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protected onInitialize(context: Context, callback: Invalidate,
/* mouseEventProvider: MouseEventProvider, */
/* keyEventProvider: KeyEventProvider, */
/* touchEventProvider: TouchEventProvider */): boolean {
/* Create framebuffers, textures, and render buffers. */
this._defaultFBO = new DefaultFramebuffer(this._context, 'DefaultFBO');
this._defaultFBO.initialize();
this._defaultFBO.bind();
/* Create and configure test navigation. */
this._camera = new Camera();
/* Create and configure label pass. */
this._labelPass = new LabelRenderPass(context);
this._labelPass.initialize();
this._labelPass.camera = this._camera;
this._labelPass.target = this._defaultFBO;
this._labelPass.depthMask = true;
FontFace.fromFile('./data/opensans2048p160d16.fnt', context)
protected onInitialize(context: Context, callback: Invalidate,
/* mouseEventProvider: MouseEventProvider, */
/* keyEventProvider: KeyEventProvider, */
/* touchEventProvider: TouchEventProvider */): boolean {
/* Create framebuffers, textures, and render buffers. */
this._defaultFBO = new DefaultFramebuffer(this._context, 'DefaultFBO');
this._defaultFBO.initialize();
/* Create and configure test navigation. */
this._camera = new Camera();
/* Create and configure label pass. */
this._labelPass = new LabelRenderPass(context);
this._labelPass.initialize();
this._labelPass.camera = this._camera;
this._labelPass.target = this._defaultFBO;
this._labelPass.depthMask = false;
FontFace.fromFile('./data/opensans2048p160d16.fnt', context)
.then((fontFace) => {
protected onInitialize(context: Context, callback: Invalidate, mouseEventProvider: MouseEventProvider,
/* keyEventProvider: KeyEventProvider, */
/* touchEventProvider: TouchEventProvider */): boolean {
/* Create framebuffers, textures, and render buffers. */
this._defaultFBO = new DefaultFramebuffer(this._context, 'DefaultFBO');
this._defaultFBO.initialize();
/* Create and configure test navigation. */
this._camera = new Camera();
this._camera.eye = vec3.fromValues(0.0, 0.0, 1.0);
this._camera.center = vec3.fromValues(0.0, 0.0, 0.0);
this._camera.up = vec3.fromValues(0.0, 1.0, 0.0);
this._camera.near = 0.1;
this._camera.far = 4.0;
this._navigation = new Navigation(callback, mouseEventProvider);
this._navigation.camera = this._camera;
/* Create and configure label pass. */
protected onInitialize(context: Context, callback: Invalidate,
mouseEventProvider: MouseEventProvider,
/* keyEventProvider: KeyEventProvider, */
/* touchEventProvider: TouchEventProvider */): boolean {
const gl = this._context.gl;
this._framebuffer = new DefaultFramebuffer(this._context, 'DefaultFBO');
this._framebuffer.initialize();
/* Create mesh rendering program. */
const vert = new Shader(this._context, gl.VERTEX_SHADER, 'mesh.vert');
vert.initialize(require('./data/mesh.vert'));
const frag = new Shader(this._context, gl.FRAGMENT_SHADER, 'mesh.frag');
frag.initialize(require('./data/mesh.frag'));
this._program = new Program(this._context, 'MeshProgram');
this._program.initialize([vert, frag], false);
this._aMeshVertex = this._program.attribute('a_vertex', 0);
this._aMeshTexCoord = this._program.attribute('a_texCoord', 1);
this._program.link();
this._uViewProjection = this._program.uniform('u_viewProjection');
protected onInitialize(context: Context, callback: Invalidate,
mouseEventProvider: MouseEventProvider,
/* keyEventProvider: KeyEventProvider, */
/* touchEventProvider: TouchEventProvider */): boolean {
context.enable(['ANGLE_instanced_arrays', 'OES_standard_derivatives',
'WEBGL_color_buffer_float', 'OES_texture_float', 'OES_texture_float_linear']);
this._defaultFBO = new DefaultFramebuffer(context, 'DefaultFBO');
this._defaultFBO.initialize();
this._defaultFBO.bind();
const gl = context.gl as WebGLRenderingContext;
const gl2facade = this._context.gl2facade;
this._cuboids = new Array(4);
for (let i = 0; i < this._cuboids.length; ++i) {
this._cuboids[i] = new CuboidGeometry(context, 'cube', true, [0.25, 0.5 + 0.5 * i, 2.0]);
this._cuboids[i].initialize();
}
this._plane = new PlaneGeometry(context, 'plane');
this._plane.initialize();
this._plane.scale = vec2.fromValues(100, 100);
protected onInitialize(context: Context, callback: Invalidate,
/* mouseEventProvider: MouseEventProvider, */
/* keyEventProvider: KeyEventProvider, */
/* touchEventProvider: TouchEventProvider */): boolean {
/* Create framebuffers, textures, and render buffers. */
this._defaultFBO = new DefaultFramebuffer(this._context, 'DefaultFBO');
this._defaultFBO.initialize();
/* Create and configure test navigation. */
this._camera = new Camera();
/* Create and configure label pass. */
this._labelPass = new LabelRenderPass(context);
this._labelPass.initialize();
this._labelPass.camera = this._camera;
this._labelPass.target = this._defaultFBO;
this._labelPass.depthMask = false;
FontFace.fromFile('./data/opensans2048p160d16.fnt', context)
.then((fontFace) => {
protected onInitialize(context: Context,
callback: Invalidate,
mouseEventProvider: MouseEventProvider | undefined): boolean {
if (mouseEventProvider === undefined) {
auxiliaries.log(auxiliaries.LogLevel.Error, 'MouseEventProvider was not supplied.');
return false;
}
this._defaultFBO = new DefaultFramebuffer(this._context, 'DefaultFBO');
this._defaultFBO.initialize();
this._defaultFBO.bind();
const gl = this._context.gl;
this._ndcTriangle = new NdcFillingTriangle(this._context, 'NdcFillingTriangle');
this._ndcTriangle.initialize();
this.fetchTextures();
// Initialize program and uniforms
const vert = new Shader(this._context, gl.VERTEX_SHADER, 'ndcvertices');
vert.initialize(require('./data/env-projections.vert'));
const frag = new Shader(this._context, gl.FRAGMENT_SHADER, 'env-projections');
frag.initialize(require('./data/env-projections.frag'));
protected onInitialize(context: Context, callback: Invalidate,
/* mouseEventProvider: MouseEventProvider, */
/* keyEventProvider: KeyEventProvider, */
/* touchEventProvider: TouchEventProvider */): boolean {
/* Create framebuffers, textures, and render buffers. */
this._defaultFBO = new DefaultFramebuffer(this._context, 'DefaultFBO');
this._defaultFBO.initialize();
this._defaultFBO.bind();
/* Create and configure canvas-size test pattern pass. */
const gl = this._context.gl;
this._ndcTriangle = new NdcFillingTriangle(this._context, 'NdcFillingTriangle');
this._ndcTriangle.initialize();
const vert = new Shader(this._context, gl.VERTEX_SHADER, 'ndcvertices (in-line)');
vert.initialize(CanvasSizeRenderer.SHADER_SOURCE_VERT);
const frag = new Shader(this._context, gl.FRAGMENT_SHADER, 'pattern (in-line)');
frag.initialize(CanvasSizeRenderer.SHADER_SOURCE_FRAG);
this._program = new Program(this._context, 'CanvasSizeProgram');
protected onInitialize(context: Context, callback: Invalidate,
mouseEventProvider: MouseEventProvider,
/* keyEventProvider: KeyEventProvider, */
/* touchEventProvider: TouchEventProvider */): boolean {
this._defaultFBO = new DefaultFramebuffer(context, 'DefaultFBO');
this._defaultFBO.initialize();
this._defaultFBO.bind();
const gl = context.gl;
this._cuboid = new CuboidGeometry(context, 'Cuboid', true, [2.0, 2.0, 2.0]);
this._cuboid.initialize();
const vert = new Shader(context, gl.VERTEX_SHADER, 'mesh.vert');
vert.initialize(require('./data/mesh.vert'));
const frag = new Shader(context, gl.FRAGMENT_SHADER, 'mesh.frag');
frag.initialize(require('./data/mesh.frag'));
this._colorsImage.data(this.encodeFloatArray(colors));
}
this._verticesImage.wrap(gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE);
this._verticesImage.filter(gl.NEAREST, gl.NEAREST);
this._indicesImage.wrap(gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE);
this._indicesImage.filter(gl.NEAREST, gl.NEAREST);
this._colorsImage.wrap(gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE);
this._colorsImage.filter(gl.NEAREST, gl.NEAREST);
}
this._uNdcOffset = this._program.uniform('u_ndcOffset');
this._defaultFBO = new DefaultFramebuffer(this._context, 'DefaultFBO');
this._defaultFBO.initialize();
this._colorRenderTexture = new Texture2D(this._context, 'ColorRenderTexture');
this._depthRenderbuffer = new Renderbuffer(this._context, 'DepthRenderbuffer');
this._intermediateFBO = new Framebuffer(this._context, 'IntermediateFBO');
this._accumulate = new AccumulatePass(this._context);
this._accumulate.initialize(this._ndcTriangle);
this._accumulate.precision = this._framePrecision;
this._accumulate.texture = this._colorRenderTexture;
this._blit = new BlitPass(this._context);
this._blit.initialize(this._ndcTriangle);
this._blit.readBuffer = gl2facade.COLOR_ATTACHMENT0;
this._blit.drawBuffer = gl.BACK;
this._blit.target = this._defaultFBO;