canvas-webgl
Integration of node-canvas and headless-gl.
Installation
System Dependencies
You will need to install some system packages in order to compile the required dependencies. Take a look here:
https://www.npmjs.com/package/gl#user-content-system-dependencies
Xvfb
On headless systems, you'll also have to make sure to install Xvfb and to have it running in the background.
You can use this systemd service to make sure Xvfb is always running:
[Unit]
Description=X Virtual Frame Buffer Service
After=network.target
[Service]
ExecStart=/usr/bin/Xvfb :99 -screen 0 1024x768x24
[Install]
WantedBy=multi-user.target
Demos:
with threejs
const fs = require('fs');
const THREE = require('three');
const GIFEncoder = require('gifencoder');
const {createCanvas} = require('../lib');
const width = 512,
height = 512;
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
const canvas = createCanvas(width, height);
const renderer = new THREE.WebGLRenderer({
canvas,
});
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshBasicMaterial({color: 0x00ff00});
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
camera.position.z = 5;
const encoder = new GIFEncoder(width, height);
encoder.createReadStream().pipe(fs.createWriteStream('./snapshot/threejs-cube.gif'));
encoder.start();
encoder.setRepeat(0);
encoder.setDelay(16);
encoder.setQuality(10);
let idx = 0;
function update() {
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
if(idx > 0) {
encoder.addFrame(canvas.__ctx__);
console.log(`add frame ${idx}`);
}
idx++;
if(idx < 500) {
setTimeout(update, 16);
}
}
update();

with claygl
const fs = require('fs');
const GIFEncoder = require('gifencoder');
const clay = require('claygl');
const {createCanvas} = require('../lib');
const width = 512,
height = 512;
const canvas = createCanvas(width, height);
const encoder = new GIFEncoder(width, height);
let idx = 0;
global.document = {
createElement() {
return createCanvas(300, 150);
},
};
clay.application.create(canvas, {
width,
height,
init(app) {
this._camera = app.createCamera([0, 2, 5], [0, 0, 0]);
this._cube = app.createCube({
color: [1, 0, 0],
});
this._mainLight = app.createDirectionalLight([-1, -1, -1]);
encoder.createReadStream().pipe(fs.createWriteStream('./snapshot/claygl-cube.gif'));
encoder.start();
encoder.setRepeat(0);
encoder.setDelay(16);
encoder.setQuality(10);
},
loop(app) {
this._cube.rotation.rotateY(16 / 1000);
if(idx > 0) {
encoder.addFrame(canvas.__ctx__);
console.log(`add frame ${idx}`);
}
idx++;
if(idx > 197) {
process.exit(-1);
}
},
});

with babylonjs
const fs = require('fs');
const BABYLON = require('babylonjs');
const {createCanvas} = require('../lib');
global.HTMLElement = function () {};
global.window = {
setTimeout,
addEventListener() {},
};
global.navigator = {};
global.document = {
createElement() {
return createCanvas(300, 150);
},
addEventListener() {},
};
const canvas = createCanvas(512, 512);
const engine = new BABYLON.Engine(canvas, true, {preserveDrawingBuffer: true, stencil: true});
const createScene = function () {
const scene = new BABYLON.Scene(engine);
const camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5, -10), scene);
camera.setTarget(BABYLON.Vector3.Zero());
camera.attachControl(canvas, false);
const light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0, 1, 0), scene);
const sphere = BABYLON.Mesh.CreateSphere('sphere1', 16, 2, scene, false, BABYLON.Mesh.FRONTSIDE);
sphere.position.y = 1;
const ground = BABYLON.Mesh.CreateGround('ground1', 6, 6, 2, scene, false);
return scene;
};
const scene = createScene();
scene.render();
fs.writeFileSync('./snapshot/snap-babylon.png', canvas.toBuffer());

with mesh.js
const fs = require('fs');
const {Renderer, Figure2D, Mesh2D} = require('@mesh.js/core');
const {createCanvas, loadImage} = require('../lib');
const width = 512,
height = 512;
const canvas = createCanvas(width, height);
const renderer = new Renderer(canvas, {contextType: 'webgl'});
const f = new Figure2D();
f.rect(0, 0, 512, 512);
const m = new Mesh2D(f, canvas);
m.setFill({color: '#ddd'});
const url = 'https://p0.ssl.qhimg.com/t01a72262146b87165f.png';
loadImage(url).then((image) => {
const texture = renderer.createTexture(image);
m.setTexture(texture);
renderer.drawMeshes([m]);
fs.writeFileSync('./snapshot/snap-spritejs.png', canvas.toBuffer());
});

with jsdom
You can use canvas2d and webgl as running in web browsers.
const fs = require('fs');
const {Renderer, Figure2D, Mesh2D} = require('@mesh.js/core');
require('jsdom-global')();
const {mockDOM} = require('../lib');
mockDOM(window);
const canvas = document.createElement('canvas');
canvas.width = 512;
canvas.height = 512;
const renderer = new Renderer(canvas, {contextType: 'webgl'});
const f = new Figure2D();
f.rect(0, 0, 512, 512);
const m = new Mesh2D(f, canvas);
m.setFill({color: '#ddd'});
const url = 'https://p0.ssl.qhimg.com/t01a72262146b87165f.png';
renderer.loadTexture(url).then((texture) => {
m.setTexture(texture);
renderer.drawMeshes([m]);
fs.writeFileSync('./snapshot/snap-meshjs2.png', canvas.toBuffer());
});