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: