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<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&#39;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&#39;s the entire code</p>
<pre><code class="language-html">&lt;canvas id=&quot;c&quot;&gt;&lt;/canvas&gt;
&lt;script src=&quot;../dist/7.x/twgl-full.min.js&quot;&gt;&lt;/script&gt;
&lt;script&gt;
const gl = document.getElementById(&quot;c&quot;).getContext(&quot;webgl&quot;);
const programInfo = twgl.createProgramInfo(gl, [&quot;vs&quot;, &quot;fs&quot;]);
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);
&lt;/script&gt;
</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&#39;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&#39;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, [&quot;vs&quot;, &quot;fs&quot;]);
</code></pre>
<p>WebGL</p>
<pre><code class="language-javascript">// Note: I&#39;m conceding that you&#39;ll likely already have the 30 lines of
// code for compiling GLSL
const program = twgl.createProgramFromScripts(gl, [&quot;vs&quot;, &quot;fs&quot;]);
const u_lightWorldPosLoc = gl.getUniformLocation(program, &quot;u_lightWorldPos&quot;);
const u_lightColorLoc = gl.getUniformLocation(program, &quot;u_lightColor&quot;);
const u_ambientLoc = gl.getUniformLocation(program, &quot;u_ambient&quot;);
const u_specularLoc = gl.getUniformLocation(program, &quot;u_specular&quot;);
const u_shininessLoc = gl.getUniformLocation(program, &quot;u_shininess&quot;);
const u_specularFactorLoc = gl.getUniformLocation(program, &quot;u_specularFactor&quot;);
const u_diffuseLoc = gl.getUniformLocation(program, &quot;u_diffuse&quot;);
const u_worldLoc = gl.getUniformLocation(program, &quot;u_world&quot;);
const u_worldInverseTransposeLoc = gl.getUniformLocation(program, &quot;u_worldInverseTranspose&quot;);
const u_worldViewProjectionLoc = gl.getUniformLocation(program, &quot;u_worldViewProjection&quot;);
const u_viewInverseLoc = gl.getUniformLocation(program, &quot;u_viewInverse&quot;);
const positionLoc = gl.getAttribLocation(program, &quot;a_position&quot;);
const normalLoc = gl.getAttribLocation(program, &quot;a_normal&quot;);
const texcoordLoc = gl.getAttribLocation(program, &quot;a_texcoord&quot;);
</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: &quot;images/hft-icon-16.png&quot;, mag: gl.NEAREST },
// a non-power of 2 image
clover: { src: &quot;images/clover.jpg&quot; },
// From a canvas
fromCanvas: { src: ctx.canvas },
// A cubemap from 6 images
yokohama: {
target: gl.TEXTURE_CUBE_MAP,
src: [
&#39;images/yokohama/posx.jpg&#39;,
&#39;images/yokohama/negx.jpg&#39;,
&#39;images/yokohama/posy.jpg&#39;,
&#39;images/yokohama/negy.jpg&#39;,
&#39;images/yokohama/posz.jpg&#39;,
&#39;images/yokohama/negz.jpg&#39;,
],
},
// A cubemap from 1 image (can be 1x6, 2x3, 3x2, 6x1)
goldengate: {
target: gl.TEXTURE_CUBE_MAP,
src: &#39;images/goldengate.jpg&#39;,
},
// 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&#39;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&#39;s a 3x2 texture
const slices = [0, 0, 1, 0, 2, 0, 0, 1, 1, 1, 2, 1];
const tempCtx = document.createElement(&quot;canvas&quot;).getContext(&quot;2d&quot;);
tempCtx.canvas.width = size;
tempCtx.canvas.height = size;
for (let ii = 0; ii &lt; 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(&#39;lights[0].intensity&#39;);
const light0ShininessLoc = gl.getUniformLocation(&#39;lights[0].shininess&#39;);
const light0ColorLoc = gl.getUniformLocation(&#39;lights[0].color&#39;);
const light1IntensityLoc = gl.getUniformLocation(&#39;lights[1].intensity&#39;);
const light1ShininessLoc = gl.getUniformLocation(&#39;lights[1].shininess&#39;);
const light1ColorLoc = gl.getUniformLocation(&#39;lights[1].color&#39;);
...
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, {
&#39;lights[1]&#39;: { 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&#39;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&#39;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&#39;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&#39;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>
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