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@shed/gl

v0.2.0

Published

a webgl wrapper

Downloads

35

Readme

@shed/gl

:hammer: WebGL 的包装与抽象,用以简化 WebGL API 使用

安装

npm install @shed/gl

或使用 yarn

yarn add @shed/gl

用法

import { Context, Color } from '@shed/gl';

let canvas = document.getElementById('myCanvas');
let gl = canvas.getContext('webgl');
if (gl) {
    // 用 Context 包装原始的 WebGLRenderingContext 对象后
    // 就可以调用Context上的方法了
    let ctx = new Context(gl);
    // 随机背景色
    ctx.clearColor = Color.random();
    ctx.clear();
} else {
    console.log('no webgl support');
}

API

Context

有待完善

Attributes and Uniforms

UniformsAttributes 都是输入到 Shader 中的数据。

  • Uniforms 在所有顶点中都相同
  • Attributes 通常在每个顶点中都不同

由于 Uniforms 在所有顶点上都相同,所以应该直接设置在Program上

program.uXXX(...)

Attributes 则应该设置在 VertexBuffer 上,让其每个顶点都不同

Program

Vertex Shader

let vs = `
attribute vec3 aVertexPosition;
void main(void) {
    gl_Position = vec4(aVertexPosition, 1.0); 
    gl_PointSize = 4.0;
}`;

Fragment Shader

let fs = `
precision highp float;
void main(void) {
    gl_FragColor = vec4(0.2,0.5,0.5, 1.0);
}`;

创建一个 Program 并绑定到当前上下文

program = new Program(ctx, vs, fs).bind();

有待完善

VertexBuffer

向显存中上传 Buffer 是非常慢的,所以最好是一次上传一个大的buffer,而不应该上传很多小 buffer

多个buffer

buffer1 -> | x , y |

buffer2 -> | size |

buffer3 -> | r , g , b|

不如一次上传

| x , y , size , r , g , b |

这种叫做 Interleaved Buffer, 在 VertexBuffer 类中很容易实现上述优化

有待完善

IndexBuffer

有待完善

Texture

有待完善

Color

有待完善

Contributors

License

The MIT License