This library makes it easier to quickly prototype WebGL applications. It's lower level than many other WebGL libraries and while it doesn't provide a scene graph, it re-implements OpenGL's modelview/projection matrix stack to provide similar functionality. It also re-introduces some built-in uniforms from GLSL (such as gl_Vertex and gl_ModelViewProjectionMatrix) and OpenGL's immediate mode.
python build.py: buildlightgl.jsfrom the files in thesrcdirectorypython build.py debug: rebuild the library any time the contents of thesrcdirectory changepython build.py release: minify the library using UglifyJS, which assumes there is anuglifyjscommand in your pathdocco src/*.js: build the documentation, which is generated in thedocsdirectory
The latest lightgl.js build can be found at http://evanw.github.com/lightgl.js/lightgl.js.
<!DOCTYPE html> <html><body> <script src="lightgl.js"></script> <script> var angle = 0; var gl = GL.create(); var mesh = GL.Mesh.cube(); var shader = new GL.Shader('\ void main() {\ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\ }\ ', '\ void main() {\ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\ }\ '); gl.onupdate = function(seconds) { angle += 45 * seconds; }; gl.ondraw = function() { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.loadIdentity(); gl.translate(0, 0, -5); gl.rotate(30, 1, 0, 0); gl.rotate(angle, 0, 1, 0); shader.draw(mesh); }; gl.fullscreen(); gl.animate(); </script> </body></html>
The documentation is automatically generated using Docco:
- main.js:
GL - matrix.js:
GL.Matrix - mesh.js:
GL.Indexer,GL.Buffer,GL.Mesh - raytracer.js:
GL.HitTest,GL.Raytracer - shader.js:
GL.Shader - texture.js:
GL.Texture - vector.js:
GL.Vector
Available examples: