gl-util
Set of practical functions for webgl.
program(gl, program?)
program(gl, vertSource, fragSource)
Get/set active program or create new program from vertex and fragment sources. The WebGLProgram instance is returned.
uniform(gl, name?, data?, program?)
uniform(gl, {name: data, ...}, program?)
Get/set uniform or multiple uniforms. Returns object with uniform parameters: {name, location, data, type}
. Uniforms are stored per-program instance, so to make sure right program is active before updating uniforms a program
can be passed as the last argument.
texture(gl, name?, data|parameters?, program?)
texture(gl, {name: data|parameters, ...}, program?)
Set texture[s] data or parameters:
Name | Meaning |
---|
data | Data passed to texture. Can be array, typed array, image, canvas or string denoting the URL of image to load. |
index | Texture unit number, if undefined - calculated automatically. |
filter | Sets texture scaling for both min and mag. Can be defined as two separate properties minFilter and magFilter . By default gl.LINEAR . |
wrap | Defines texture tiling vertically and horizontally. Can be defined precisely as wrapS and wrapT . By default gl.CLAMP_TO_EDGE , can be gl.MIRRORED_REPEAT or gl. . |
width | In pixels |
height | In pixels |
format | gl.ALPHA , gl.RGB , gl.RGBA (default), gl.LUMINANCE , gl.LUMINANCE_ALPHA , gl.DEPTH_COMPONENT , gl.DEPTH_STENCIL , etc |
type | gl.UNSIGNED_BYTE , can be gl.FLOAT with proper extension enabled |
level | 0 , mipmap level. |
Returns object with texture properties {data, index, location, minFilter, magFilter, wrapS, wrapT, width, height, format, type, texture}
.
attribute(gl, name?, data|parameters?, program?)
attribute(gl, {name: data|parameters, ...}, program?)
Set attribute[s] data or parameters:
Name | Default | Meaning |
---|
data | null | Data for the attribute, can be array or typed array |
size | 2 | Number of data items per vertex |
stride | 0 | Offset in bytes between the beginning of consecutive vertex attributes. |
offset | 0 | Offset in bytes of the first component in the data. Must be a multiple of type. |
type | gl.FLOAT | Data type of each component in the data array. Must be one of: gl.BYTE , gl.UNSIGNED_BYTE , gl.SHORT , gl.UNSIGNED_SHORT , gl.FLOAT . |
usage | gl.STATIC_DRAW | Mode of draw: gl.STATIC_DRAW (rare changes), gl.DYNAMIC_DRAW (frequent changes) or gl.STREAM_DRAW (frequent updates) |
normalized | false | If fixed-point data values should be normalized or are to converted to fixed point values when accessed. |
index | 0 | Attribute unit number, detected automatically if omitted. |
target | gl.ARRAY_BUFFER | |
buffer | null | WebGLBuffer to use for attribute |
Returns attribute properties {data, size, stride, offset, usage, type, normalized, index, target, buffer}
.
Motivation
There are regl and other stack.gl components like gl-texture, gl-shader etc, so why bother?
Because their API may give hard time remembering, same as pure webgl methods. Also gl-utils do not supersede webgl API, so that allows for debugging pure webgl for a moment if one need to. Also if one need minimalistic webgl setup it may be better to opt for a couple of functions over relatively massive stack.gl components.
gl-util is like functions from any webgl tutorial. Tiny, handy and already familiar, so.