gl-fbo
WebGL framebuffer object wrapper
Example
Try this in your browser if you have WebGL
var shell = require("gl-now")()
var createFBO = require("gl-fbo")
var glslify = require("glslify")
var ndarray = require("ndarray")
var fill = require("ndarray-fill")
var fillScreen = require("a-big-triangle")
var createUpdateShader = glslify({
vertex: "\
attribute vec2 position;\
varying vec2 uv;\
void main() {\
gl_Position = vec4(position,0.0,1.0);\
uv = 0.5 * (position+1.0);\
}",
fragment: "\
precision mediump float;\
uniform sampler2D buffer;\
uniform vec2 dims;\
varying vec2 uv;\
void main() {\
float n = 0.0;\
for(int dx=-1; dx<=1; ++dx)\
for(int dy=-1; dy<=1; ++dy) {\
n += texture2D(buffer, uv+vec2(dx,dy)/dims).r;\
}\
float s = texture2D(buffer, uv).r;\
if(n > 3.0+s || n < 3.0) {\
gl_FragColor = vec4(0,0,0,1);\
} else {\
gl_FragColor = vec4(1,1,1,1);\
}\
}",
inline: true
})
var createDrawShader = glslify({
vertex: "\
attribute vec2 position;\
varying vec2 uv;\
void main() {\
gl_Position = vec4(position,0.0,1.0);\
uv = 0.5 * (position+1.0);\
}",
fragment: "\
precision mediump float;\
uniform sampler2D buffer;\
varying vec2 uv;\
void main() {\
gl_FragColor = texture2D(buffer, uv);\
}",
inline: true
})
var state, updateShader, drawShader, current = 0
shell.on("gl-init", function() {
var gl = shell.gl
gl.disable(gl.DEPTH_TEST)
updateShader = createUpdateShader(gl)
drawShader = createDrawShader(gl)
state = [ createFBO(gl, [512, 512]), createFBO(gl, [512, 512]) ]
var initial_conditions = ndarray(new Uint8Array(512*512*4), [512, 512, 4])
fill(initial_conditions, function(x,y,c) {
if(c === 3) {
return 255
}
return Math.random() > 0.9 ? 255 : 0
})
state[0].color[0].setPixels(initial_conditions)
drawShader.attributes.position.location = updateShader.attributes.position.location = 0
})
shell.on("tick", function() {
var gl = shell.gl
var prevState = state[current]
var curState = state[current ^= 1]
curState.bind()
updateShader.bind()
updateShader.uniforms.buffer = prevState.color[0].bind()
updateShader.uniforms.dims = prevState.shape
fillScreen(gl)
})
shell.on("gl-render", function(t) {
var gl = shell.gl
drawShader.bind()
drawShader.uniforms.buffer = state[current].color[0].bind()
fillScreen(gl)
})
Result:
Install
Install using npm:
npm install gl-fbo
API
var createFBO = require("gl-fbo")
Constructor
There is currently only one default way to create a Framebuffer object. You can construct a framebuffer using the following syntax:
var fbo = createFBO(gl, shape[, options])
Creates a wrapped framebuffer object
-
gl
is a handle to a WebGL context
-
shape
is a length 2 array encoding the [width, height]
of the frame buffer
-
options
is an object containing the following optional properties:
options.preferFloat
Upgrade to floating point if available, otherwise fallback to 8bit. (default false
)options.float
Use floating point textures (default false
)options.color
The number of color buffers to create (default 1
)options.depth
If fbo has a depth buffer (default: true
)options.stencil
If fbo has a stencil buffer (default: false
)
Methods
fbo.bind()
Binds the framebuffer object to the display. To rebind the original drawing buffer, you can just call WebGL directly:
gl.bindFramebuffer(gl.FRAMEBUFFER, null)
fbo.dispose()
Destroys the framebuffer object and releases all associated resources
Properties
fbo.shape
Returns the shape of the frame buffer object. Writing to this property resizes the framebuffer. For example,
fbo.shape = [ newWidth, newHeight ]
fbo.gl
A reference to the WebGL context
fbo.handle
A handle to the underlying Framebuffer object.
fbo.color
An array containing gl-texture2d
objects representing the buffers.
fbo.depth
The depth/stencil component of the FBO. Stored as a gl-texture2d
. If not present, is null
.
Credits
(c) 2013-2014 Mikola Lysenko. MIT License