This library makes it easier to quickly prototype WebGL applications. It's lower level than many other WebGL libraries and while it doesn't provide a scene graph, it re-implements OpenGL's modelview/projection matrix stack to provide similar functionality. It also re-introduces some built-in uniforms from GLSL (such as gl_Vertex
and gl_ModelViewProjectionMatrix
) and OpenGL's immediate mode.
python build.py
: buildlightgl.js
from the files in thesrc
directorypython build.py debug
: rebuild the library any time the contents of thesrc
directory changepython build.py release
: minify the library using UglifyJS, which assumes there is anuglifyjs
command in your pathdocco src/*.js
: build the documentation, which is generated in thedocs
directory
The latest lightgl.js build can be found at http://evanw.github.com/lightgl.js/lightgl.js.
<!DOCTYPE html>
<html><body>
<script src="lightgl.js"></script>
<script>
var angle = 0;
var gl = GL.create();
var mesh = GL.Mesh.cube();
var shader = new GL.Shader('\
void main() {\
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
}\
', '\
void main() {\
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\
}\
');
gl.onupdate = function(seconds) {
angle += 45 * seconds;
};
gl.ondraw = function() {
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.loadIdentity();
gl.translate(0, 0, -5);
gl.rotate(30, 1, 0, 0);
gl.rotate(angle, 0, 1, 0);
shader.draw(mesh);
};
gl.fullscreen();
gl.animate();
</script>
</body></html>
The documentation is automatically generated using Docco:
- main.js:
GL
- matrix.js:
GL.Matrix
- mesh.js:
GL.Indexer
,GL.Buffer
,GL.Mesh
- raytracer.js:
GL.HitTest
,GL.Raytracer
- shader.js:
GL.Shader
- texture.js:
GL.Texture
- vector.js:
GL.Vector
Available examples: