexPosition");
 gl.vertexAttribPointer(vertexPositionAttribute, 3, FLOAT, false, 0, 0);
 gl.enableVertexAttribArray(vertexPositionAttribute);
 int texCoordAttribute = gl.getAttribLocation(shaderProgram, "texCoord");
 gl.vertexAttribPointer(texCoordAttribute, 2, FLOAT, false, 0, 12 * Float32Array.BYTES_PER_ELEMENT);
 gl.enableVertexAttribArray(texCoordAttribute);
 // Elements.
 gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indexBuffer);
 gl.drawArrays(TRIANGLE_STRIP, 0, 4);
}

代码示例来源:origin: playn/playn

private void drawQuad() {
 // Use the sole shader program.
 gl.useProgram(shaderProgram);
 // Projection matrix.
 WebGLUniformLocation pUniform = gl.getUniformLocation(shaderProgram, "projectionMatrix");
 gl.uniformMatrix4fv(pUniform, false, projectionMatrix);
 // Model View matrix.
 WebGLUniformLocation mvUniform = gl.getUniformLocation(shaderProgram, "modelViewMatrix");
 gl.uniformMatrix4fv(mvUniform, false, modelViewMatrix);
 // Bird texture.
 gl.activeTexture(TEXTURE0);
 gl.uniform1i(gl.getUniformLocation(shaderProgram, "texture"), 0);
 // Vertices (position, texCoord)
 gl.bindBuffer(ARRAY_BUFFER, buffer);
 int vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "vertexPosition");
 gl.vertexAttribPointer(vertexPositionAttribute, 3, FLOAT, false, 0, 0);
 gl.enableVertexAttribArray(vertexPositionAttribute);
 int texCoordAttribute = gl.getAttribLocation(shaderProgram, "texCoord");
 gl.vertexAttribPointer(texCoordAttribute, 2, FLOAT, false, 0, 12 * Float32Array.BYTES_PER_ELEMENT);
 gl.enableVertexAttribArray(texCoordAttribute);
 // Elements.
 gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indexBuffer);
 gl.drawArrays(TRIANGLE_STRIP, 0, 4);
}

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