ClayGL is a type friendly WebGL graphic library for building scalable Web3D applications.
It's easy to use, configurable for high-quality graphics. Benefit from the modularity and tree shaking, it can be scaled down to 22k(gzipped) for a basic 3D application.
Quick Start
Create a rotating cube
<!DOCTYPE html>
<html lang="en">
<head>
<script src="lib/claygl.js"></script>
</head>
<body>
<canvas id="main"></canvas>
<script>
const app = new clay.App3D('#main', {
width: window.innerWidth,
height: window.innerHeight
});
const camera = app.createCamera([0, 2, 5], [0, 0, 0]);
const cube = app.createCube({
color: '#f00'
});
const mainLight = app.createDirectionalLight([-1, -1, -1]);
app.loop((frameTime) => {
cube.rotation.rotateY(frameTime / 1000);
});
</script>
</body>
</html>
Minimum bundle example
This example is about 22k(gzipped) after bundled by webpack 4.0. It draws a triangle on the screen.
import { Renderer, GeometryBase, Shader, Material, glsl } from 'claygl';
const vs = new Shader.Vertex({
attributes: {
position: Shader.attribute('vec3', 'POSITION')
},
main: glsl`
void main() {
gl_Position = vec4(position, 1.0);
}`
});
const fs = new Shader.Fragment({
uniforms: {
color: Shader.uniform('rgb', 'red')
},
main: glsl`
void main() {
out_color = vec4(color, 1.0);
}
`
});
const renderer = new Renderer({
canvas: document.getElementById('main')
});
renderer.resize(400, 400);
const geometry = new GeometryBase();
const positionAttrib = geometry.createAttribute('position', 'float', 3);
positionAttrib.fromArray([
[-0.5, -0.5, 0],
[0.5, -0.5, 0],
[0, 0.5, 0]
]);
const material = new Material(new Shader(vs, fs));
material.set('color', 'red');
renderer.renderPass([{ geometry, material }]);
FBX to glTF2.0 Converter
Get it
Needs python3.3 and FBX SDK 2018.1.1.
usage: fbx2gltf.py [-h] [-e EXCLUDE] [-t TIMERANGE] [-o OUTPUT]
[-f FRAMERATE] [-p POSE] [-q] [-b]
file
FBX to glTF converter
positional arguments:
file
optional arguments:
-h, --help show this help message and exit
-e EXCLUDE, --exclude EXCLUDE
Data excluded. Can be: scene,animation
-t TIMERANGE, --timerange TIMERANGE
Export animation time, in format
'startSecond,endSecond'
-o OUTPUT, --output OUTPUT
Ouput glTF file path
-f FRAMERATE, --framerate FRAMERATE
Animation frame per second
-p POSE, --pose POSE Start pose time
-q, --quantize Quantize accessors with WEB3D_quantized_attributes
extension
-b, --binary Export glTF-binary
--beautify Beautify json output.
--noflipv If not flip v in texcoord.
Input:
Output:
- Scene hierarchy
- Mesh and camera
- PBR material
- Texture
- Skin
- Animation