npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2024 – Pkg Stats / Ryan Hefner

@vuoro/sahti

v0.12.0

Published

Write a WebGL 2 command, use it like a component.

Downloads

29

Readme

Sahti

Write a WebGL 2 command, use it like a component.

Sahti lets you combine the power of instanced WebGL 2 rendering with the familiar API of front-end component frameworks.

Sahti is still unstable and experimental.

npm install --save @vuoro/sahti
yarn add @vuoro/sahti


https://www.npmjs.com/package/@vuoro/sahti

Supported frameworks

  • [x] React import {component, Canvas} from "@vuoro/sahti/react";
  • [x] Preact import {component, Canvas} from "@vuoro/sahti/preact";
  • [x] Custom import {component, createRenderer} from "@vuoro/sahti";
  • [ ] Web Components (soon, hopefully)

Minimal React example

Demo and source: https://vuoro.github.io/sahti/examples/minimal.react.html

import { Canvas, component } from "@vuoro/sahti/react";

const triangle = [
  [-1, -1, 0],
  [1, -1, 0],
  [-1, 1, 0],
];

const RedTriangle = component({
  context: { triangle },
  props: { position: [0, 0, 0] },
  vertex: `
    void main() {
      gl_Position = vec4((triangle + position) * 0.25, 1.0);
    }
  `,
  fragment: `
    out vec4 pixelColor;
    void main() {
      pixelColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  `,
});

const App = () => (
  <>
    <RedTriangle />
    <RedTriangle position={[2, 0, 0]} />
    <RedTriangle position={[-2, 0, 0]} />
    <Canvas style={{ width: "100%", height: "100vh" }} />
  </>
);

Maximal React example

Demo and source: https://vuoro.github.io/sahti/examples/maximal.react.html

Minimal Preact example

Demo and source: https://vuoro.github.io/sahti/examples/minimal.preact.html

API and usage

component from "@vuoro/sahti"

Creates a single, instanced, decently well optimized (I hope) WebGL 2 draw call.

const MyComponent = component({
  // See below for what you can put in these.
  context = {},
  props = {},
  // Your WebGL 2 shader strings. Required. See below for details.
  vertex,
  fragment,
  // The `mode` parameter in `gl.drawArrays`
  // https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawArrays#parameters
  mode = "TRIANGLES",
  // The depth function in `gl.depthFunc`
  // (Can be set to a falsy value to disable `gl.DEPTH_TEST`.)
  // https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/depthFunc
  depth = "LESS",
  // The `mode` parameter in `gl.cullFace`
  // (Can be set to a falsy value to disable `gl.CULL_FACE`.)
  // https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/cullFace
  cull = "BACK",
  // Override the automatically inserted shader precision lines
  vertexPrecision = "precision highp float;",
  fragmentPrecision = "precision highp float;",
  order
})

Returns an object with 3 methods for managing the instances of the draw call:

import { component } from "@vuoro/sahti";

const { addInstance, deleteInstance, updateInstance } = component({…});

// Set up an object as the identity of your instance,
// and use it to add or remove it as needed.
const myInstance = {};
addInstance(myInstance);
deleteInstance(myInstance);

// Update the `props` of your instance like this
updateInstance(
  myInstance,
  "position",
  [0, 1, 0]
);

context

context can contain references to objects or arrays. Each will be interpreted as either a WebGL attribute (an array), a texture (an object with the "sampler" key set), or a uniform block (other objects). Sahti will set up the appropriate buffers and other WebGL-related things for each.

The same piece of context can be shared between multiple components. Only 1 buffer/texture/uniform block will be created.

const triangle = [[…], […], […]];
const world = { time: Date.now(), lightDirection: [0, -1, 0] };
const PlainTriangle = component({context: { triangle, world }, …})
const FancyTriangle = component({context: { triangle, world }, …})

You can also update the data in these context pieces at any time:

getContext(triangle).update(new Float32Array(9));
getContext(world).update("time", Date.now());

props

props contains examples of the kind of data your components will be able to take in. Each of these will become an instanced attribute buffer, automatically updated as your components mount and update.

const Example = component({props: { position: [0, 0] }, …});
…
<Example/> // defaults to the above example value of [0, 0]
<Example position={[1, 0]}/>
<Example position={[1, 1]}/>

vertex and fragment shaders

vertex and fragment are the shaders you'll write. Sahti will automatically insert all the attributes, uniform blocks, and texture uniforms based on the context and/or props you provide.

It will also add the shader version and precision lines. (Optionally customizable with vertexPrecision, fragmentPrecision.)

component({
  context: { triangle: [[…], […], […]], world: { time: 0 } }
  props: { position: [0, 0] },
  vertex: `
    // Inserted automatically:
    // -----------------------
    // #version 300 es
    // precision highp float;
    // in vec3 triangle;
    // in vec2 position;
    // uniform world { float time; };

    void main() {
      gl_Position = vec4((triangle + vec3(position, 0.0)) * 0.25, 1.0);
    }
  `,
  fragment: `
    // Inserted automatically:
    // -----------------------
    // #version 300 es
    // precision highp float;
    // uniform world { float time; };

    out vec4 pixelColor;

    void main() {
      pixelColor = vec4(1.0 - time * 0.01, 1.0, 1.0, 1.0);
    }
  `,
})

component from "@vuoro/sahti/react"

Same API as above, but returns a React component that handles addInstance, deleteInstance, updateInstance automatically.

The component optionally supports forwardRef. ref.current will be set to [instance = {}, update = (name, value) => updateInstance(instance, name, value)].

import { component } from "@vuoro/sahti/react";

const RedTriangle = component({…});

const App = () => {
  const ref = useRef();

  return (
    <>
      <RedTriangle ref={ref}/>
      <RedTriangle position={[1, 0]}/>
      <RedTriangle position={[1, 1]}/>
    </>
  );
}

useComponent from "@vuoro/sahti/react"

Does the same as component above, but in the form of a React hook.

import { component } from "@vuoro/sahti";
import { useComponent } from "@vuoro/sahti/react";

const RedTriangle = component({…});

const MyRedTriangle = (props) => {
  const [instance, updateInstance] = useComponent(RedTriangle, props, enabled = true);
  return null;
}

createCamera from "@vuoro/sahti/camera"

Because every WebGL library needs its own, opinionated camera implementation. :) It automatically updates a the context in your draw calls with projection and view matrices.

This module is completely optional to use, and will not be included in your JS if you don't use it.

import { component } from "@vuoro/sahti";
import createCamera from "@vuoro/sahti/camera";

const [camera, cameraObject] = createCamera({
  // Field of view in degrees
  // (uses orthographic camera if not set, perspective camera if set)
  fov,
  // Near and far planes
  near = 0.1,
  far = 1000,
  // Only used for orthographic camera
  zoom = 1,
  // Optionally adds `vec3` `cameraPosition`, `cameraTarget`, and `cameraUp` vectors to your shaders
  includePosition = true,
  includeTarget = true,
  includeUp = false,
});

component({context: {camera}, …});

// Updating any of these triggers an automatic update
cameraObject.fov = 60;
cameraObject.near = 0.01;
cameraObject.far = 500;
cameraObject.zoom = 1;

// Don't try to reassign these. Instead just modify their contents, or use the Float32Array API:
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array
// And finally call `update()`, because they won't know to update automatically.
cameraObject.position[0] = 1;
cameraObject.target[0] = 1;
cameraObject.up.set([0, -1, 0]);
cameraObject.update();

Technical details

Lifecycles

You can start creating components, mounting instances, and updating context resources at any time: no need to wait for a <canvas> to initialize a WebGL context. Once a context becomes available, all context and instance updates will be "played back" in sequence. This also means Sahti can take a WebGL context loss and restoration without stopping the entire app.

Automatic rendering on changes

All created draw calls will be called on the next requestAnimationFrame, whenever:

  • they're created
  • a canvas context is available (or restored after a failure)
  • its instances change or update
  • one of its context resources gets updated
  • another draw call is created

Single requestAnimationFrame

To use the same requestAnimationFrame loop as Sahti, you can use useAnimationFrame or requestJob. If you update any context pieces or instances with these, Sahti will call all draw calls at the end of the same frame.

import { useAnimationFrame, requestJob } from "@vuoro/sahti";

// Called on every frame.
useAnimationFrame(() => {});

// Called on every nth (8th here) frame. Handy if you don't need to do something on _every_ frame.
useAnimationFrame(() => {}, 8);

// Called once, on the next frame.
requestJob(() => {});

Resizing

Sahti uses a ResizeObserver to respond to <canvas> dimension changes. Due to how it's implemented, it's important to set your <canvas> some kind of width and height with CSS, or you'll end up with a massive broken <canvas>.

Module exports

@vuoro/sahti/react (and any other upcoming variants) will also export everything from @vuoro/sahti. So both of these will work:

import { useAnimationFrame } from "@vuoro/sahti";
import { useAnimationFrame } from "@vuoro/sahti/react";

Contributors

  • https://twitter.com/jonikorpi/
  • https://twitter.com/VirtanenS (library name)