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@vector-display/webgl

v0.1.0

Published

WebGL2 renderer that draws vector-display beam strokes in a single batched draw call.

Readme

@vector-display/webgl

WebGL2 renderer for vector-display. It draws an entire display list in a single draw call, with anti-aliased beams, a soft glow, and optional bright endpoints like a real vector monitor.

Status: early (0.x). The API may change between minor versions.

Install

npm install @vector-display/core @vector-display/webgl

ES modules only, with TypeScript declarations. Requires a browser with WebGL2.

Usage

import { DisplayList, Shape } from "@vector-display/core";
import { WebGLVectorRenderer } from "@vector-display/webgl";

const renderer = WebGLVectorRenderer.fromCanvas(canvas, { width: 1024, height: 768 });
renderer.setLineStyle({ beamWidth: 1.5 * devicePixelRatio, glowRadius: 2 * devicePixelRatio });

const displayList = new DisplayList();
const square = Shape.fromPolyline({
  points: [{ x: -10, y: -10 }, { x: 10, y: -10 }, { x: 10, y: 10 }, { x: -10, y: 10 }],
  isClosed: true,
});

function drawFrame() {
  displayList.clear();
  displayList.setColor({ red: 0, green: 1, blue: 0 });
  displayList.addShape(square, { x: 512, y: 384, rotation: 0, scale: 4, intensity: 1 });
  renderer.clear();
  renderer.drawDisplayList(displayList);
  requestAnimationFrame(drawFrame);
}
requestAnimationFrame(drawFrame);

The canvas's pixel size is up to you (for example CSS size × devicePixelRatio); the renderer maps the world size you pass onto it.

Line style

renderer.setLineStyle({...}) accepts any of these (sizes in framebuffer pixels):

| Field | Default | Effect | | --- | --- | --- | | beamWidth | 1.5 | Core line width | | glowRadius / glowStrength | 4 / 0.25 | Soft halo around each line | | endpointBrightness | 0.6 | Brightness added at segment endpoints (0 removes it) | | jointOverlap | 1 | Brightness added where connected segments meet (0 gives seamless joints) |

Using it with other libraries

  • new WebGLVectorRenderer(gl, worldSize) accepts an existing WebGL2RenderingContext.
  • drawDisplayList() draws additively into whatever framebuffer is bound and doesn't clear it, so you can render into your own texture.
  • createShaderProgram(gl, { vertexSource, fragmentSource }) is exported for effect code.

License

MIT © Rick Segrest