gpu-curtains
v0.11.3
Published
gpu-curtains is a 3D WebGPU rendering engine. It can be used as a standalone 3D engine, but also includes extra classes focused on mapping 3d objects to DOM elements; It allows users to synchronize values such as position, sizing, or scale between them.
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gpu-curtains
Website - Documentation - Examples
:warning: WIP
DOM 2 WebGPU rendering engine
gpu-curtains is a small, lightweight 3D WebGPU rendering engine library.
It can be used as a standalone 3D engine, but also includes extra classes designed to turn HTML elements into textured planes or meshes, allowing you to animate them via WGSL shaders.
The project was initially conceived as a WebGPU port of curtains.js. It turned out to be a complete rewrite of the library instead, but with a very similar API.
Usage
You can directly download the files and start using the ES6 modules:
ES modules
import { GPUCurtains } from 'path/to/dist/esm/index.mjs'
window.addEventListener('load', async () => {
// set our main GPUCurtains instance
// it will handle everything we need
// a WebGPU device and a renderer with its scene,
// requestAnimationFrame, resize and scroll events...
const gpuCurtains = new GPUCurtains({
container: '#canvas'
})
// set the GPU device
// note this is asynchronous
await gpuCurtains.setDevice()
// now create some magic!
})
You can also use one of your favorite package manager:
npm
npm i gpu-curtains
yarn
yarn add gpu-curtains
Finally, you can load the library from a CDN. You should always target a specific version (append @x.x.x
) rather than the latest one in order to avoid breaking changes.
import { ... } from 'https://esm.run/gpu-curtains'
// or
import { ... } from 'https://cdn.skypack.dev/gpu-curtains'
// or use another cdn...
UMD files
In a browser, you can use the UMD files located in the dist
directory:
<script src="path/to/dist/gpu-curtains.umd.min.js"></script>
Or use a CDN:
<script src="https://cdn.jsdelivr.net/npm/gpu-curtains"></script>
Documentation and examples
Basic example
HTML
<body>
<!-- div that will hold our WebGPU canvas -->
<div id="canvas"></div>
</body>
CSS
body {
position: relative;
width: 100%;
height: 100%;
margin: 0;
overflow: hidden;
}
#canvas {
/* make the canvas wrapper fits the viewport */
position: fixed;
top: 0;
right: 0;
width: 100%;
height: 100lvh;
}
Javascript
import { GPUDeviceManager, GPUCameraRenderer, Mesh } from 'gpu-curtains';
window.addEventListener('load', async () => {
// first, we need a WebGPU device, that's what GPUDeviceManager is for
const gpuDeviceManager = new GPUDeviceManager({
label: 'Custom device manager',
})
// we need to wait for the device to be created
// note this is asynchronous
await gpuDeviceManager.init()
// create a camera renderer
const gpuCameraRenderer = new GPUCameraRenderer({
deviceManager: gpuDeviceManager,
container: document.querySelector('#canvas'),
})
// create a cube mesh
const mesh = new Mesh(gpuCameraRenderer, {
geometry: new BoxGeometry(),
})
// this callback is executed
// before the scene actually updates the matrix stack
mesh.onBeforeRender(() => {
// make it rotate
mesh.rotation.x += 0.01
mesh.rotation.y += 0.02
})
})
Limitations
gpu-curtains is a slowly evolving 3D engine and still is a work in progress.
It can now handle built-in lights (AmbientLight
, DirectionalLight
and PointLight
) with shadows, EnvironmentMap
and standard mesh lighting materials out of the box (such as Lambert
, Phong
and PBR
- although there are still a few things missing in the PBR
material, such as sheen
, clearcoat
, iridescence
and anisotropy
).
glTF support is also coming along nicely. Almost all the core features are supported, except for OrthographicCamera
, and a bunch of extensions are also available.
If you need a more robust 3D engine that could handle all the glTF extensions, advanced lighting setup (such as light probes), shading or rendering mechanics, then you should probably go with another library like three.js or Babylon.js.
Debugging
If you need to debug your scenes, understand in which order they are rendered or inspect your textures, I strongly recommend you to have a look at Brendan Duncan's WebGPU inspector extension.
Contributing
Contribution are more than welcome! Please refer to the contribution guidelines.
Acknowledgements
Some parts of the code (mostly the math classes) have been ported or adapted from other existing open source libraries like three.js and glmatrix.
Some examples are also ported and/or inspired by other online open-source WebGL or WebGPU examples. In any case the source should always be credited in the code. If a credit is missing, feel free to reach out or make a PR.
The WebGPU samples, WebGPU fundamentals and WebGPU best practices were very helpful to help with the basic concepts of WebGPU. If you want to understand a bit more how it's working under the hood, do not hesitate to check those.
A big thanks to the members of the WebGPU matrix chan that were always super kinds and very helpful as well.