TWGL
A Tiny WebGL helper Library
README
TWGL: A Tiny WebGL helper Library
[rhymes with wiggle]
=====================================================
This library's sole purpose is to make using the WebGL API less verbose.
TL;DR
If you want to get stuff done use three.js. If you want
to do stuff low-level with WebGL consider using TWGL.
The tiniest example
Not including the shaders (which is a simple quad shader) here's the entire code
- ``` html
- <canvas id="c"></canvas>
- <script src="../dist/5.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>
- ```
Why? What? How?
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.
At its core there's really only a few main functions
twgl.createProgramInfo compiles a shader and creates setters for attribs and uniforms
twgl.createBufferInfoFromArrays creates buffers and attribute settings
twgl.setBuffersAndAttributes binds buffers and sets attributes
twgl.setUniforms sets the uniforms
twgl.createTextures creates textures of various sorts
twgl.createFramebufferInfo creates a framebuffer and attachments.
There's a few extra helpers and lower-level functions if you need them but those 6 functions are the core of TWGL.
Compare the TWGL vs WebGL code for a point lit cube.
Compiling a Shader and looking up locations
TWGL
- ``` js
- const programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
- ```
WebGL
- ``` js
- // 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");
- ```
Creating Buffers for a Cube
TWGL
- ``` js
- 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);
- ```
WebGL
- ``` js
- 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);
- ```
Setting Attributes and Indices for a Cube
TWGL
- ``` js
- twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
- ```
WebGL
- ``` js
- 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);
- ```
Setting Uniforms for a Lit Cube
TWGL
- ``` js
- // 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);
- ```
WebGL
- ``` js
- // 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));
- ```
Loading / Setting up textures
TWGL
- ``` js
- 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,
- },
- });
- ```
WebGL
- ``` js
- // 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);
- ```
Creating Framebuffers and attachments
TWGL
- ``` js
- const attachments = [
- { format: RGBA, type: UNSIGNED_BYTE, min: LINEAR, wrap: CLAMP_TO_EDGE },
- { format: DEPTH_STENCIL, },
- ];
- const fbi = twgl.createFramebufferInfo(gl, attachments);
- ```
WebGL
- ``` js
- 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);
- ```
Setting uniform and uniformblock structures and arrays
Given an array of GLSL structures like this
- ```glsl
- struct Light {
- float intensity;
- float shininess;
- vec4 color;
- }
- uniform Light lights[2];
- ```
TWGL
- ``` js
- 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] },
- ],
- });
- ```
WebGL
- ``` js
- // 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]);
- ```
If you just want to set the 2nd light in TWGL you can do this
- ``` js
- const progInfo = twgl.createProgramInfo(gl, [vs, fs]);
- ...
- twgl.setUniforms(progInfo, {
- 'lights[1]': { intensity: 5.0, shininess: 100, color: [1, 0, 0, 1] },
- });
- ```
Compare
Examples
WebGL 2 Examples
OffscreenCanvas Example
ES6 module support
AMD support
CommonJS / Browserify support
Other Features
Includes some optional 3d math functions (full version)
You are welcome to use any math library as long as it stores matrices as flat Float32Array
or JavaScript arrays.
Includes some optional primitive generators (full version)
planes, cubes, spheres, ... Just to help get started
Usage
See the examples. Otherwise there's a few different versions
twgl-full.module.js the es6 module version
twgl-full.min.js the minified full version
twgl-full.js the concatenated full version
twgl.min.js the minimum version (no 3d math, no primitives)
twgl.js the concatenated minimum version (no 3d math, no primitives)
Download
from github
from bower
- ``` sh
- bower install twgl.js
- ```
from npm
- ``` sh
- npm install twgl.js
- ```
or
- ``` sh
- npm install twgl-base.js
- ```
from git
- ``` sh
- git clone https://github.com/greggman/twgl.js.git
- ```
Rationale and other chit-chat
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 NOT trying to help
with the complexity of managing shaders and writing GLSL. Nor is it a 3D library like
three.js. It's just trying to make WebGL less verbose.
TWGL can be considered a spiritual successor to TDL. Where
as TDL created several classes that wrapped WebGL, TWGL tries not to wrap anything. In fact
you can manually create nearly all TWGL data structures.
For example the function setAttributes takes an object of attributes.
In WebGL you might write code like this
- ``` js
- 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);
- ```
setAttributes is just the simplest code to do that for you.
- ``` js
- // 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);
- ```
The point of the example above is TWGL is a thin wrapper. All it's doing is trying
to make common WebGL operations easier and less verbose. Feel free to mix it with raw WebGL.