regl-insta-lines
v2.0.1
Published
## Highly extendable instanced line rendering in a single draw call. Based on [Regl](https://github.com/regl-project/regl).
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Instanced Lines for REGL
Highly extendable instanced line rendering in a single draw call.
Based on Regl.
Loosely based on Rye Terrell's Instanced Line Rendering, highly recommended as introduction.
Installation
npm install --save regl-insta-lines
# or
yarn add regl-insta-lines
Features:
- batch rendering of lines
- vertex shader expanded
- start / end caps (
butt
,square
,round
,arrow(size, angle)
) - joins (
bevel
,miter(limit)
,miterSquare
,round
) - closed loop support
- GLSL injectable to tailor to your needs (e.g. do you have a non-linear camera?)
- full type support
| filled | wireframe | |-|-| | | |
| UVs | Decoration using UV.y | |-|-| | | |
API
Example usage:
import createRegl from 'regl';
import { createLines, CapType, JoinType } from 'regl-insta-lines';
const regl = createRegl();
// create lines
const lines = createLines(regl, {
// points can be specified using 2 or 3 floats, typescript will help you enforce this
dimension: 2,
width: 60, // in pixels
cap: CapType.square,
join: JoinType.miter(2), // specify limit here
joinCount: 3,
cameraTransform: glsl`
// optional
vec4 cameraTransform(vec4 pos) {
return ... your cool non-linear camera
}
`,
... other props
});
// describe a batch of lines
lines.setLines([{
// if dimension=2
points: [[0, 0], [1, 0], [1, 1]],
// if dimension=3
points: [[0, 0, 0], [1, 0, 0], [1, 1, 0]],
// each line in the batch can be closed or open
closed: true
}, {
...
}]);
// render them
regl.frame(()=>{
// set width each frame
lines.setWidth(30 * Math.sin(ctx.time)) // in pixels
// single draw call rendering
lines.render();
})
Constructor:
| Property | Type | Default | Description |
|----------|------|---------|-------------|
| width | number
| 1.0
| Width of lines in pixels. Can also be set using .setWidth(width)
function after creation. |
| cap | string
(GLSL) or { start: GLSL; end: GLSL; }
| CapType.butt
| Any of CapType
s or your own custom GLSL function. Supported: butt
, square
, round
|
| join | string
(GLSL) | JoinType.bevel
| Any of JoinType
s or your own custom GLSL function. Supported: bevel
, miter
, round
, miterSquare
|
| joinCount | int
| 4
| Number of triangles approximating the joins. NOTE: joins (like miter or round) effectively become bevel joins when set to 1. |
| distanceFn | (a: vec3, b: vec3) => number
| vec3.distance
| Function that calculates distance between two points. Used to determine distanceAlongPath
varying for fragment shader (useful for dashes for example) |
| frag | string
(GLSL) | fill white | Optional fragment shader, gets the following varyings: vec3 vPos; vec2 vUv; vec3 distanceAlongPath;
. NOTE: Even though it's optional here, if you don't specify it, you must wrap the render call inside a regl command that does provide it, otherwise regl will scream at you. |
| reverseMiterLimit | number
| 0.5
| How far up the segment can a reverse miter go. Anything more than 0.5
runs a risk of failure, but allows sharper angles to still be reverse mitered. |
| cameraTransformGLSL | string
(GLSL) | identity | Optional GLSL code for a function of the following definition: vec4 cameraTransform(vec4 pos);
|
| declarationsGLSL | string
(GLSL) | identity | Optional GLSL declarations code. At least vec4 cameraTransform(vec4 pos);
. Useful for custom attributes. |
| defineVerticesGLSL | string
(GLSL) | undefined
| Optional GLSL code that defines vertices vec3 p0, p1, p2, p3;
, or skips a segment by setting float skip;
to something other than 0.0
|
| postprocessVerticesGLSL | string
(GLSL) | undefined
| Optional GLSL code that modifies clip or screen-space coordinates. |
| mainEndGLSL | string
(GLSL) | undefined
| Optional GLSL code that runs at the end of main body. |
| primitive | regl's primitive type | triangles
| Used for debug when rendering with lines
for example |
Extending the base
The main function createLines
is actually a wrapper around the base implementation createLineBase
that provides convenience around batch rendering and distance calculation. If you would like to manage your own attribute buffers, you can use createLineBase
function directly. In this case, you can use createLines
as a reference implementation since describing how to use it here is a bit verbose, but the interface is very close to what is described in the API section.
Future Improvements
- provide a few useful fragment shaders (e.g. dashes). Until then, check out the ones in Live demo.
Combination Test
NOTE: "extra" lines are simply an artifact of rendering with 'line strip'
. In reality each segment is represented as 4 triangles + 2 join accordions, one on each side. Even though each segment renders an accordion on both sides, only one is visible per join because the other one gets back-face culled.
Anatomy of a single segment
You can view this at Geogebra