Hierarchy

  • ChunkFormat

Implemented by

Properties

beginDrawing: ((gl: GL, shader: ShaderProgram) => void)

Type declaration

    • (gl: GL, shader: ShaderProgram): void
    • Called once per RenderLayer when starting to draw chunks, on the ChunkFormat of the first source. This is not called before each source is drawn.

      Parameters

      Returns void

beginSource: ((gl: GL, shader: ShaderProgram) => void)

Type declaration

bindChunk: ((gl: GL, shader: ShaderProgram, chunk: SliceViewChunk, fixedChunkPosition: Uint32Array, displayChunkDimensions: readonly number[], channelDimensions: readonly number[], newSource: boolean) => void)

Type declaration

    • (gl: GL, shader: ShaderProgram, chunk: SliceViewChunk, fixedChunkPosition: Uint32Array, displayChunkDimensions: readonly number[], channelDimensions: readonly number[], newSource: boolean): void
    • Called just before drawing each chunk, on the ChunkFormat .

      Parameters

      • gl: GL
      • shader: ShaderProgram
      • chunk: SliceViewChunk
      • fixedChunkPosition: Uint32Array
      • displayChunkDimensions: readonly number[]
      • channelDimensions: readonly number[]
      • newSource: boolean

      Returns void

dataType: DataType
defineShader: ((builder: ShaderBuilder, numChannelDimensions: number) => void)

Type declaration

    • (builder: ShaderBuilder, numChannelDimensions: number): void
    • Called on the ChunkFormat of the first source of a RenderLayer.

      This should define a fragment shader function:

      value_type getDataValueAt(ivec3 position, int channelIndex...);

      where value_type is getShaderType(this.dataType).

      Parameters

      Returns void

endDrawing: ((gl: GL, shader: ShaderProgram) => void)

Type declaration

    • (gl: GL, shader: ShaderProgram): void
    • Called once after all chunks have been drawn, on the ChunkFormat of the first source.

      Parameters

      Returns void

shaderKey: string

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