kongsally / glslCanvas

Simple tool to load GLSL shaders on HTML Canvas using WebGL

Home Page:http://patriciogonzalezvivo.github.io/glslCanvas/

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GlslCanvas is JavaScript Library that helps you easily load GLSL Fragment and Vertex Shaders into an HTML canvas. I have used this in my Book of Shaders.

How to use it?

First, make sure you are loading the latest version of GlslCanvas.min.js on your page by adding this line to your HTML:

<script type="text/javascript" src="https://rawgit.com/patriciogonzalezvivo/glslCanvas/master/build/GlslCanvas.min.js"></script>

You should have a canvas element in your HTML:

<canvas id="glslCanvas" data-fragment-url="shader.frag" width="500" height="500"></canvas>

Then initialize a new GlslCanvas on that element in Javascript:

var dom = document.getElementById("glslCanvas");
var sandbox = new GlslCanvas(dom);
sandbox.render();

As you can see, you can load the fragment shader by setting the attribute data-fragment-url to a url. But there are also a few other ways to load shaders and textures:

  • data-fragment : load a fragment shader by providing the content of the shader as a string
  • data-fragment-url : load a fragment shader by providing a valid url
  • data-vertex : load a fragment shader by providing the content of the shader as a string
  • data-vertex-url : load a fragment shader by providing a valid url
  • data-textures: add a list of texture urls separated by commas (ex: data-textures="texture.jpg,normal_map.png,something.jpg"). Textures will be assigned in order to uniform sampler2D variables with names following this style: u_tex0, u_tex1, u_tex2, etc.

If you prefer to load shaders through Javascript instead of the DOM, you can do:

// Load only the Fragment Shader
var string_frag_code = "main(){\ngl_FragColor = vec4(1.0);\n}\n";
sandbox.load(string_frag_code);

// Load a Fragment and Vertex Shader
var string_vert_code = "attribute vec4 a_position; main(){\ggl_Position = a_position;\n}\n";
sandbox.load(string_frag_code,string_vert_code);

Uniforms

Some uniforms are automatically loaded for you:

  • u_time: a float representing elapsed time in seconds.
  • u_resolution: a vec2 representing the dimensions of the viewport.
  • u_mouse: a vec2 representing the position of the mouse, defined in Javascript with .setMouse({x:[value],y:[value]).
  • u_tex[number]: a sampler2D containing textures loaded with the data-textures attribute.

You can also send your custom uniforms to a shader with .setUniform([name],[...value]). GlslCanvas will parse the value you provide to determine its type. If the value is a String, GlslCanvas will parse it as the url of a texture.

// Assign .5 to "uniform float u_brightness"
sandbox.setUniform("u_brightness",.5); 

// Assign (.2,.3) to "uniform vec2 u_position"
sandbox.setUniform("u_position",.2,.3);

// Assign a red color to "uniform vec3 u_color"
sandbox.setUniform("u_color",1,0,0); 

// Load a new texture and assign it to "uniform sampler2D u_texture"
sandbox.setUniform("u_texture","data/texture.jpg");

Quick start

In the index.html file, you will find handy example code to automatically load shaders into the present canvas using element attributes. A more generic version of the code in index.html could look like this:

    // 
    window.onload = function () { 
        load_all_GlslCanvas();
        render_all_GlslCanvas(); 
    };

    // Keep track of the mouse
    var mouse = {x: 0, y: 0};
    document.addEventListener('mousemove', function(e){ 
        mouse.x = e.clientX || e.pageX; 
        mouse.y = e.clientY || e.pageY 
    }, false);

    // Provides requestAnimationFrame in a cross browser way.
    window.requestAnimFrame = (function() {
        return  window.requestAnimationFrame ||
                window.webkitRequestAnimationFrame ||
                window.mozRequestAnimationFrame ||
                window.oRequestAnimationFrame ||
                window.msRequestAnimationFrame ||
                function(callback, element) {
                    return window.setTimeout(callback, 1000/60);
             };
    })();
    
    var billboards = []; 
    function load_all_GlslCanvas() {
        var list = document.getElementsByTagName("canvas");

        // Load shaders on canvas
        for(var i = 0; i < list.length; i++){
            var sandbox = new GlslCanvas(list[i]);
            if (sandbox.isValid) {
                billboards.push(sandbox);
            }
        }
    }

    function render_all_GlslCanvas(){
        for(var i = 0; i < billboards.length; i++){
            billboards[i].setMouse(mouse);
            billboards[i].render();
        }
        window.requestAnimFrame(render_all_GlslCanvas);
    }

As you can see, this code also updates the position of the mouse.

Demo

Demo page: patriciogonzalezvivo.github.io/glslCanvas/

Collaborate

If you'd like to contribute to this code, you need to:

npm install
npm install -g gulp
git clone https://github.com/patriciogonzalezvivo/glslCanvas.git
  • "Gulp" while you edit it
cd glslCanvas
gulp
  • Push to your local fork and make your pull request

Thank you

About

Simple tool to load GLSL shaders on HTML Canvas using WebGL

http://patriciogonzalezvivo.github.io/glslCanvas/

License:MIT License


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