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GLC from '../GLCommander';\nimport ModelRenderer from '../Render/ModelRenderer';\nimport ModelType from '../Models/ModelType';\nimport ModelInstance from '../Models/ModelInstance';\nimport Cube from './cube';\nimport Light from '../LightSource';\nimport Material from '../Materials/material';\nimport Camera from '../Camera';\nimport MouseEvent from '../EventHandlers/mouse';\n\nexport default (id) => {\n const canvas = document.querySelector(`#${id}`);\n\n if(!canvas) {\n return;\n }\n\n const gl = canvas.getContext('webgl');\n\n if(!gl) {\n return;\n }\n\n GLC.init(gl);\n MouseEvent.init();\n\n const vertices = Cube.vertices;\n const indices = Cube.indices;\n const normals = [];\n const textureCoords = [];\n\n const modelRender = new ModelRenderer();\n const light = new Light(100, 100, -100, 1.0, 1.0, 1.0, 0.4);\n\n const material = new Material();\n material.addDiffuse(require('../resources/testimage.png'));\n\n const modelType = new ModelType(vertices, indices, normals, textureCoords);\n modelType.addMaterial(material);\n\n modelRender.registerNewModel(modelType, 'cube');\n\n const camera = new Camera();\n\n const instance = new ModelInstance(0, 0, 0, 0, 0.5, 0.5, 0.5);\n modelRender.addInstance(instance, 'cube');\n\n const render = () => {\n GLC.clear(1.0, 1.0, 1.0, 1.0);\n instance.updateRotation(0, 1, 0);\n modelRender.render(light, camera);\n window.requestAnimationFrame(render);\n }\n\n window.requestAnimationFrame(render);\n}\n","C:\\Users\\alex7\\Desktop\\SortVisualizer\\src\\3D\\WebGL\\GLCommander\\index.js",[],"C:\\Users\\alex7\\Desktop\\SortVisualizer\\src\\3D\\WebGL\\Shaders\\ModelShader\\index.js",[],"C:\\Users\\alex7\\Desktop\\SortVisualizer\\src\\3D\\WebGL\\Shaders\\ModelShader\\locations.js",["178"],"export default {\n POSITION: 'position',\n TEXTURE_COORDS: 'textureCoords',\n NORMAL: 'normal',\n TRANSFORMATION_MATRIX: 'transformationMatrix',\n VIEW_MATRIX: 'viewMatrix',\n PROJECTION_MATRIX: 'projectionMatrix',\n LIGHT_POSITION: 'lightPosition',\n LIGHT_COLOR: 'lightColor',\n LIGHT_AMBIENT: 'lightAmbient',\n DIFFUSE_TEXTURE: 'diffuseTexture',\n HAS_DIFFUSE_TEXTURE: 'hasDiffuseTexture',\n\n}","C:\\Users\\alex7\\Desktop\\SortVisualizer\\src\\3D\\WebGL\\Shaders\\ModelShader\\fragment.js",["179"],"import Locations from './locations';\n\nexport default `\n precision mediump float;\n \n varying vec2 pass_textureCoords;\n varying vec3 surfaceNormal;\n varying vec3 lightVector;\n \n uniform sampler2D ${Locations.DIFFUSE_TEXTURE};\n uniform int ${Locations.HAS_DIFFUSE_TEXTURE};\n\n uniform float ${Locations.LIGHT_AMBIENT};\n uniform vec3 ${Locations.LIGHT_COLOR};\n\n vec4 getDiffuseTexture(){\n if(${Locations.HAS_DIFFUSE_TEXTURE} == 1) {\n return texture2D(${Locations.DIFFUSE_TEXTURE},pass_textureCoords);\n }\n return vec4(0.4, 0.4, 0.4, 1.0);\n }\n\n float _nDot() {\n vec3 unitNormal = normalize(surfaceNormal);\n vec3 unitLightVector = normalize(lightVector);\n return dot(unitNormal, unitLightVector);\n }\n\n vec4 diffuseLighting(){\n float brightness = max(_nDot(), ${Locations.LIGHT_AMBIENT});\n return vec4(${Locations.LIGHT_COLOR}.rgb * brightness, 1.0);\n }\n\n void main(void) {\n gl_FragColor = getDiffuseTexture() * diffuseLighting();\n }\n`;","C:\\Users\\alex7\\Desktop\\SortVisualizer\\src\\3D\\WebGL\\Shaders\\ModelShader\\vertex.js",["180"],"import Locations from './locations';\n\nexport default `\n precision mediump float;\n attribute vec3 ${Locations.POSITION};\n attribute vec2 ${Locations.TEXTURE_COORDS};\n attribute vec3 ${Locations.NORMAL};\n\n varying vec3 surfaceNormal;\n varying vec3 lightVector;\n varying vec2 pass_textureCoords;\n\n uniform mat4 ${Locations.TRANSFORMATION_MATRIX};\n uniform mat4 ${Locations.VIEW_MATRIX};\n uniform mat4 ${Locations.PROJECTION_MATRIX};\n uniform vec3 ${Locations.LIGHT_POSITION};\n\n vec4 getWorldPosition() {\n return ${Locations.PROJECTION_MATRIX} * ${Locations.VIEW_MATRIX} * ${Locations.TRANSFORMATION_MATRIX} * vec4(${Locations.POSITION}, 1.0);\n }\n\n vec3 getSurfaceNormal() {\n return (${Locations.PROJECTION_MATRIX} * ${Locations.VIEW_MATRIX} * ${Locations.TRANSFORMATION_MATRIX} * vec4(${Locations.NORMAL}, 0.0)).xyz;\n }\n\n void main(void) {\n vec4 worldPos = getWorldPosition();\n surfaceNormal = getSurfaceNormal();\n lightVector = ${Locations.LIGHT_POSITION} - worldPos.xyz;\n gl_Position = worldPos;\n pass_textureCoords = ${Locations.TEXTURE_COORDS};\n }\n\n`;","C:\\Users\\alex7\\Desktop\\SortVisualizer\\src\\3D\\WebGL\\Models\\ModelType\\index.js",[],"C:\\Users\\alex7\\Desktop\\SortVisualizer\\src\\3D\\WebGL\\Init\\cube.js",["181"],"const vertices = [\n // Front \n -1.0, -1.0, 1.0,\n 1.0, -1.0, 1.0,\n 1.0, 1.0, 1.0,\n -1.0, 1.0, 1.0,\n \n // Back \n -1.0, -1.0, -1.0,\n -1.0, 1.0, -1.0,\n 1.0, 1.0, -1.0,\n 1.0, -1.0, -1.0,\n \n // Top \n -1.0, 1.0, -1.0,\n -1.0, 1.0, 1.0,\n 1.0, 1.0, 1.0,\n 1.0, 1.0, -1.0,\n \n // Bottom \n -1.0, -1.0, -1.0,\n 1.0, -1.0, -1.0,\n 1.0, -1.0, 1.0,\n -1.0, -1.0, 1.0,\n \n // Right \n 1.0, -1.0, -1.0,\n 1.0, 1.0, -1.0,\n 1.0, 1.0, 1.0,\n 1.0, -1.0, 1.0,\n \n // Left \n -1.0, -1.0, -1.0,\n -1.0, -1.0, 1.0,\n -1.0, 1.0, 1.0,\n -1.0, 1.0, -1.0,\n ];\n\n const indices = [\n 0, 1, 2, 0, 2, 3, // Front\n 4, 5, 6, 4, 6, 7, // Back\n 8, 9, 10, 8, 10, 11, // Top\n 12, 13, 14, 12, 14, 15, // Bottom\n 16, 17, 18, 16, 18, 19, // Right\n 20, 21, 22, 20, 22, 23, // Left\n ];\n\n const normals = [\n // Front\n 0.0, 0.0, 1.0,\n 0.0, 0.0, 1.0,\n 0.0, 0.0, 1.0,\n 0.0, 0.0, 1.0,\n\n // Back\n 0.0, 0.0, -1.0,\n 0.0, 0.0, -1.0,\n 0.0, 0.0, -1.0,\n 0.0, 0.0, -1.0,\n\n // Top\n 0.0, 1.0, 0.0,\n 0.0, 1.0, 0.0,\n 0.0, 1.0, 0.0,\n 0.0, 1.0, 0.0,\n\n // Bottom\n 0.0, -1.0, 0.0,\n 0.0, -1.0, 0.0,\n 0.0, -1.0, 0.0,\n 0.0, -1.0, 0.0,\n\n // Right\n 1.0, 0.0, 0.0,\n 1.0, 0.0, 0.0,\n 1.0, 0.0, 0.0,\n 1.0, 0.0, 0.0,\n\n // Left\n -1.0, 0.0, 0.0,\n -1.0, 0.0, 0.0,\n -1.0, 0.0, 0.0,\n -1.0, 0.0, 0.0\n ];\n\n const textureCoords = [\n // Front\n 0.0, 0.0,\n 1.0, 0.0,\n 1.0, 1.0,\n 0.0, 1.0,\n // Back\n 0.0, 0.0,\n 1.0, 0.0,\n 1.0, 1.0,\n 0.0, 1.0,\n // Top\n 0.0, 0.0,\n 1.0, 0.0,\n 1.0, 1.0,\n 0.0, 1.0,\n // Bottom\n 0.0, 0.0,\n 1.0, 0.0,\n 1.0, 1.0,\n 0.0, 1.0,\n // Right\n 0.0, 0.0,\n 1.0, 0.0,\n 1.0, 1.0,\n 0.0, 1.0,\n // Left\n 0.0, 0.0,\n 1.0, 0.0,\n 1.0, 1.0,\n 0.0, 1.0,\n ];\n\n export default {\n vertices,\n indices,\n normals,\n textureCoords\n 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is defined but never used.","Identifier","unusedVar","no-useless-escape","Unnecessary escape character: \\/.","Literal","unnecessaryEscape",["212","213"],"import/no-anonymous-default-export","Assign arrow function to a variable before exporting as module default","ExportDefaultDeclaration","Assign object to a variable before exporting as module default","Assign literal to a variable before exporting as module default","no-sequences","Unexpected use of comma operator.","SequenceExpression","unexpectedCommaExpression","'t' is assigned a value but never used.","no-global-assign","no-unsafe-negation",{"messageId":"214","fix":"215","desc":"216"},{"messageId":"217","fix":"218","desc":"219"},"removeEscape",{"range":"220","text":"221"},"Remove the `\\`. This maintains the current functionality.","escapeBackslash",{"range":"222","text":"223"},"Replace the `\\` with `\\\\` to include the actual backslash character.",[84,85],"",[84,84],"\\"]