@jokkicn/vis-engine
v1.5.3
Published
A sample gl render engine toolkit.
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Readme
vis-engine
vis-engine 是一个简单的 webgl
渲染引擎工具包,它的设计受到了 threejs 和 ogl 的启发。
它的定位介于 WebGL 封装和渲染引擎之间,包含了相机,Mesh 和 Shader 模块化以及 webgl 状态管理。
Install
yarn add @sakitam-gis/vis-engine -S
pnpm i @sakitam-gis/vis-engine
import { Renderer, Raf, Scene, PerspectiveCamera, Geometry, Mesh, Program } from '@sakitam-gis/vis-engine';
Usage
Renderer
创建渲染器:
const renderer = new Renderer(canvas, {
alpha: true,
});
Camera
创建相机:
const fov = 15;
const nearZ = 0.1;
const farZ = 100;
const camera = new PerspectiveCamera(fov, canvas.width / canvas.height, nearZ, farZ);
camera.position.z = fov;
Scene
创建场景:
const scene = new Scene();
Geometry
创建几何体对象:
const geometry = new Geometry(renderer, {
position: {
size: 3,
data: new Float32Array([
-1.6, 1.5, 0,
-1, -1, 0,
1, -1, 0,
-1, -1, 0,
1, -1, 0,
1.6, 1.5, 0,
])
},
});
Program
创建着色器资源:
const program = new Program(renderer, {
vertexShader: `
attribute vec2 uv;
attribute vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
// gl_PointSize only applicable for gl.POINTS draw mode
gl_PointSize = 5.0;
}
`,
fragmentShader: `
precision highp float;
uniform float uTime;
varying vec2 vUv;
void main() {
gl_FragColor.rgb = 0.5 + 0.3 * sin(vUv.yxx + uTime) + vec3(0.2, 0.0, 0.1);
gl_FragColor.a = 1.0;
}
`,
uniforms: {
uTime: { value: 0 },
},
});
Mesh
创建 Mesh:
const triangles = new Mesh(renderer, { mode: renderer.gl.TRIANGLES, geometry, program });
添加到场景
scene.add(triangles);
渲染
更新 uniform 变量并渲染场景:
const raf = new Raf((t) => {
program.setUniform('uTime', t);
renderer.render({ scene, camera });
});
Types
vis-engine 完全采用 Typescript 编写
Roadmap
📢注意:这是一个玩具项目,不是为了替代什么,但是我会尽力完善它,它最大的方向可能是和各类地图引擎结合例如 mapbox-gl/maptalks/leaflet 等,所以暂时没有固定的路线图。