@downpourdigital/boxes
v0.8.0
Published
Babbies first WebGL library
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64
Readme
🎁📦📬 boxes
boxes is a tiny WebGL library built with gl-matrix
and TypeScript. It only provides the most basic utilities and is very much WORK IN PROGRESS right now.
Installation
yarn add @downpourdigital/boxes
npm i --save @downpourdigital/boxes
Usage
import {
Renderer,
Material,
BufferGeometry,
InstancedAttribute,
Renderable,
ImageTexture,
Scene,
TransformNode,
UniformProvider,
OrthoCamera,
PerspectiveCamera,
PostFxPipeline,
ShaderPass,
Framebuffer,
HitRegionSphere,
HitRegionPolygon,
vec2, vec3, vec4,
mat2, mat3,
float, int,
enums,
} from '@downpourdigital/boxes';
There'll be better documentation at some point, once the API is stable and some tests are implemented.
Renderer
import { Renderer } from '@downpourdigital/boxes';
const renderer = new Renderer({
canvas: document.querySelector( '#webgl canvas' ),
width: 800,
height: 600,
clearColor: [0, 0, 0, 1],
autoClear: true,
});
renderer.render( scene: Scene, frameBuffer?: Framebuffer );
renderer.renderDirect( geometry: BufferGeometry, material: Material, frameBuffer?: Framebuffer );
renderer.clear();
renderer.clearColorBuffer();
renderer.clearDepthBuffer();
renderer.clearStencilBuffer();
Material
import { Material, vec4, float, ImageTexture } from '@downpourdigital/boxes';
const material = new Material({
vertexShader: '...',
fragmentShader: '...',
uniforms: {
u_vYourUniform: vec4.fromValues( .5, 0, 1, 1 ),
u_vYourTexture: new ImageTexture(...), // or Framebuffer
}
});
// (re)initializes an uniform
material.setUniform( 'u_vAnotherUniform', vec4.create() );
material.setUniforms({
u_vAnotherUniform: vec4.create(),
});
//updates an existing uniform
material.updateUniform( 'u_vYourUniform', ( value ) => vec4.set( value, 1, 2, 3, 4 ) );
material.updateUniforms({
u_vYourUniform: ( value ) => vec4.set( value, 1, 2, 3, 4 ),
})
// floats and ints are specified by a TypedArray
material.setUniform( 'u_fFloat', float.fromValue( 0 ) );
// or
material.setUniform( 'u_fFloat', new Float32Array( 1 ) );
material.updateUniform( 'u_fFloat', v => float.set( v, 1 ) );
BufferGeometry
import { BufferGeometry, enums } from '@downpourdigital/boxes';
const geometry = new BufferGeometry({
verts: [
-.5, .5, 0,
-.5, -.5, 0,
.5, -.5, 0,
.5, .5, 0,
],
mode: enums.TRIANGLE_FAN,
attributes: {
a_vUv: [
0, 0,
0, 1,
1, 1,
1, 0,
],
},
vertexName: 'a_vPosition', // attribute name for data contained in 'verts'
indices: [], // indices for indexed geometries
stride: 3, // number of components in each vertex
});
BufferGeometry
also supports instanced rendering:
import { BufferGeometry, InstancedAttribute, vec2 } from '@downpourdigital/boxes';
const vec2Attr = new InstancedAttribute({
length: 2, // number of floats per instance
dynamic: true, // whether values will be updated
});
const mat4Attr = new InstancedAttribute({
length: 16,
dynamic: true,
});
const geometry = new BufferGeometry({
verts: [...],
instances: 10,
instancedAttributes: {
a_vTest: vec2Attr,
a_mTest: mat4Attr,
},
});
// interacting with instances:
const i = 4;
vec2.set( vec2Attr.views[i], 1, 1 );
vec2Attr.update();
Renderable
import { Renderable } from '@downpourdigital/boxes';
const obj1 = new Renderable({
geometry: new BufferGeometry(...),
material: new Material(...),
depthTest: true,
depthWrite: true,
visible: true,
maskOnly: false,
mask: new Renderable(...),
layer: 0,
});
Inherits the transform properties from TransformNode
and provides the following uniforms:
mat4 u_mModel
– the model matrixmat4 u_mView
– the view matrix (provided by the camera)mat4 u_mProjection
– the projection matrix (provided by the camera)
TransformNode
import { TransformNode, vec3 } from '@downpourdigital/boxes';
const group = new TransformNode({
visible: true,
maskOnly: false,
});
group.append( child ); // append renderable or another transform node
group.remove( child );
vec3.set( group.origin, 0, 0, 0 );
vec3.set( group.translation, 0, 0, 0 );
vec3.set( group.scale, 1, 1, 1 );
vec3.set( group.rotation, 0, 0, 0 );
UniformProvider
import { UniformProvider, float } from '@downpourdigital/boxes';
const provider = new UniformProvider({
uniforms: {
u_fTest: float.fromValue( .5 ),
},
});
provider.append( child ); // append renderable or another transform node
parent.append( provider );
UniformProvider
acts like a node in the scene graph. It injects the given uniforms into all descendants. Setting/updating the uniforms works identically to Material
.
Scene
import { Scene } from '@downpourdigital/boxes';
const scene = new Scene();
scene.activeCamera = someCamera; // set active camera to render from
scene.activeLayer = someNumber; // set layer to be rendered, undefined for all layers
scene.append( child ); // append renderable or another transform node
scene.remove( child );
OrthoCamera
import { OrthoCamera } from '@downpourdigital/boxes';
const camera = new OrthoCamera({
top: 1,
left: -1,
right: 1,
bottom: -1,
near: -100,
far: 100,
});
camera.updateProjectionMatrix();
PerspectiveCamera
import { PerspectiveCamera } from '@downpourdigital/boxes';
const camera = new PerspectiveCamera({
fov: 90,
aspect: 1,
near: .1,
far: 1000,
});
camera.updateProjectionMatrix();
ImageTexture
import { ImageTexture, enums } from '@downpourdigital/boxes';
const texture = new ImageTexture({
src: 'path/to/your/image.jpg',
format: enums.RGBA,
type: enums.UNSIGNED_BYTE,
mipmaps: false,
initial: { // initial buffer value, before the actual texture is loaded
data: new Uint8Array([0, 0, 0, 255]),
width: 1,
height: 1,
},
});
PostFxPipeline, Shaderpass, Framebuffer
boxes provides a simple post processing pipeline. You provide a chain of steps (Shaders, Scenes and Framebuffers)
import {
PostFxPipeline,
ShaderPass,
Framebuffer,
} from '@downpourdigital/boxes';
const postFx = new PostFxPipeline({
renderer,
width: 800,
height: 600,
depth: false,
stencil: false,
});
const shaderPassA = new ShaderPass('frag shader here');
const shaderPassB = new ShaderPass('frag shader here');
const fboA = new Framebuffer({
renderer,
width: 400,
height: 300,
depth: false,
stencil: false,
});
postFx.render([
scene, // first render a scene
shaderPassA, // apply a shaderpass
fboA, // render to fboA
]);
postFx.render([
fboA, // use fboA as input
shaderPassB, // apply a shaderpass
shaderPassA, // apply another shaderpass
]); // since no fbo is provided as a last step,
// it will render to screen.
The following uniforms are provided by the ShaderPass:
sampler2D u_tDiffuse0
– output of previous passfloat u_fTime
– current time in ms
additionally, the following varyings are supplied:
vec2 v_vUv
– the texture coordinates
HitRegionSphere
HitRegionSphere
is a spherical raycasting / hit detection target.
The .test
method returns the proximity to the spheres center, where 1 is the exact center and 0 the outer radius. The coords
argument describes the point to test in view space coordinates (scaled to -1 to 1).
import {
HitRegionSphere,
} from '@downpourdigital/boxes';
const hitregion = new HitRegionSphere({
radius: 1,
});
someTraversable.append( hitregion );
const proximity = hitregion.test( coords: vec2 );
if( proximity > 0 ) console.log( 'hit!' );
HitRegionPolygon
HitRegionPolygon
is a polygonal raycasting / hit detection target. The constructor accepts an array of 2D vertices to define the polygonal shape. It defaults to a 1 by 1 plane.
import {
HitRegionPolygon,
} from '@downpourdigital/boxes';
const hitregion = new HitRegionPolygon({
verts: [-.5, -.5, -.5, .5, .5, .5, .5, -.5], // 1x1 plane
});
someTraversable.append( hitregion );
if( hitregion.test( coords: vec2 ) ) console.log( 'hit!' );
License
© 2020 DOWNPOUR DIGITAL, licensed under BSD-4-Clause