Litegl is a library that wraps WebGL to make it more user-friendly by creating classes for managing different items like Buffer, Mesh, Texture, Shader and other common aspects of any WebGL applications. It is a fork from Litegl.js by Javier Agenjo but with some changes to get it working as npm package.
Litegl.js by Javier Agenjo is a fork from LightGL.js by Evan Wallace, but some major changes have been made. Some of the main differences:
- Matrices have been replaced by glMatrix
- Meshes are forced to be stored in ArrayBuffer formats
- Meshes support range rendering with offset
- Removed fixed pipeline behaviour
- Better event handling (mouse position, mouse wheel, dragging)
- Textures expanded to support Arraybuffers and Cubemaps
- Events system to trigger events from any object
- Support for multiple WebGL contexts in the same page
Litegl.js by Javier Agenjo library has been used in several projects like Rendeer.js or Canvas2DtoWebGL.
Demos are included in the Examples folder.
npm install --save litegl
Create the context
var GL = require("litegl")
var gl = GL.create({width:800, height:600});
Attach to DOM
document.getElementById("mycontainer").appendChild( gl.canvas )
Compile shader
var shader = new GL.Shader( vertex_shader_code, fragment_shader_code );
Create Mesh
var mesh = new GL.Mesh({vertices:[-1,-1,0, 1,-1,0, 0,1,0], coords:[0,0, 1,0, 0.5,1]});
Load a texture
var texture = GL.Texture.fromURL("image.jpg", { minFilter: gl.LINEAR_MIPMAP_LINEAR });
Render
gl.ondraw = function() {
texture.bind(0);
var my_uniforms = { u_texture: 0, u_color: [1,1,1,1] };
shader.uniforms( my_uniforms ).draw( mesh );
}
gl.animate(); //calls the requestAnimFrame constantly, which will call ondraw
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