init() { const { gl } = this; const frag = this.FRAG.replace(/MARKERCODE/, this.MARKERCODE); this.last_trans = {}; // Keep track of transform // The program this.prog = new Program(gl); this.prog.set_shaders(this.VERT, frag); // Real attributes this.vbo_x = new VertexBuffer(gl); this.prog.set_attribute('a_x', 'float', this.vbo_x); this.vbo_y = new VertexBuffer(gl); this.prog.set_attribute('a_y', 'float', this.vbo_y); this.vbo_s = new VertexBuffer(gl); this.prog.set_attribute('a_size', 'float', this.vbo_s); this.vbo_a = new VertexBuffer(gl); this.prog.set_attribute('a_angle', 'float', this.vbo_a); // VBO's for attributes (they may not be used if value is singleton) this.vbo_linewidth = new VertexBuffer(gl); this.vbo_fg_color = new VertexBuffer(gl); this.vbo_bg_color = new VertexBuffer(gl); return this.index_buffer = new IndexBuffer(gl); }
init(): void { const {gl} = this; this._scale_aspect = 0; // keep track, so we know when we need to update segment data // The program this.prog = new Program(gl); this.prog.set_shaders(this.VERT, this.FRAG); this.index_buffer = new IndexBuffer(gl); // Buffers this.vbo_position = new VertexBuffer(gl); this.vbo_tangents = new VertexBuffer(gl); this.vbo_segment = new VertexBuffer(gl); this.vbo_angles = new VertexBuffer(gl); this.vbo_texcoord = new VertexBuffer(gl); // Dash atlas this.dash_atlas = new DashAtlas(gl); }
protected init(): void { const {gl} = this const vert = vertex_shader const frag = fragment_shader(this._marker_code) // The program this.prog = new Program(gl) this.prog.set_shaders(vert, frag) // Real attributes this.vbo_x = new VertexBuffer(gl) this.prog.set_attribute('a_x', 'float', this.vbo_x) this.vbo_y = new VertexBuffer(gl) this.prog.set_attribute('a_y', 'float', this.vbo_y) this.vbo_s = new VertexBuffer(gl) this.prog.set_attribute('a_size', 'float', this.vbo_s) this.vbo_a = new VertexBuffer(gl) this.prog.set_attribute('a_angle', 'float', this.vbo_a) // VBO's for attributes (they may not be used if value is singleton) this.vbo_linewidth = new VertexBuffer(gl) this.vbo_fg_color = new VertexBuffer(gl) this.vbo_bg_color = new VertexBuffer(gl) this.index_buffer = new IndexBuffer(gl) }