How to use the @awayjs/stage.Stage.registerAbstraction function in @awayjs/stage

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github awayjs / awayjs-full / lib / view.ts View on Github external
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);

//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);
github awayjs / awayjs-full / lib / view.ts View on Github external
//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);

//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);
github awayjs / awayjs-full / lib / view.ts View on Github external
//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);

//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);
github awayjs / awayjs-full / lib / view.ts View on Github external
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);

//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
github awayjs / awayjs-full / lib / view.ts View on Github external
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);

//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);
github awayjs / awayjs-full / lib / view.ts View on Github external
//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);

//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);
github awayjs / awayjs-full / lib / view.ts View on Github external
//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);

//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);
github awayjs / awayjs-full / lib / view.ts View on Github external
import {Skybox, DisplayObjectContainer, Scene, Billboard, LineSegment, Camera, DirectionalLight, Sprite, MovieClip, TextField, LightProbe, PointLight} from "@awayjs/scene";

import {GL_SkyboxMaterial, GL_BillboardRenderable, GL_LineSegmentRenderable, GL_SkyboxRenderable, GL_LineElements, DefaultMaterialGroup} from "@awayjs/renderer";

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);
github awayjs / awayjs-full / lib / view.ts View on Github external
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);

//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
github awayjs / awayjs-full / lib / view.ts View on Github external
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);

//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);