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bolt-gl

v0.0.19

Published

Bolt WebGL library

Readme

🚀 Bolt WebGL Framework

Bolt is a modern, lightweight WebGL2 framework designed for high-performance graphics applications and creative coding. It provides a clean, intuitive API while maintaining low-level control over WebGL operations.

✨ Features

  • WebGL2 Support: Full WebGL2 implementation with modern features
  • 🏃 Performance Focused: Optimized for high-performance graphics applications
  • 🎨 Flexible Rendering Pipeline: Easy-to-use abstractions for complex WebGL operations
  • 🖼️ Advanced Texture Support:
    • 2D Textures
    • 3D Textures
    • Multiple Render Targets
    • Depth and Stencil Textures
  • 🎯 Framebuffer Objects: Comprehensive FBO support with MSAA
  • ⚡ Transform Feedback simulations
  • ☁️ Point Cloud Rendering: Efficient Houdini point cloud data handling and rendering
  • 🌍 Scene Management: Built-in Blender scene loading and management capabilities

📦 Installation

npm install bolt-gl

🚦 Quick Start

import { Bolt, CameraPersp, DrawSet, Mesh, Program, Cube } from 'bolt-gl';
import { vec3 } from 'gl-matrix';

// Initialize Bolt
const bolt = Bolt.getInstance();

const canvas = document.getElementById('canvas');

bolt.init(canvas, {
    alpha: true,
    antialias: false,
    dpi: 1,
    powerPreference: "high-performance",
})

const canvas = bolt.getContext().canvas;
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;

const camera = new CameraPersp( {
    aspect: canvas.width / canvas.height,
    fov: 45,
    far: 1000,
    position: vec3.fromValues( 0, 0, 5 ),
    target: vec3.fromValues( 0, 0, 0 ),
} );

bolt.setCamera( camera );
bolt.enableDepth();

window.addEventListener('resize', () => {
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;
    camera.updateProjection(canvas.width / canvas.height);
});

const cube = new DrawSet(
    new Mesh(new Cube()),
    new Program(`
        #version 300 es
        precision highp float;

        layout(location = 0) in vec3 aPosition;
        layout(location = 1) in vec3 aNormal;
        layout(location = 2) in vec2 aUv;

        out vec3 Normal;
        out vec2 Uv;

        uniform mat4 projection;
        uniform mat4 model;
        uniform mat4 view;
        uniform mat4 normal;

        void main() {
            Normal = aNormal;
            Uv = aUv;
            gl_Position = projection * view * model * vec4(aPosition, 1.0);
        }`, 
        `
        #version 300 es
        precision highp float;
        out vec4 FragColor;

        in vec3 Normal;
        
        in vec2 Uv;

        in vec3 Color;

        uniform float uTime;

        void main() {
            FragColor = vec4(Normal * 0.5 + 0.5, 1.0);
        }`)
            
    );

const render = () => {

    bolt.clear(1,1,1,1);
    bolt.setViewPort(0, 0, canvas.width, canvas.height);

    cube.transform.rotateY(0.01);
    cube.transform.rotateX(0.01);
    cube.transform.rotateZ(-0.01);
    bolt.draw(cube);

    requestAnimationFrame(render);
}

render();

🛠️ Advanced Features

🖼️ Framebuffer Objects (FBO)

import { FBO } from 'bolt-gl';

const fbo = new FBO({
  width: 512,
  height: 512,
  depth: true,
  stencil: true
});

📦 3D Textures

import { Texture3D } from 'bolt-gl';

const texture = new Texture3D({
  width: 256,
  height: 256,
  depth: 256
});

⚡ Transform Feedback

const positionA =  new VBO(
    offset,
    DYNAMIC_DRAW
)

const positionB =  new VBO(
    offset,
    DYNAMIC_DRAW
)

const tf = new TransformFeedback({
    bolt,
    count
});

const tfProgram = new Program(simVertex, simFragment, {
    transformFeedbackVaryings: ['newPosition']
});

tf.bindVAOS([
    {
        attributeLocation: 0,
        requiresSwap: true,
        vbo1: positionA,
        vbo2: positionB,
        size: 3
    }
]);

tf.compute(tfProgram);

☁️ Houdini Point Cloud Loading

const loader = new PointCloudLoader();
await loader.load('path/to/pointcloud.boltpc');
const points = loader.points;

Blender Scene Loader

const loader = new BlenderSceneLoader();
await loader.load('/models');
const scene = loader;

🧱 GLTF Loader

const loader = new GLTFLoader();
const gltfNode = await loader.load(url);
await loader.load('/models/scene.glb');
const scene = gltfNode.scene;

📚 Documentation

For detailed documentation and examples, visit our documentation site.

📄 License

This project is licensed under the MIT License - see the LICENSE file for details.

🙏 Acknowledgments

  • Thanks to all contributors who have helped shape Bolt
  • Inspired by modern WebGL practices and patterns