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

gl-util

v3.1.3

Published

Set of practical webgl utils

Downloads

885,219

Readme

gl-util unstable

Set of practical functions for webgl.

npm install gl-util

const u = require('gl-util');

let gl = u.context(canvas)

let prog = u.program(gl, `
	precision mediump float;

	attribute vec2 position;

	void main() {
		gl_Position = vec4(position * 2. - 1., 0, 1);
	}
`, `
	precision mediump float;

	uniform vec4 color;

	void main () {
		gl_FragColor = color;
	}
`);
u.attribute(prog, 'position', [0,0, 1,0, 0,1]);
u.uniform(prog, 'color', [1, .2, 0, 1.]);

gl.drawArrays(gl.TRIANGLES, 0, 3);

API

context(container|canvas|options?)

Create and/or return WebGL context for the canvas element, possibly based on options. If container is not defined, document.body is used.

| Option | Meaning | |---|---| | canvas | A canvas element to obtain context for. | | container | An element to create canvas in and return context for it. | | width | If specified, will set the canvas width. | | height | If specified, will set the canvas height. | | pixelRatio | Multiplier for width and height. | | attributes | Attributes object. Available attributes: alpha, depth, stencil, antialias, premultipliedAlpha, preserveDrawingBuffer and failIfMajorPerformanceCaveat. |

const getContext = require('gl-util/context')

// create canvas element in the document.body and retrieve context for it
let gl = getContext({
	attributes: {
		antialias: true
	}
})

prog = program(gl, prog|vert?, frag?)

Set active program or create a new program from vertex and fragment sources. Programs are cached for the context by source. The WebGLProgram instance is returned.

const program = require('gl-util/program')

// create and set program
let prog = program(gl, `
	precision mediump float;

	attribute vec2 position;

	void main() {
		gl_Position = vec4(position * 2. - 1., 0, 1);
	}
`, `
	precision mediump float;

	uniform sampler2D image;
	uniform vec2 shape;
	uniform float x;

	void main () {
		gl_FragColor = texture2D(image, gl_FragCoord.xy / shape);
	}
`)

// set active program
program(gl, prog)

unif = uniform(gl|program, {name: data, ...} | name?, data?)

Get/set uniform or multiple uniforms. Returns an object with uniform parameters: {name, location, data, type}. Uniforms are stored per-program instance.

const uniform = require('gl-util/uniform')

uniform(gl, 'color', [1, .2, 0, 1]);

txt = texture(gl, {name: params, ...} | name?, params?)

Set texture[s] data or parameters:

| Name | Meaning | |---|---| | data | Data passed to texture. Can be array, typed array, image, canvas or string denoting the URL of image to load. | | index | Texture unit number, if undefined - calculated automatically. | | filter | Sets texture scaling for both min and mag. Can be defined as two separate properties minFilter and magFilter. By default gl.LINEAR. | | wrap | Defines texture tiling vertically and horizontally. Can be defined precisely as wrapS and wrapT. By default gl.CLAMP_TO_EDGE, can be gl.MIRRORED_REPEAT or gl.. | | width | In pixels | | height | In pixels | | format | gl.ALPHA, gl.RGB, gl.RGBA (default), gl.LUMINANCE, gl.LUMINANCE_ALPHA, gl.DEPTH_COMPONENT, gl.DEPTH_STENCIL, etc | | type | gl.UNSIGNED_BYTE, can be gl.FLOAT with proper extension enabled | | level | 0, mipmap level. |

Returns object with texture properties {data, index, location, minFilter, magFilter, wrapS, wrapT, width, height, format, type, texture}.

const texture = require('gl-util/texture')

let {width, height} = texture(gl, 'image', './picture.gif');

attr = attribute(gl, {name: params, ...} | name?, params?)

Set attribute[s] data or parameters:

| Name | Default | Meaning | |---|---|---| | data | null | Data for the attribute, can be array, typed array or array buffer | | size | 2 | Number of data items per vertex | | stride | 0 | Offset in bytes between the beginning of consecutive vertex attributes. | | offset | 0 | Offset in bytes of the first component in the data. Must be a multiple of type. | | type | gl.FLOAT | Data type of each component in the data array. Must be one of: gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FLOAT. | | usage | gl.STATIC_DRAW | Mode of draw: gl.STATIC_DRAW (rare changes), gl.DYNAMIC_DRAW (frequent changes) or gl.STREAM_DRAW (frequent updates) | | normalized | false | If fixed-point data values should be normalized or are to converted to fixed point values when accessed. | | index | 0 | Attribute unit number, detected automatically if omitted. | | target | gl.ARRAY_BUFFER | | | buffer | null | WebGLBuffer to use for attribute |

Returns attribute properties {data, size, stride, offset, usage, type, normalized, index, target, buffer}.

const attribute = require('gl-util/attribute')

attribute(gl, 'position', [0,0,1,0,0,1]);

clear(gl, optsion?)

Clear the viewport.

Motivation

There are regl, stack.gl and many other WegGL components or frameworks, so why gl-util?

  • WebGL frameworks API is usually difficult to remember, not much better than pure WebGL, although regl does a great job. gl-util is like functions from any WebGL tutorial - tiny, handy and already familiar.
  • gl-util does not supersede WebGL API - that allows for debugging pure WebGL at any moment.
  • gl-util is tiny - if one needs minimalistic WebGL setup it may be better to opt for a couple of functions than massive stack.gl components or regl (70kb+).
  • regl API may be cumbersome for organizing components

License

(c) 2018 Dmitry Yv. MIT License

so