var nineTen = new Float32Array(2); nineTen[0]=9; nineTen[1]=10; deepEquals( [[1,[2,3]], 4, {a:5,b:6}, new Map([['c',7],['d',8]]), nineTen], [[1,[2,3]], 4, {b:6,a:5}, new Map([['d',8],['c',7]]), nineTen] )
var floatarr = new Float32Array(12); var array = Array.prototype.slice.call(floatarr);
// set the resolution var resolutionLocation = gl.getUniformLocation(program, "u_resolution"); gl.uniform2f(resolutionLocation, canvas.width, canvas.height); // setup a rectangle from 10,20 to 80,30 in pixels gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 10, 20, 80, 20, 10, 30, 10, 30, 80, 20, 80, 30]), gl.STATIC_DRAW);
var realCoeffs = new Float32Array([0,0]); var imagCoeffs = new Float32Array([0,1]);
// Get A WebGL context var gl = canvas.getContext("experimental-webgl"); // setup GLSL program vertexShader = createShaderFromScriptElement(gl, "2d-vertex-shader"); fragmentShader = createShaderFromScriptElement(gl, "2d-fragment-shader"); program = createProgram(gl, vertexShader, fragmentShader); gl.useProgram(program); // look up where the vertex data needs to go. var positionLocation = gl.getAttribLocation(program, "a_position"); // Create a buffer and put a single clipspace rectangle in // it (2 triangles) var buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0]), gl.STATIC_DRAW); gl.enableVertexAttribArray(positionLocation); gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); // draw gl.drawArrays(gl.TRIANGLES, 0, 6);
var context = new webkitAudioContext(); var realCoeffs = new Float32Array([0,0]); // No DC offset or cosine fundamental freq var imagCoeffs = new Float32Array([0,1]); // sine of amplitude 1 at fundamental freq (First imaginary coeff is ignored) var wave = context.createPeriodicWave(realCoeffs, imagCoeffs); // will be a simple sine wave
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ 1.0, 1.0, 0.0, 1.0,
var f32 = new Float32Array(4); f32[0] = 0.1, f32[1] = 0.2, f32[2] = 0.3, f32[3] = 0.4; // [0.10000000149011612, 0.20000000298023224, 0.30000001192092896, 0.4000000059604645] var i16 = new Int16Array(f32.buffer); // [-13107, 15820, -13107, 15948, -26214, 16025, -13107, 16076] // and back again new Float32Array(i16.buffer); // [0.10000000149011612, 0.20000000298023224, 0.30000001192092896, 0.4000000059604645]
var vertices = new Float32Array([0.0, 0.0, 0.0]), vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); gl.bindAttribLocation(shaderProgram, 0, 'a_Position'); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(0);
// at init time. var whiteColor = new Float32Array([1, 1, 1, 1]); // at draw time gl.uniform4fv(u_colorLocation, whiteColor); // use white color gl.bindTexture(gl.TEXTURE_2D, someTexture); // and some texture ... draw ...
var i = 0; function allocateArray() { var buffer = new Float32Array(1024*1024*4); if (++i < 1024) { setTimeout(allocateArray, 0); // Post the next call to the run loop } } allocateArray();
function test() { var buf = new Float32Array( 10 ); var array = Array.prototype.slice.call(buf); for (var i = 0; i < 10; i++) { array[i] = i*0.3; } var test = array.slice(2,5); alert("Hello, Coding Ground!" + test[0]); } test();
var c = new OfflineAudioContext(1, 128, 48000) var r = new Float32Array(128) var i = new Float32Array(128) // Set up r/i for a plain cos wave. r[1] = 1; var o = c.createOscillator(); var w = c.createPeriodicWave(r, i); o.setPeriodicWave(w); o.connect(c.destination); o.start(); // The result should be a cos(2*pi*440/48000*k), k = 0, 1,..., 127. var result; c.startRendering().then(function (b) {result = b; });
whiteTex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, whiteTex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Float32Array([255,255,255,255]));
var positions = new Float32Array( [ 439.22070, 1088.16528, 57.26282, . . . 1465.75195, -1791.83447, 57.26282 ] ); var normals = new Float32Array( [ 0.00000, 0.00000, 1.00000, . . . 0.00000, 0.00000, 1.00000 ] ); geometry = new THREE.BufferGeometry(); geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
console.log(Float32Array.length); // => 3, number of arguments var a = new Float32Array(10); // create an instance with 10 indexes console.log(a.length); // => 10, number of indexes
var farr = new Float32Array(2); // two indexes each 4 bytes farr[0] = 26.4; farr[1] = 32.2; var barr = new Int8Array(farr.buffer); // use the buffer of Float32Array view console.log(barr); document.querySelector("div").innerHTML = barr[0]+","+barr[1]+","+barr[2]+","+barr[3]+","+barr[4]+","+barr[5]+","+barr[6]+","+barr[7];
// create array which is specialized for holding 1 float value var floatArray = new Float32Array(1); // set the float value floatArray[0] = 37.5; // use its buffer (4 bytes for 1 float) and pass it to an array // specialized for integers var intArray = new Int32Array(floatArray.buffer); // the integer array will interpret the buffer bytes as an integer, // which seems to be just what you want intArray[0] === 1108738048; //true
var floats32 = new Float32Array(1), floats64 = new Float64Array(1), n = 3.14159; floats32[0] = n; floats64[0] = n; console.log("float", floats32[0]); console.log("double", floats64[0]);
let t01 = new Uint8Array([1, 2, 3, 4]); let t02 = new Int8Array([1, 2, 3, 4]); let t03 = new Uint8Array([1, 2, 3, 4]); let t04 = new Uint8ClampedArray([1, 2, 3, 4]); let t05 = new Int16Array([1, 2, 3, 4]); let t06 = new Uint16Array([1, 2, 3, 4]); let t07 = new Int32Array([1, 2, 3, 4]); let t08 = new Uint32Array([1, 2, 3, 4]); let t09 = new Float32Array([1.5, 2.5, 3.5, 4.5]); let t10 = new Float64Array([1.5, 2.5, 3.5, 4.5]); let arrayBuffer = new ArrayBuffer(16);