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@luma.gl/core

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@luma.gl/core

WebGL2 Components for High Performance Rendering and Computation

  • 7.1.0
  • Source
  • npm
  • Socket score

Version published
Maintainers
7
Created

What is @luma.gl/core?

@luma.gl/core is a high-performance WebGL2 framework designed for GPU-powered data visualization and computation. It provides a suite of tools for creating and managing WebGL contexts, shaders, buffers, and other GPU resources, making it easier to build complex visualizations and simulations.

What are @luma.gl/core's main functionalities?

Creating a WebGL Context

This feature allows you to create a WebGL context, which is the starting point for any WebGL application. The context is used to manage all WebGL state and resources.

const {createGLContext} = require('@luma.gl/core');
const gl = createGLContext();

Shader Management

This feature allows you to create and manage shaders, which are programs that run on the GPU. Shaders are essential for rendering graphics and performing computations on the GPU.

const {Shader} = require('@luma.gl/core');
const vs = `
  attribute vec4 position;
  void main() {
    gl_Position = position;
  }
`;
const fs = `
  void main() {
    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
  }
`;
const shader = new Shader(gl, {vs, fs});

Buffer Management

This feature allows you to create and manage buffers, which are used to store data on the GPU. Buffers are used to store vertex data, texture data, and other types of data that need to be processed by the GPU.

const {Buffer} = require('@luma.gl/core');
const positions = new Float32Array([
  -1, -1,
  1, -1,
  -1, 1,
  1, 1
]);
const positionBuffer = new Buffer(gl, positions);

Rendering

This feature allows you to create and manage models, which are used to render graphics. Models are composed of shaders, buffers, and other resources, and they provide a high-level interface for rendering graphics.

const {Model} = require('@luma.gl/core');
const model = new Model(gl, {
  vs: `
    attribute vec4 position;
    void main() {
      gl_Position = position;
    }
  `,
  fs: `
    void main() {
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  `,
  attributes: {
    position: positionBuffer
  },
  vertexCount: 4
});
model.draw();

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Package last updated on 05 Jun 2019

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