-
Notifications
You must be signed in to change notification settings - Fork 263
/
index.html
618 lines (594 loc) · 25.6 KB
/
index.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
<!DOCTYPE html>
<!-- this file is auto-generated from README.md. Do not edited directly -->
<!--
@license twgl.js 6.1.0 Copyright (c) 2015, Gregg Tavares All Rights Reserved.
Available via the MIT license.
see: http://github.com/greggman/twgl.js for details
-->
<html lang="en">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Language" content="en">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<meta property="og:title" content="TWGL.js, a tiny WebGL helper library" />
<meta property="og:type" content="website" />
<meta property="og:image" content="http://twgljs.org/resources/images/twgljs.png" />
<meta property="og:description" content="TWGL.js, a tiny WebGL helper library" />
<meta property="og:url" content="http://twgljs.org" />
<meta name="twitter:card" content="summary_large_image">
<meta name="twitter:site" content="@greggman">
<meta name="twitter:creator" content="@greggman">
<meta name="twitter:domain" content="twgljs.org">
<meta name="twitter:title" content="TWGL.js">
<meta name="twitter:url" content="http://twgljs.org">
<meta name="twitter:description" content="TWGL.js, a tiny WebGL helper library">
<meta name="twitter:image:src" content="http://twgljs.org/resources/images/twgljs.png">
<title>TWGL.js, a tiny WebGL helper library</title>
<link rel="stylesheet" href="/resources/css/base.css" type="text/css" />
<link href="/resources/images/twgljs-icon.png" rel="shortcut icon" type="image/png">
</head>
<body>
<iframe src="examples/background.html"></iframe>
<div id="frame">
<div class="nav">
<ul>
<li><a href="/docs/">Docs</a></li>
<li><a href="#examples">Examples</a></li>
<li><a href="#download">Download</a></li>
</ul>
</div>
<div id="content">
<h1>TWGL: A Tiny WebGL helper Library<div id="pronounce" style="font-size: xx-small;">[rhymes with wiggle]</div></h1>
<p><a href="https://github.com/greggman/twgl.js/actions/workflows/test.yml"><img src="https://github.com/greggman/twgl.js/actions/workflows/test.yml/badge.svg" alt="Build Status"></a></p>
<p>This library's sole purpose is to make using the WebGL API less verbose.</p>
<h2>TL;DR</h2>
<p>If you want to get stuff done use <a href="http://threejs.org">three.js</a>. If you want
to do stuff low-level with WebGL consider using <a href="http://github.com/greggman/twgl.js/">TWGL</a>.</p>
<h2>The tiniest example</h2>
<p>Not including the shaders (which is a simple quad shader) here's the entire code</p>
<pre><code class="language-html"><canvas id="c"></canvas>
<script src="../dist/6.x/twgl-full.min.js"></script>
<script>
const gl = document.getElementById("c").getContext("webgl");
const programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
const arrays = {
position: [-1, -1, 0, 1, -1, 0, -1, 1, 0, -1, 1, 0, 1, -1, 0, 1, 1, 0],
};
const bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
function render(time) {
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
const uniforms = {
time: time * 0.001,
resolution: [gl.canvas.width, gl.canvas.height],
};
gl.useProgram(programInfo.program);
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
twgl.setUniforms(programInfo, uniforms);
twgl.drawBufferInfo(gl, bufferInfo);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
</script>
</code></pre>
<p><a href="/examples/tiny.html">And here it is live</a>.</p>
<h2>Why? What? How?</h2>
<p>WebGL is a very verbose API. Setting up shaders, buffers, attributes and uniforms
takes a lot of code. A simple lit cube in WebGL might easily take over 60 calls into WebGL.</p>
<p>At its core there's really only a few main functions</p>
<ul>
<li><code>twgl.createProgramInfo</code> compiles a shader and creates setters for attribs and uniforms</li>
<li><code>twgl.createBufferInfoFromArrays</code> creates buffers and attribute settings</li>
<li><code>twgl.setBuffersAndAttributes</code> binds buffers and sets attributes</li>
<li><code>twgl.setUniforms</code> sets the uniforms</li>
<li><code>twgl.createTextures</code> creates textures of various sorts</li>
<li><code>twgl.createFramebufferInfo</code> creates a framebuffer and attachments.</li>
</ul>
<p>There's a few extra helpers and lower-level functions if you need them but those 6 functions are the core of TWGL.</p>
<p>Compare the TWGL vs WebGL code for a point lit cube.</p>
<h3>Compiling a Shader and looking up locations</h3>
<p>TWGL</p>
<pre><code class="language-javascript">const programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
</code></pre>
<p>WebGL</p>
<pre><code class="language-javascript">// Note: I'm conceding that you'll likely already have the 30 lines of
// code for compiling GLSL
const program = twgl.createProgramFromScripts(gl, ["vs", "fs"]);
const u_lightWorldPosLoc = gl.getUniformLocation(program, "u_lightWorldPos");
const u_lightColorLoc = gl.getUniformLocation(program, "u_lightColor");
const u_ambientLoc = gl.getUniformLocation(program, "u_ambient");
const u_specularLoc = gl.getUniformLocation(program, "u_specular");
const u_shininessLoc = gl.getUniformLocation(program, "u_shininess");
const u_specularFactorLoc = gl.getUniformLocation(program, "u_specularFactor");
const u_diffuseLoc = gl.getUniformLocation(program, "u_diffuse");
const u_worldLoc = gl.getUniformLocation(program, "u_world");
const u_worldInverseTransposeLoc = gl.getUniformLocation(program, "u_worldInverseTranspose");
const u_worldViewProjectionLoc = gl.getUniformLocation(program, "u_worldViewProjection");
const u_viewInverseLoc = gl.getUniformLocation(program, "u_viewInverse");
const positionLoc = gl.getAttribLocation(program, "a_position");
const normalLoc = gl.getAttribLocation(program, "a_normal");
const texcoordLoc = gl.getAttribLocation(program, "a_texcoord");
</code></pre>
<h3>Creating Buffers for a Cube</h3>
<p>TWGL</p>
<pre><code class="language-javascript">const arrays = {
position: [1,1,-1,1,1,1,1,-1,1,1,-1,-1,-1,1,1,-1,1,-1,-1,-1,-1,-1,-1,1,-1,1,1,1,1,1,1,1,-1,-1,1,-1,-1,-1,-1,1,-1,-1,1,-1,1,-1,-1,1,1,1,1,-1,1,1,-1,-1,1,1,-1,1,-1,1,-1,1,1,-1,1,-1,-1,-1,-1,-1],
normal: [1,0,0,1,0,0,1,0,0,1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,0,1,0,0,1,0,0,1,0,0,1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,0,1,0,0,1,0,0,1,0,0,1,0,0,-1,0,0,-1,0,0,-1,0,0,-1],
texcoord: [1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1],
indices: [0,1,2,0,2,3,4,5,6,4,6,7,8,9,10,8,10,11,12,13,14,12,14,15,16,17,18,16,18,19,20,21,22,20,22,23],
};
const bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
</code></pre>
<p>WebGL</p>
<pre><code class="language-javascript">const positions = [1,1,-1,1,1,1,1,-1,1,1,-1,-1,-1,1,1,-1,1,-1,-1,-1,-1,-1,-1,1,-1,1,1,1,1,1,1,1,-1,-1,1,-1,-1,-1,-1,1,-1,-1,1,-1,1,-1,-1,1,1,1,1,-1,1,1,-1,-1,1,1,-1,1,-1,1,-1,1,1,-1,1,-1,-1,-1,-1,-1];
const normals = [1,0,0,1,0,0,1,0,0,1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,0,1,0,0,1,0,0,1,0,0,1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,0,1,0,0,1,0,0,1,0,0,1,0,0,-1,0,0,-1,0,0,-1,0,0,-1];
const texcoords = [1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1];
const indices = [0,1,2,0,2,3,4,5,6,4,6,7,8,9,10,8,10,11,12,13,14,12,14,15,16,17,18,16,18,19,20,21,22,20,22,23];
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
const normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals), gl.STATIC_DRAW);
const texcoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords), gl.STATIC_DRAW);
const indicesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
</code></pre>
<h3>Setting Attributes and Indices for a Cube</h3>
<p>TWGL</p>
<pre><code class="language-javascript">twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
</code></pre>
<p>WebGL</p>
<pre><code class="language-javascript">gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(positionLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(normalLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
gl.vertexAttribPointer(texcoordLoc, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(texcoordLoc);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indicesBuffer);
</code></pre>
<h3>Setting Uniforms for a Lit Cube</h3>
<p>TWGL</p>
<pre><code class="language-javascript">// At Init time
const uniforms = {
u_lightWorldPos: [1, 8, -10],
u_lightColor: [1, 0.8, 0.8, 1],
u_ambient: [0, 0, 0, 1],
u_specular: [1, 1, 1, 1],
u_shininess: 50,
u_specularFactor: 1,
u_diffuse: tex,
};
// At render time
uniforms.u_viewInverse = camera;
uniforms.u_world = world;
uniforms.u_worldInverseTranspose = m4.transpose(m4.inverse(world));
uniforms.u_worldViewProjection = m4.multiply(viewProjection, world);
twgl.setUniforms(programInfo, uniforms);
</code></pre>
<p>WebGL</p>
<pre><code class="language-javascript">// At Init time
const u_lightWorldPos = [1, 8, -10];
const u_lightColor = [1, 0.8, 0.8, 1];
const u_ambient = [0, 0, 0, 1];
const u_specular = [1, 1, 1, 1];
const u_shininess = 50;
const u_specularFactor = 1;
const u_diffuse = 0;
// At render time
gl.uniform3fv(u_lightWorldPosLoc, u_lightWorldPos);
gl.uniform4fv(u_lightColorLoc, u_lightColor);
gl.uniform4fv(u_ambientLoc, u_ambient);
gl.uniform4fv(u_specularLoc, u_specular);
gl.uniform1f(u_shininessLoc, u_shininess);
gl.uniform1f(u_specularFactorLoc, u_specularFactor);
gl.uniform1i(u_diffuseLoc, u_diffuse);
gl.uniformMatrix4fv(u_viewInverseLoc, false, camera);
gl.uniformMatrix4fv(u_worldLoc, false, world);
gl.uniformMatrix4fv(u_worldInverseTransposeLoc, false, m4.transpose(m4.inverse(world)));
gl.uniformMatrix4fv(u_worldViewProjectionLoc, false, m4.multiply(viewProjection, world));
</code></pre>
<h3>Loading / Setting up textures</h3>
<p>TWGL</p>
<pre><code class="language-javascript">const textures = twgl.createTextures(gl, {
// a power of 2 image
hftIcon: { src: "images/hft-icon-16.png", mag: gl.NEAREST },
// a non-power of 2 image
clover: { src: "images/clover.jpg" },
// From a canvas
fromCanvas: { src: ctx.canvas },
// A cubemap from 6 images
yokohama: {
target: gl.TEXTURE_CUBE_MAP,
src: [
'images/yokohama/posx.jpg',
'images/yokohama/negx.jpg',
'images/yokohama/posy.jpg',
'images/yokohama/negy.jpg',
'images/yokohama/posz.jpg',
'images/yokohama/negz.jpg',
],
},
// A cubemap from 1 image (can be 1x6, 2x3, 3x2, 6x1)
goldengate: {
target: gl.TEXTURE_CUBE_MAP,
src: 'images/goldengate.jpg',
},
// A 2x2 pixel texture from a JavaScript array
checker: {
mag: gl.NEAREST,
min: gl.LINEAR,
src: [
255,255,255,255,
192,192,192,255,
192,192,192,255,
255,255,255,255,
],
},
// a 1x8 pixel texture from a typed array.
stripe: {
mag: gl.NEAREST,
min: gl.LINEAR,
format: gl.LUMINANCE,
src: new Uint8Array([
255,
128,
255,
128,
255,
128,
255,
128,
]),
width: 1,
},
});
</code></pre>
<p>WebGL</p>
<pre><code class="language-javascript">// Let's assume I already loaded all the images
// a power of 2 image
const hftIconTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, hftIconImg);
gl.generateMipmaps(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
// a non-power of 2 image
const cloverTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, hftIconImg);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// From a canvas
const cloverTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, ctx.canvas);
gl.generateMipmaps(gl.TEXTURE_2D);
// A cubemap from 6 images
const yokohamaTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, posXImg);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, negXImg);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, posYImg);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, negYImg);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, posZImg);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, negZImg);
gl.generateMipmaps(gl.TEXTURE_CUBE_MAP);
// A cubemap from 1 image (can be 1x6, 2x3, 3x2, 6x1)
const goldengateTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
const size = goldengate.width / 3; // assume it's a 3x2 texture
const slices = [0, 0, 1, 0, 2, 0, 0, 1, 1, 1, 2, 1];
const tempCtx = document.createElement("canvas").getContext("2d");
tempCtx.canvas.width = size;
tempCtx.canvas.height = size;
for (let ii = 0; ii < 6; ++ii) {
const xOffset = slices[ii * 2 + 0] * size;
const yOffset = slices[ii * 2 + 1] * size;
tempCtx.drawImage(element, xOffset, yOffset, size, size, 0, 0, size, size);
gl.texImage2D(faces[ii], 0, format, format, type, tempCtx.canvas);
}
gl.generateMipmaps(gl.TEXTURE_CUBE_MAP);
// A 2x2 pixel texture from a JavaScript array
const checkerTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([
255,255,255,255,
192,192,192,255,
192,192,192,255,
255,255,255,255,
]));
gl.generateMipmaps(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
// a 1x8 pixel texture from a typed array.
const stripeTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, 1, 8, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, new Uint8Array([
255,
128,
255,
128,
255,
128,
255,
128,
]));
gl.generateMipmaps(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
</code></pre>
<h3>Creating Framebuffers and attachments</h3>
<p>TWGL</p>
<pre><code class="language-javascript">const attachments = [
{ format: RGBA, type: UNSIGNED_BYTE, min: LINEAR, wrap: CLAMP_TO_EDGE },
{ format: DEPTH_STENCIL, },
];
const fbi = twgl.createFramebufferInfo(gl, attachments);
</code></pre>
<p>WebGL</p>
<pre><code class="language-javascript">const fb = gl.createFramebuffer(gl.FRAMEBUFFER);
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.drawingBufferWidth, gl.drawingBufferHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
const rb = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, rb);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, rb);
</code></pre>
<h3>Setting uniform and uniformblock structures and arrays</h3>
<p>Given an array of GLSL structures like this</p>
<pre><code class="language-glsl">struct Light {
float intensity;
float shininess;
vec4 color;
}
uniform Light lights[2];
</code></pre>
<p>TWGL</p>
<pre><code class="language-javascript">const progInfo = twgl.createProgramInfo(gl, [vs, fs]);
...
twgl.setUniforms(progInfo, {
lights: [
{ intensity: 5.0, shininess: 100, color: [1, 0, 0, 1] },
{ intensity: 2.0, shininess: 50, color: [0, 0, 1, 1] },
],
});
</code></pre>
<p>WebGL</p>
<pre><code class="language-javascript">// assuming we already compiled and linked the program
const light0IntensityLoc = gl.getUniformLocation('lights[0].intensity');
const light0ShininessLoc = gl.getUniformLocation('lights[0].shininess');
const light0ColorLoc = gl.getUniformLocation('lights[0].color');
const light1IntensityLoc = gl.getUniformLocation('lights[1].intensity');
const light1ShininessLoc = gl.getUniformLocation('lights[1].shininess');
const light1ColorLoc = gl.getUniformLocation('lights[1].color');
...
gl.uniform1f(light0IntensityLoc, 5.0);
gl.uniform1f(light0ShininessLoc, 100);
gl.uniform4fv(light0ColorLoc, [1, 0, 0, 1]);
gl.uniform1f(light1IntensityLoc, 2.0);
gl.uniform1f(light1ShininessLoc, 50);
gl.uniform4fv(light1ColorLoc, [0, 0, 1, 1]);
</code></pre>
<p>If you just want to set the 2nd light in TWGL you can do this</p>
<pre><code class="language-javascript">const progInfo = twgl.createProgramInfo(gl, [vs, fs]);
...
twgl.setUniforms(progInfo, {
'lights[1]': { intensity: 5.0, shininess: 100, color: [1, 0, 0, 1] },
});
</code></pre>
<h3>Compare</h3>
<p><a href="/examples/twgl-cube.html">TWGL example</a> vs <a href="/examples/webgl-cube.html">WebGL example</a></p>
<h2>Examples</h2>
<ul>
<li><a href="/examples/tiny.html">tiny</a></li>
<li><a href="/examples/twgl-cube.html">twgl cube</a></li>
<li><a href="/examples/textures.html">textures</a></li>
<li><a href="/examples/primitives.html">primitives</a></li>
<li><a href="/examples/2d-lines.html">2d-lines</a></li>
<li><a href="/examples/dynamic-buffers.html">dynamic-buffers</a></li>
<li><a href="/examples/zoom-around.html">zoom-around</a></li>
<li><a href="/examples/text.html">text</a></li>
<li><a href="/examples/kaleidoscope.html">kaleidoscope</a></li>
<li><a href="/examples/tunnel.html">tunnel</a></li>
<li><a href="/examples/gpgpu-particles.html">GPGPU particles</a></li>
<li><a href="/examples/itemlist.html">item list</a></li>
<li><a href="/examples/no-box-skybox.html">no box skybox</a></li>
<li><a href="/examples/crossorigin.html">cross origin</a></li>
<li><a href="/examples/vertex-array-objects.html">vertex array objects</a></li>
<li><a href="/examples/instancing.html">instancing</a></li>
</ul>
<h3>WebGL 2 Examples</h3>
<ul>
<li><a href="/examples/uniform-buffer-objects.html">uniform buffer objects</a></li>
<li><a href="/examples/3d-textures-tone-mapping.html">3d textures tone mapping</a></li>
<li><a href="/examples/samplers.html">samplers</a></li>
<li><a href="/examples/webgl2-textures.html">webgl2 textures</a></li>
<li><a href="/examples/3d-texture-volume.html">3d texture volume</a></li>
<li><a href="/examples/3d-texture-volume-no-buffers.html">3d texture volume no buffers</a></li>
<li><a href="/examples/2d-array-texture.html">2d array texture</a></li>
<li><a href="/examples/transform-feedback.html">transform feedback</a></li>
<li><a href="/examples/transform-feedback-particles.html">transform feedback particles</a></li>
<li><a href="/examples/transform-feedback-particles-va.html">transform feedback particles vertex arrays</a></li>
</ul>
<h3>OffscreenCanvas Example</h3>
<ul>
<li><a href="/examples/offscreencanvas.html">OffscreenCanvas</a></li>
</ul>
<h2>ES6 module support</h2>
<ul>
<li><a href="/examples/modules.html">modules</a></li>
</ul>
<h2>AMD support</h2>
<ul>
<li><a href="/examples/amd-compiled.html">amd</a></li>
</ul>
<h2>CommonJS / Browserify support</h2>
<ul>
<li><a href="/examples/browserify.html">browserify</a></li>
</ul>
<h2>Other Features</h2>
<ul>
<li><p>Includes some optional 3d math functions (full version)</p>
<p>You are welcome to use any math library as long as it stores matrices as flat Float32Array
or JavaScript arrays.</p>
</li>
<li><p>Includes some optional primitive generators (full version)</p>
<p>planes, cubes, spheres, ... Just to help get started</p>
</li>
</ul>
<h2>Usage</h2>
<p>See the examples. Otherwise there's a few different versions</p>
<ul>
<li><code>twgl-full.module.js</code> the es6 module version</li>
<li><code>twgl-full.min.js</code> the minified full version</li>
<li><code>twgl-full.js</code> the concatenated full version</li>
<li><code>twgl.min.js</code> the minimum version (no 3d math, no primitives)</li>
<li><code>twgl.js</code> the concatenated minimum version (no 3d math, no primitives)</li>
</ul>
<h2>Download</h2>
<ul>
<li><p>from github</p>
<p><a href="http://github.com/greggman/twgl.js">http://github.com/greggman/twgl.js</a></p>
</li>
<li><p>from bower</p>
<pre><code class="language-bash">bower install twgl.js
</code></pre>
</li>
<li><p>from npm</p>
<pre><code class="language-bash">npm install twgl.js
</code></pre>
<p>or</p>
<pre><code class="language-bash">npm install twgl-base.js
</code></pre>
</li>
<li><p>from git</p>
<pre><code class="language-bash">git clone https://github.com/greggman/twgl.js.git
</code></pre>
</li>
</ul>
<h2>Rationale and other chit-chat</h2>
<p>TWGL's is an attempt to make WebGL simpler by providing a few tiny helper functions
that make it much less verbose and remove the tedium. TWGL is <strong>NOT</strong> trying to help
with the complexity of managing shaders and writing GLSL. Nor is it a 3D library like
<a href="http://threejs.org">three.js</a>. It's just trying to make WebGL less verbose.</p>
<p>TWGL can be considered a spiritual successor to <a href="http://github.com/greggman/tdl">TDL</a>. Where
as TDL created several <em>classes</em> that wrapped WebGL, TWGL tries not to wrap anything. In fact
you can manually create nearly all TWGL data structures.</p>
<p>For example the function <code>setAttributes</code> takes an object of attributes.
In WebGL you might write code like this</p>
<pre><code class="language-javascript">gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(positionLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(normalLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
gl.vertexAttribPointer(texcoordLoc, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(texcoordLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, colorsBuffer);
gl.vertexAttribPointer(colorLoc, 4, gl.UNSIGNED_BYTE, true, 0, 0);
gl.enableVertexAttribArray(colorLoc);
</code></pre>
<p><code>setAttributes</code> is just the simplest code to do that for you.</p>
<pre><code class="language-javascript">// make attributes for TWGL manually
const attribs = {
a_position: { buffer: positionBuffer, size: 3, },
a_normal: { buffer: normalBuffer, size: 3, },
a_texcoord: { buffer: texcoordBuffer, size: 2, },
a_color: { buffer: colorBuffer, size: 4, type: gl.UNSIGNED_BYTE, normalize: true, },
};
twgl.setAttributes(attribSetters, attribs);
</code></pre>
<p>The point of the example above is TWGL is a <strong>thin</strong> wrapper. All it's doing is trying
to make common WebGL operations easier and less verbose. Feel free to mix it with raw WebGL.</p>
<h2>API Docs</h2>
<p><a href="/docs/">API Docs are here</a>.</p>
<h2>Want to learn WebGL?</h2>
<p>Try <a href="http://webglfundamentals.org">webglfundamentals.org</a></p>
</div>
</div>
<style>
#forkongithub a {
background: #000;
color: #fff;
text-decoration: none;
font-family: arial,sans-serif;
text-align: center;
font-weight: bold;
padding: 5px 40px;
font-size: 12px;
line-height: 24px;
position: relative;
transition: 0.5s;
display: block;
}
#forkongithub a:hover {
background: #c11;
color: #fff;
}
#forkongithub a::before,#forkongithub a::after {
content: "";
width: 100%;
display: block;
position: absolute;
top: 1px;
left: 0;
height: 1px;
background: #fff;
}
#forkongithub a::after {
bottom: 1px;
top: auto;
}
@media screen and (min-width: 400px){
#forkongithub{
position: fixed;
display: block;
top: 0;
right: 0;
width: 200px;
overflow: hidden;
height: 200px;
z-index: 9999;
}
#forkongithub a{
width: 200px;
position: absolute;
top: 40px;
right: -40px;
transform: rotate(45deg);
-webkit-transform: rotate(45deg);
-ms-transform: rotate(45deg);
-moz-transform: rotate(45deg);
-o-transform: rotate(45deg);
box-shadow: 4px 4px 10px rgba(0,0,0,0.8);
}
}
</style>
<div id="forkongithub"><a href="https://github.com/greggman/twgl.js">Fork me on GitHub</a></div>
</body>
<script src="/3rdparty/prettify.js"></script>
<script src="/resources/js/index.js"></script>
<script>
(function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){
(i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o),
m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m)
})(window,document,'script','//www.google-analytics.com/analytics.js','ga');
ga('create', 'UA-61260681-1', 'auto');
ga('send', 'pageview');
</script>
</html>