This library is already deprecated (technically outdated too). I recommend switching to our new library, Rhodonite
Join the chat at https://gitter.im/emadurandal/GLBoost
A New WebGL Rendering Library for 3D Graphics Geeks
GLBoost is a new WebGL library for realtime 3D graphics geeks. It’s a low-level library that takes away the pain of having to deal with routine WebGL API tasks without limiting your expressive power. Use this library to spend your time doing cool stuff instead of fighting WebGL.
Currently, r4 released!
This is a demo viewer using GLBoost. https://viewer.glboost.org/
If you want to watch examples in local. Go to GLBoost top directory by terminal and start local web server up.
$ cd GLBoost
$ npm install
$ npm start
- ECMAScript 2015 based library
- Shader classes Mixin layered mechanism
- WebGL2.0 Ready (Currently, Firefox and Chrome)
- User's Custom Shader Support
- Obj and glTF 1.0/2.0 loader
- Phisically Based Rendering Support (Metallic-Roughness) (with/without Image based Lighting)
- Experienced use in multiple commercial products/services
- Google Chrome (even WebGL 2.0 mode)
- Firefox (even WebGL 2.0 mode)
- Safari
- iOS Safari
- Android Chrome
- Microsoft Edge (Xbox One included)
- Internet Explorer
1. Include build/glboost.js in your html file.
<script src="./glboost.js"></script>
2. Put canvas tag in body element.
<body> <canvas id="world" width="600" height="600"></canvas> </body>
3. Write your codes.
// setup GLBoost renderer var canvas = document.getElementById("world"); var glBoostContext = new GLBoost.GLBoostMiddleContext(canvas); var renderer = glBoostContext.createRenderer({ clearColor: { red: 0.0, green: 0.0, blue: 0.0, alpha: 1 } }); // make a scene var scene = glBoostContext.createScene(); // setup material var material = glBoostContext.createClassicMaterial(); var texture = glBoostContext.createTexture("resources/texture.png"); material.setTexture(texture); material.shaderClass = GLBoost.PhongShader; // make a Sphere geometry var geometry = glBoostContext.createSphere(20, 24, 24, null); // set Sphere geometry and material to make a Mesh. var earth = glBoostContext.createMesh(geometry, material); // add the earth mesh to the scene scene.addChild(earth); // make a directonal light var directionalLight = glBoostContext.createDirectionalLight( new GLBoost.Vector3(1, 1, 1), new GLBoost.Vector3(-1, -1, -1) ); // add the light to the scene scene.addChild(directionalLight); // setup camera var camera = glBoostContext.createPerspectiveCamera( { eye: new GLBoost.Vector3(0.0, 0.0, 60.0), center: new GLBoost.Vector3(0.0, 0.0, 0.0), up: new GLBoost.Vector3(0.0, 1.0, 0.0) }, { fovy: 45.0, aspect: 1.0, zNear: 0.1, zFar: 1000.0 } ); // add the camera to the scene scene.addChild(camera); // create an expression (which is composed of several rendering passes) var expression = glBoostContext.createExpressionAndRenderPasses(1); // set scene to render pass of expression expression.renderPasses[0].scene = scene; // call this method before rendering expression.prepareToRender(); // rendering loop renderer.doConvenientRenderLoop(expression, function() { // rotate camera var rotateMatrixY = GLBoost.Matrix33.rotateY(-1.0); rotatedVector = rotateMatrixY.multiplyVector(camera.eye); camera.eye = rotatedVector; });
for other usage, check examples!
$ npm install
$ npm run build
Some examples needs to be built by Babel because they are written ECMAScript 2015. The following command builds them all.
$ npm run build-examples
$ npm run esdoc
(Note: The documentation coverage is still very low. We address the resolution of this problem.)
$ npm run test(Note: The test coverage is still very low. We address the resolution of this problem.)
- Improvement of Realtime shadow
- Both Clustered Forward Rendering and Deferred Rendering Support
- Global Illumination (Light Propergation Volume or etc...)
- Unity like Entity-Component-System
- Original Giga DataTexture Architecture
- High-level API for beginners
This library is released under the MIT License, see LICENSE file.