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base.Stage.registerAbstraction(GL_Sampler2D, image.Sampler2D);
base.Stage.registerAbstraction(GL_SamplerCube, image.SamplerCube);
SurfacePool.registerAbstraction(GL_BasicMaterialSurface, materials.BasicMaterial);
SurfacePool.registerAbstraction(GL_MethodMaterialSurface, materials.MethodMaterial);
SurfacePool.registerAbstraction(GL_SkyboxSurface, display.Skybox);
Stage.registerAbstraction(GL_LineElements, graphics.LineElements);
Stage.registerAbstraction(GL_TriangleElements, graphics.TriangleElements);
ShaderBase.registerAbstraction(GL_Single2DTexture, textures.Single2DTexture);
ShaderBase.registerAbstraction(GL_SingleCubeTexture, textures.SingleCubeTexture);
RendererBase.registerAbstraction(GL_BillboardRenderable, display.Billboard);
RendererBase.registerAbstraction(GL_LineSegmentRenderable, display.LineSegment);
RendererBase.registerAbstraction(GL_GraphicRenderable, graphics.Graphic);
RendererBase.registerAbstraction(GL_SkyboxRenderable, display.Skybox);
export * from "./lib/adapters";
export * from "./lib/animators";
export * from "./lib/attributes";
export * from "./lib/base";
export * from "./lib/bounds";
export * from "./lib/controllers";
export * from "./lib/display";
export * from "./lib/draw";
export * from "./lib/errors";
export * from "./lib/events";
export * from "./lib/filters";
export * from "./lib/geom";
export * from "./lib/graphics";
export * from "./lib/image";
base.Stage.registerAbstraction(GL_BitmapImageCube, image.BitmapImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D, image.SpecularImage2D);
base.Stage.registerAbstraction(GL_Sampler2D, image.Sampler2D);
base.Stage.registerAbstraction(GL_SamplerCube, image.SamplerCube);
SurfacePool.registerAbstraction(GL_BasicMaterialSurface, materials.BasicMaterial);
SurfacePool.registerAbstraction(GL_MethodMaterialSurface, materials.MethodMaterial);
SurfacePool.registerAbstraction(GL_SkyboxSurface, display.Skybox);
Stage.registerAbstraction(GL_LineElements, graphics.LineElements);
Stage.registerAbstraction(GL_TriangleElements, graphics.TriangleElements);
ShaderBase.registerAbstraction(GL_Single2DTexture, textures.Single2DTexture);
ShaderBase.registerAbstraction(GL_SingleCubeTexture, textures.SingleCubeTexture);
RendererBase.registerAbstraction(GL_BillboardRenderable, display.Billboard);
RendererBase.registerAbstraction(GL_LineSegmentRenderable, display.LineSegment);
RendererBase.registerAbstraction(GL_GraphicRenderable, graphics.Graphic);
RendererBase.registerAbstraction(GL_SkyboxRenderable, display.Skybox);
export * from "./lib/adapters";
export * from "./lib/animators";
export * from "./lib/attributes";
export * from "./lib/base";
export * from "./lib/bounds";
export * from "./lib/controllers";
export * from "./lib/display";
export * from "./lib/draw";
export * from "./lib/errors";
export * from "./lib/events";
export * from "./lib/filters";
export * from "./lib/geom";
base.Stage.registerAbstraction(GL_SamplerCube, image.SamplerCube);
SurfacePool.registerAbstraction(GL_BasicMaterialSurface, materials.BasicMaterial);
SurfacePool.registerAbstraction(GL_MethodMaterialSurface, materials.MethodMaterial);
SurfacePool.registerAbstraction(GL_SkyboxSurface, display.Skybox);
Stage.registerAbstraction(GL_LineElements, graphics.LineElements);
Stage.registerAbstraction(GL_TriangleElements, graphics.TriangleElements);
ShaderBase.registerAbstraction(GL_Single2DTexture, textures.Single2DTexture);
ShaderBase.registerAbstraction(GL_SingleCubeTexture, textures.SingleCubeTexture);
RendererBase.registerAbstraction(GL_BillboardRenderable, display.Billboard);
RendererBase.registerAbstraction(GL_LineSegmentRenderable, display.LineSegment);
RendererBase.registerAbstraction(GL_GraphicRenderable, graphics.Graphic);
RendererBase.registerAbstraction(GL_SkyboxRenderable, display.Skybox);
export * from "./lib/adapters";
export * from "./lib/animators";
export * from "./lib/attributes";
export * from "./lib/base";
export * from "./lib/bounds";
export * from "./lib/controllers";
export * from "./lib/display";
export * from "./lib/draw";
export * from "./lib/errors";
export * from "./lib/events";
export * from "./lib/filters";
export * from "./lib/geom";
export * from "./lib/graphics";
export * from "./lib/image";
export * from "./lib/library";
base.Stage.registerAbstraction(GL_BitmapImage2D, image.SpecularImage2D);
base.Stage.registerAbstraction(GL_Sampler2D, image.Sampler2D);
base.Stage.registerAbstraction(GL_SamplerCube, image.SamplerCube);
SurfacePool.registerAbstraction(GL_BasicMaterialSurface, materials.BasicMaterial);
SurfacePool.registerAbstraction(GL_MethodMaterialSurface, materials.MethodMaterial);
SurfacePool.registerAbstraction(GL_SkyboxSurface, display.Skybox);
Stage.registerAbstraction(GL_LineElements, graphics.LineElements);
Stage.registerAbstraction(GL_TriangleElements, graphics.TriangleElements);
ShaderBase.registerAbstraction(GL_Single2DTexture, textures.Single2DTexture);
ShaderBase.registerAbstraction(GL_SingleCubeTexture, textures.SingleCubeTexture);
RendererBase.registerAbstraction(GL_BillboardRenderable, display.Billboard);
RendererBase.registerAbstraction(GL_LineSegmentRenderable, display.LineSegment);
RendererBase.registerAbstraction(GL_GraphicRenderable, graphics.Graphic);
RendererBase.registerAbstraction(GL_SkyboxRenderable, display.Skybox);
export * from "./lib/adapters";
export * from "./lib/animators";
export * from "./lib/attributes";
export * from "./lib/base";
export * from "./lib/bounds";
export * from "./lib/controllers";
export * from "./lib/display";
export * from "./lib/draw";
export * from "./lib/errors";
export * from "./lib/events";
export * from "./lib/filters";
export * from "./lib/geom";
export * from "./lib/graphics";
import {MethodMaterial, GL_MethodMaterial} from "@awayjs/materials";
import {PartitionBase, CameraNode, EntityNode, SkyboxNode} from "@awayjs/view";
//enable parsers
Loader.enableParser(WaveAudioParser);
Loader.enableParser(Image2DParser);
Loader.enableParser(ImageCubeParser);
Loader.enableParser(TextureAtlasParser);
//register core attributes
Stage.registerAbstraction(GL_AttributesBuffer, AttributesBuffer);
//register scene entities
DefaultMaterialGroup.registerAbstraction(GL_SkyboxMaterial, Skybox);
RenderablePool.registerAbstraction(GL_BillboardRenderable, Billboard);
RenderablePool.registerAbstraction(GL_LineSegmentRenderable, LineSegment);
RenderablePool.registerAbstraction(GL_ShapeRenderable, Shape);
RenderablePool.registerAbstraction(GL_SkyboxRenderable, Skybox);
//register graphics images
Stage.registerAbstraction(GL_RenderImage2D, Image2D);
Stage.registerAbstraction(GL_RenderImageCube, ImageCube);
Stage.registerAbstraction(GL_BitmapImage2D, BitmapImage2D);
Stage.registerAbstraction(GL_ExternalImage2D, ExternalImage2D);
Stage.registerAbstraction(GL_BitmapImageCube, BitmapImageCube);
Stage.registerAbstraction(GL_BitmapImage2D, SpecularImage2D);
Stage.registerAbstraction(GL_Sampler2D, Sampler2D);
Stage.registerAbstraction(GL_SamplerCube, SamplerCube);
Stage.registerAbstraction(GL_ExternalImage2D, ExternalImage2D);
Stage.registerAbstraction(GL_BitmapImageCube, BitmapImageCube);
Stage.registerAbstraction(GL_BitmapImage2D, SpecularImage2D);
Stage.registerAbstraction(GL_Sampler2D, Sampler2D);
Stage.registerAbstraction(GL_SamplerCube, SamplerCube);
//register graphics elements
Stage.registerAbstraction(GL_LineElements, LineElements);
Stage.registerAbstraction(GL_TriangleElements, TriangleElements);
//register graphics textures
ShaderBase.registerAbstraction(GL_Single2DTexture, Single2DTexture);
ShaderBase.registerAbstraction(GL_SingleCubeTexture, SingleCubeTexture);
//register graphics materials
DefaultMaterialGroup.registerAbstraction(GL_BasicMaterial, BasicMaterial);
//regiater material materials
DefaultMaterialGroup.registerAbstraction(GL_MethodMaterial, MethodMaterial);
//register view nodes
PartitionBase.registerAbstraction(CameraNode, Camera);
PartitionBase.registerAbstraction(EntityNode, DirectionalLight);
PartitionBase.registerAbstraction(EntityNode, Sprite);
PartitionBase.registerAbstraction(EntityNode, DisplayObjectContainer);
PartitionBase.registerAbstraction(EntityNode, Scene);
PartitionBase.registerAbstraction(EntityNode, MovieClip);
PartitionBase.registerAbstraction(EntityNode, Billboard);
PartitionBase.registerAbstraction(EntityNode, LineSegment);
PartitionBase.registerAbstraction(EntityNode, TextField);
PartitionBase.registerAbstraction(EntityNode, LightProbe);
PartitionBase.registerAbstraction(EntityNode, PointLight);
Stage.registerAbstraction(GL_Sampler2D, Sampler2D);
Stage.registerAbstraction(GL_SamplerCube, SamplerCube);
//register graphics elements
Stage.registerAbstraction(GL_LineElements, LineElements);
Stage.registerAbstraction(GL_TriangleElements, TriangleElements);
//register graphics textures
ShaderBase.registerAbstraction(GL_Single2DTexture, Single2DTexture);
ShaderBase.registerAbstraction(GL_SingleCubeTexture, SingleCubeTexture);
//register graphics materials
DefaultMaterialGroup.registerAbstraction(GL_BasicMaterial, BasicMaterial);
//regiater material materials
DefaultMaterialGroup.registerAbstraction(GL_MethodMaterial, MethodMaterial);
//register view nodes
PartitionBase.registerAbstraction(CameraNode, Camera);
PartitionBase.registerAbstraction(EntityNode, DirectionalLight);
PartitionBase.registerAbstraction(EntityNode, Sprite);
PartitionBase.registerAbstraction(EntityNode, DisplayObjectContainer);
PartitionBase.registerAbstraction(EntityNode, Scene);
PartitionBase.registerAbstraction(EntityNode, MovieClip);
PartitionBase.registerAbstraction(EntityNode, Billboard);
PartitionBase.registerAbstraction(EntityNode, LineSegment);
PartitionBase.registerAbstraction(EntityNode, TextField);
PartitionBase.registerAbstraction(EntityNode, LightProbe);
PartitionBase.registerAbstraction(EntityNode, PointLight);
PartitionBase.registerAbstraction(SkyboxNode, Skybox);
partition.PartitionBase.registerAbstraction(partition.PointLightNode, display.PointLight);
partition.PartitionBase.registerAbstraction(partition.DirectionalLightNode, display.DirectionalLight);
partition.PartitionBase.registerAbstraction(partition.SkyboxNode, display.Skybox);
base.Stage.registerAbstraction(GL_AttributesBuffer, attributes.AttributesBuffer);
base.Stage.registerAbstraction(GL_RenderImage2D, image.Image2D);
base.Stage.registerAbstraction(GL_RenderImageCube, image.ImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D, image.BitmapImage2D);
base.Stage.registerAbstraction(GL_BitmapImageCube, image.BitmapImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D, image.SpecularImage2D);
base.Stage.registerAbstraction(GL_Sampler2D, image.Sampler2D);
base.Stage.registerAbstraction(GL_SamplerCube, image.SamplerCube);
SurfacePool.registerAbstraction(GL_BasicMaterialSurface, materials.BasicMaterial);
SurfacePool.registerAbstraction(GL_MethodMaterialSurface, materials.MethodMaterial);
SurfacePool.registerAbstraction(GL_SkyboxSurface, display.Skybox);
Stage.registerAbstraction(GL_LineElements, graphics.LineElements);
Stage.registerAbstraction(GL_TriangleElements, graphics.TriangleElements);
ShaderBase.registerAbstraction(GL_Single2DTexture, textures.Single2DTexture);
ShaderBase.registerAbstraction(GL_SingleCubeTexture, textures.SingleCubeTexture);
RendererBase.registerAbstraction(GL_BillboardRenderable, display.Billboard);
RendererBase.registerAbstraction(GL_LineSegmentRenderable, display.LineSegment);
RendererBase.registerAbstraction(GL_GraphicRenderable, graphics.Graphic);
RendererBase.registerAbstraction(GL_SkyboxRenderable, display.Skybox);
export * from "./lib/adapters";
export * from "./lib/animators";
export * from "./lib/attributes";
export * from "./lib/base";
partition.PartitionBase.registerAbstraction(partition.LightProbeNode, display.LightProbe);
partition.PartitionBase.registerAbstraction(partition.PointLightNode, display.PointLight);
partition.PartitionBase.registerAbstraction(partition.DirectionalLightNode, display.DirectionalLight);
partition.PartitionBase.registerAbstraction(partition.SkyboxNode, display.Skybox);
base.Stage.registerAbstraction(GL_AttributesBuffer, attributes.AttributesBuffer);
base.Stage.registerAbstraction(GL_RenderImage2D, image.Image2D);
base.Stage.registerAbstraction(GL_RenderImageCube, image.ImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D, image.BitmapImage2D);
base.Stage.registerAbstraction(GL_BitmapImageCube, image.BitmapImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D, image.SpecularImage2D);
base.Stage.registerAbstraction(GL_Sampler2D, image.Sampler2D);
base.Stage.registerAbstraction(GL_SamplerCube, image.SamplerCube);
SurfacePool.registerAbstraction(GL_BasicMaterialSurface, materials.BasicMaterial);
SurfacePool.registerAbstraction(GL_MethodMaterialSurface, materials.MethodMaterial);
SurfacePool.registerAbstraction(GL_SkyboxSurface, display.Skybox);
Stage.registerAbstraction(GL_LineElements, graphics.LineElements);
Stage.registerAbstraction(GL_TriangleElements, graphics.TriangleElements);
ShaderBase.registerAbstraction(GL_Single2DTexture, textures.Single2DTexture);
ShaderBase.registerAbstraction(GL_SingleCubeTexture, textures.SingleCubeTexture);
RendererBase.registerAbstraction(GL_BillboardRenderable, display.Billboard);
RendererBase.registerAbstraction(GL_LineSegmentRenderable, display.LineSegment);
RendererBase.registerAbstraction(GL_GraphicRenderable, graphics.Graphic);
RendererBase.registerAbstraction(GL_SkyboxRenderable, display.Skybox);
export * from "./lib/adapters";
export * from "./lib/animators";
export * from "./lib/attributes";
partition.PartitionBase.registerAbstraction(partition.EntityNode, display.TextFieldMultiRender);
partition.PartitionBase.registerAbstraction(partition.LightProbeNode, display.LightProbe);
partition.PartitionBase.registerAbstraction(partition.PointLightNode, display.PointLight);
partition.PartitionBase.registerAbstraction(partition.DirectionalLightNode, display.DirectionalLight);
partition.PartitionBase.registerAbstraction(partition.SkyboxNode, display.Skybox);
base.Stage.registerAbstraction(GL_AttributesBuffer, attributes.AttributesBuffer);
base.Stage.registerAbstraction(GL_RenderImage2D, image.Image2D);
base.Stage.registerAbstraction(GL_RenderImageCube, image.ImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D, image.BitmapImage2D);
base.Stage.registerAbstraction(GL_BitmapImageCube, image.BitmapImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D, image.SpecularImage2D);
base.Stage.registerAbstraction(GL_Sampler2D, image.Sampler2D);
base.Stage.registerAbstraction(GL_SamplerCube, image.SamplerCube);
SurfacePool.registerAbstraction(GL_BasicMaterialSurface, materials.BasicMaterial);
SurfacePool.registerAbstraction(GL_MethodMaterialSurface, materials.MethodMaterial);
SurfacePool.registerAbstraction(GL_SkyboxSurface, display.Skybox);
Stage.registerAbstraction(GL_LineElements, graphics.LineElements);
Stage.registerAbstraction(GL_TriangleElements, graphics.TriangleElements);
ShaderBase.registerAbstraction(GL_Single2DTexture, textures.Single2DTexture);
ShaderBase.registerAbstraction(GL_SingleCubeTexture, textures.SingleCubeTexture);
RendererBase.registerAbstraction(GL_BillboardRenderable, display.Billboard);
RendererBase.registerAbstraction(GL_LineSegmentRenderable, display.LineSegment);
RendererBase.registerAbstraction(GL_GraphicRenderable, graphics.Graphic);
RendererBase.registerAbstraction(GL_SkyboxRenderable, display.Skybox);
export * from "./lib/adapters";
export * from "./lib/animators";