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pex-gl / Pex Context

Licence: mit
Modern WebGL state wrapper for PEX: allocate GPU resources (textures, buffers), setup state pipelines and passes, and combine them into commands.

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pex-context

Modern WebGL state wrapper for PEX. With pex-context you allocate GPU resources (textures, buffers), setup state pipelines and passes and combine them together into commands.

Example

const createContext = require('pex-context')
const createCube = require('primitive-cube')
const mat4 = require('pex-math/mat4')

const ctx = createContext({ width: 640, height: 480 })
const cube = createCube()

const clearCmd = {
  pass: ctx.pass({
    clearColor: [0, 0, 0, 1],
    clearDepth: 1
  })
}

const drawCmd = {
  pass: ctx.pass({
    clearColor: [0.2, 0.2, 0.2, 1],
    clearDepth: 1
  }),
  pipeline: ctx.pipeline({
    depthTest: true,
    vert: `
      attribute vec3 aPosition;
      attribute vec3 aNormal;
      uniform mat4 uProjectionMatrix;
      uniform mat4 uViewMatrix;
      varying vec3 vNormal;
      void main () {
        gl_Position = uProjectionMatrix * uViewMatrix * vec4(aPosition, 1.0);
        vNormal = aNormal;
      }
    `,
    frag: `
      precision mediump float;
      varying vec3 vNormal;
      void main () {
        gl_FragColor.rgb = vNormal;
        gl_FragColor.a = 1.0;
      }
    `
  }),
  attributes: {
    aPosition: ctx.vertexBuffer(cube.positions),
    aNormal: ctx.vertexBuffer(cube.normals)
  },
  indices: ctx.indexBuffer(cube.cells),
  uniforms: {
    uProjectionMatrix: mat4.perspective(
      mat4.create(),
      Math.PI / 4,
      640 / 480,
      0.1,
      100
    ),
    uViewMatrix: mat4.lookAt(mat4.create(), [2, 2, 5], [0, 0, 0], [0, 1, 0])
  }
}

ctx.frame(() => {
  ctx.submit(clearCmd)
  ctx.submit(drawCmd)
})

You can find runnable examples in the /examples folder in this repository. To run an example install Node.js, clone or download this repository and then run:

# go to the example folder
cd examples

# install examples dependencies
npm i

# run the example in your default browser window
npx budo example-name.js --open --start

API

Context

Creating gl context wrapper.

ctx = createContext(opts)

const createContext = require('pex-context')

// full window canvas
const ctx = createContext()

// creates gl context from existing canvas and keeps it's size
const ctx = createContext({ gl: gl })

// creates gl context from existing canvas and keeps it's size
const ctx = createContext({ canvas: canvas })

// creates new canvas with given width and height
const ctx = createContext({ width: Number, height: Number })

ctx.set(opts)

ctx.set({
  pixelRatio: 2,
  width: 1280,
  height: 720
})
property info default
pixelRatio canvas resolution, can't be bigger than window.devicePixelRatio 1
width canvas width -
height canvas height -

Note 1: The new size and resolution will be applied not immediately but before drawing the next frame to avoid flickering.

Note 2: Context's canvas doesn't resize automatically, even if you skip width/height on init and the canvas will be asigned dimensions of the window. To handle resizing use the following code:

window.addEventListener('resize', () => {
  ctx.set({
    width: window.innerWidth,
    height: window.innerWidth
  })
})

Render Loop

ctx.frame(cb)

  • cb: Function - Request Animation Frame callback

Commands

Commands are plain js objects with GPU resources needed to complete a draw call

const cmd = {
  pass: Pass
  pipeline: Pipeline,
  attributes: {
    name:  VertexBuffer,
    // or
    name: { buffer: VertexBuffer, offset: Number, stride: Number }
  },
  indices: IndexBuffer,
  // or
  indices: { buffer: IndexBuffer, offset: Number, count: Number },
  // or
  count: Number,
  instances: Number,
  uniforms: {
    name: Number,
    name: Array,
    name: Texture2D
  },
  viewport: [0, 0, 1920, 1080],
  scissor: [0, 0, 1920, 1080]
}
property info type
pass render pass info ctx.Pass
pipeline rendering pipeline info ctx.Pipeline
attributes vertex attributes map of :
attibuteName: ctx.VertexBuffer
attributeName: { buffer: VertexBuffer, offset: Number, stride: Number, divisor: Number }
indices indices either:
ctx.IndexBuffer
{ buffer: IndexBuffer, offset: Number, stride: Number }
count number of vertices to draw Integer
instances number instances to draw Integer
uniforms shader uniforms map of name: value
viewport drawing viewport bounds [x, y, w, h]
scissor scissor test bounds [x, y, w, h]

Note: either indices or count need to be specified when drawing geometry Note: scissor region is by default set to null and scissor test disabled

Submitting commands to the GPU

ctx.submit(cmd)

ctx.submit({
  pass: ctx.pass({
    clearColor: [1, 0, 0, 1]
  }),
  pipeline: ctx.pipeline({
    vert: '...',
    frag: '...'
  }),
  attributes: {...},
  indices: indexBuffer,
  uniforms: {...},
  ...
})

ctx.submit(cmd, opts)

Submit partially updated command without modifying the original one

// E.g. draw mesh with custom color
ctx.submit(cmd, {
  uniforms: {
    uColor: [1, 0, 0, 0]
  }
})

ctx.submit(cmd, [opts1, opts2, opts3...])

Submit a batch of commands differences in opts.

// E.g. draw same mesh twice with different material and position
ctx.submit(cmd, [
  { pipeline: material1, uniforms: { uModelMatrix: position1 },
  { pipeline: material2, uniforms: { uModelMatrix: position2 }
])

Subcommands

ctx.submit(cmd, cb)

Submit command while preserving state from another command.

This approach allows to simulate state stack with automatic cleanup at the end of callback.

// E.g. render to texture
ctx.submit(renderToFboCmd, () => {
  ctx.submit(drawMeshCmd)
})

Resources

All resources are plain js object and once constructed their properties can be accessed directly. Please note those props are read only. To set new values or upload new data to GPU see updating resources.

const tex = ctx.texture2D({
  width: 256,
  pixelFormat: ctx.PixelFormat.RGBA8
})

tex.width //256
tex.pixelFormat //'rgba8'

//but also those properties has been added
tex.type //gl.UNSIGNED_BYTE
tex.internalFormat //gl.RGBA

Pass

Passes are responsible for setting render targets (textures) and their clearing values. FBOs are created internally and automatically by pex-context.

pass = ctx.pass(opts)

const pass = ctx.pass({
  color: [Texture2D, ...]
  color: [{ texture: Texture2D | TextureCube, target: CubemapFace }, ...]
  depth: Texture2D
  clearColor: Array,
  clearDepth: Number
})
property info type default
color color render target Array of Texture2D or { texture, target} pairs null
depth depth render target Texture2D null
clearColor clear color value Array null
clearDepth clear depth value Number null

Pipeline

Pipelines represent the state of the GPU rendering pipeline (shaders, blending, depth test etc).

pipeline = ctx.pipeline(opts)

const pipeline = ctx.pipeline({
  vert: String,
  frag: String,
  depthWrite: Boolean,
  depthTest: Boolean,
  depthFunc: DepthFunc,
  blend: Boolean,
  blendSrcRGBFactor: BlendFactor,
  blendSrcAlphaFactor: BlendFactor,
  blendDstRGBFactor: BlendFactor,
  blendDstAlphaFactor: BlendFactor,
  cullFace: Boolean,
  cullFaceMode: Face,
  colorMask: Array,
  primitive: Primitive
})
property info type default
vert vertex shader code String null
frag fragment shader code String null
depthWrite depth write mask Boolean true
depthTest depth test on/off Boolean false
depthFunc depth test function DepthFunc LessEqual
blend blending on/off Boolean false
blendSrcRGBFactor blending source color factor BlendFactor One
blendSrcAlphaFactor blending source alpha factor BlendFactor One
blendDstRGBFactor blending destination color factor BlendFactor One
blendDstAlphaFactor blending destination alpha factor BlendFactor One
cullFace face culling on/off Boolean false
cullFaceMode face culling mode Face Back
colorMask color write mask for [r, g, b, a] Array of Boolean [true, true, true, true]
primitive geometry primitive Primitive Triangles

Texture

Textures represent pixel data uploaded to the GPU.

texture = ctx.texture2D(opts)

const tex = ctx.texture2D({
  data: [255, 255, 255, 255, 0, 0, 0, 255],
  width: 2,
  height: 1,
  pixelFormat: ctx.PixelFormat.RGB8,
  encoding: ctx.Encoding.Linear,
  wrap: ctx.Wrap.Repeat
})
property info type default
data pixel data Array, Uint8Array, Float32Array, HTMLCanvas, HTMLImage, HTMLVideo null
width texture width Number/Int 0
height texture height Number/Int 0
pixelFormat pixel data format ctx.PixelFormat ctx.PixelFormat.RGB8
encoding pixel data encoding ctx.Encoding ctx.Encoding.Linear
wrapS wrapS mode ctx.Wrap ctx.Wrap.ClampToEdge
wrapT wrapT mode ctx.Wrap ctx.Wrap.ClampToEdge
wrap combines wrapS and wrapT ctx.Wrap ctx.Wrap.ClampToEdge
min min filtering mode ctx.Filter ctx.Filter.Nearest
mag mag filtering mode ctx.Filter ctx.Filter.Nearest
aniso aniso level 1 Number/Int 0
mipmap generate mipmaps on update 2 Boolean false
flipY flip pixel data on upload Boolean false
name texture name for debugging String ''
target texture target 3 gl enum gl.TEXTURE_2D or gl.TEXTURE_CUBE

1 requries EXT_texture_filter_anisotropic 2 requires min to be set to ctx.Filter.LinearMipmapLinear or similar 3 read only

texture = ctx.textureCube(opts)

  • opts: Object - see ctx.texture2D(opts)
  • opts.data: Array of Images or TypedArrays - 6 images, one for each face +X, -X, +Y, -Y, +Z, -Z
const tex = ctx.textureCube({
  data: [ posx, negx, posy, negy, posz, negz ],
  width: 64,
  height: 64
])

Renderbuffer

Renderbuffers represent pixel data store for rendering operations

renderbuffer = ctx.renderbuffer(opts)

const tex = ctx.renderbuffer({
  width: 1280,
  height: 720,
  pixelFormat: ctx.PixelFormat.Depth16
})
property info type default
width renderbuffer width Number/Int 0
height renderbuffer height Number/Int 0
pixelFormat pixel data format1 ctx.PixelFormat null

1 only PixelFormat.Depth16 equal to gl.DEPTH_COMPONENT16 is currently supported for use as render pass depth storage (e.g. ctx.pass({ depth: renderbuffer})) for platforms with no WEBGL_depth_texture support.

Buffer

Buffers store vertex and index data in the GPU memory.

buffer = ctx.vertexBuffer(opts)

buffer = ctx.indexBuffer(opts)

const buf = ctx.vertexBuffer({ data: Array }) // aka Attribute Buffer

const buf = ctx.indexBuffer({ data: Array }) // aka Index Buffer
property info type default
data pixel data Array, Uint8Array, Float32Array null
type data type ctx.DataType ctx.DataType.Float32
usage buffer usage ctx.Usage ctx.Usage.StaticDraw
offset data offset in the buffer (update only) Number/Int undefined

Query

Queries are used for GPU timers.

query = ctx.query(opts)

Note: Requires EXT_disjoint_timer_query

const query = ctx.query({
  target: QueryTarget
})
property info type default
target query type ctx.QueryTarget ctx.QueryTarget.TimeElapsed
state query state ctx.QueryState ctx.QueryState.Ready
result result of the measurement Number null

ctx.beginQuery(q)

Begin the query measurement.

Note: There can be only one query running at the time.

ctx.endQuery(q)

End the query measurement.

Note: The result is not available immediately and will be null until the state changes from ctx.QueryState.Pending to ctx.QueryState.Ready

Updating resources

ctx.update(res, opts)

Update a resource.

ctx.update(res, { data: [] })

const tex = ctx.texture2D({...})
ctx.update(tex, {
  width: 1,
  height: 1,
  data: new Uint8Array([255, 0, 0, 255])
})
property info type
res resource to be updated ctx.Buffer, ctx.Framebuffer, ctx.Pass, ctx.Pipeline, ctx.Program, ctx.Query, ctx.Texture
opts whatever data the given resource accepts in constructor Object

Disposing resources

ctx.dispose()

Delete all allocated resources and stop render loop. Disposed context is no longer valid to use.

ctx.dispose()

ctx.dispose(res)

Delete a resource. Disposed resource is no longer valid for use.

const tex = ctx.texture2D({})
...
ctx.dispose(tex)
property info type
res resource to be deleted ctx.Buffer, ctx.Framebuffer, ctx.Pass, ctx.Pipeline, ctx.Program, ctx.Query, ctx.Texture

Note: Framebuffers are ref counted and released by Pass, Programs are also ref counted and released by Pipeline

Capabilities

Get capabilities and extensions availability.

const maxTextureSize = ctx.maxTextureSize
property info type
maxColorAttachments gl.getParameter('MAX_COLOR_ATTACHMENTS') or gl.getParameter(ext.MAX_COLOR_ATTACHMENTS_WEBGL) Number
maxTextureImageUnits gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS) Number
maxVertexTextureImageUnits gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) Number
maxTextureSize gl.getParameter(gl.MAX_TEXTURE_SIZE) Number
maxCubeMapTextureSize gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE) Number
instancedArrays false Boolean
instancing false (deprecated) Boolean
elementIndexUint32 !!gl.getExtension('OES_element_index_uint') Boolean
standardDerivatives !!gl.getExtension('OES_standard_derivatives') Boolean
depthTexture !!gl.getExtension('WEBGL_depth_texture') Boolean
shaderTextureLod !!gl.getExtension('EXT_shader_texture_lod') Boolean
textureFloat !!gl.getExtension('OES_texture_float') Boolean
textureFloatLinear !!gl.getExtension('OES_texture_float_linear') Boolean
textureHalfFloat !!gl.getExtension('OES_texture_half_float') Boolean
textureHalfFloatLinear !!gl.getExtension('OES_texture_half_float_linear') Boolean
textureFilterAnisotropic !!gl.getExtension('EXT_texture_filter_anisotropic') Boolean

Enums

ctx.BlendFactor

const BlendFactor = {
  One: gl.ONE,
  Zero: gl.ZERO,
  SrcAlpha: gl.SRC_ALPHA,
  OneMinusSrcAlpha: gl.ONE_MINUS_SRC_ALPHA,
  DstAlpha: gl.DST_ALPHA,
  OneMinusDstAlpha: gl.ONE_MINUS_DST_ALPHA,
  SrcColor: gl.SRC_COLOR,
  OneMinusSrcColor: gl.ONE_MINUS_SRC_COLOR,
  DstColor: gl.DST_COLOR,
  OneMinusDstColor: gl.ONE_MINUS_DST_COLOR
}

ctx.CubemapFace

const CubemapFace = {
  PositiveX: gl.TEXTURE_CUBE_MAP_POSITIVE_X,
  NegativeX: gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
  PositiveY: gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
  NegativeY: gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
  PositiveZ: gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  NegativeZ: gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
}

ctx.DataType

const DataType = {
  Float32: gl.FLOAT,
  Uint8: gl.UNSIGNED_BYTE,
  Uint16: gl.UNSIGNED_SHORT,
  Uint32: gl.UNSIGNED_INT
}

ctx.DepthFunc

const DepthFunc = {
  Never: gl.NEVER,
  Less: gl.LESS,
  Equal: gl.EQUAL,
  LessEqual: gl.LEQUAL,
  Greater: gl.GREATER,
  NotEqual: gl.NOTEQUAL,
  GreaterEqual: gl.GEQUAL,
  Always: gl.ALWAYS
}

ctx.Face

const Face = {
  Front: gl.FRONT,
  Back: gl.BACK,
  FrontAndBack: gl.FRONT_AND_BACK
}

ctx.PixelFormat

const PixelFormat = {
  RGBA8: 'rgba8', // gl.RGBA + gl.UNSIGNED_BYTE
  RGBA32F: 'rgba32f', // gl.RGBA + gl.FLOAT
  RGBA16F: 'rgba16f', // gl.RGBA + gl.HALF_FLOAT
  R32F: 'r32f', // gl.ALPHA + gl.FLOAT
  R16F: 'r16f', // gl.ALPHA + gl.HALF_FLOAT
  Depth: 'depth', // gl.DEPTH_COMPONENT + gl.UNSIGNED_SHORT
  Depth16: 'depth16', // gl.DEPTH_COMPONENT + gl.UNSIGNED_SHORT
  Depth24: 'depth24' // gl.DEPTH_COMPONENT + gl.UNSIGNED_INT
}

ctx.Primitive

const Primitive = {
  Points: gl.POINTS,
  Lines: gl.LINES,
  LineStrip: gl.LINE_STRIP,
  Triangles: gl.TRIANGLES,
  TriangleStrip: gl.TRIANGLE_STRIP
}

ctx.Encoding

const Encoding = {
  Linear: 1,
  Gamma: 2,
  SRGB: 3,
  RGBM: 4
}

ctx.Usage

const Usage = {
  StaticDraw: gl.STATIC_DRAW,
  DynamicDraw: gl.DYNAMIC_DRAW,
  StreamDraw: gl.STREAM_DRAW
}

ctx.Wrap

const Wrap = {
  ClampToEdge: gl.CLAMP_TO_EDGE,
  Repeat: gl.REPEAT
}

ctx.QueryTarget

const QueryTarget = {
  TimeElapsed: gl.TIME_ELAPSED
}

ctx.QueryState

const QueryState = {
  Ready: 'ready',
  Active: 'active',
  Pending: 'pending'
}

License

MIT, see LICENSE.md for details.

Note that the project description data, including the texts, logos, images, and/or trademarks, for each open source project belongs to its rightful owner. If you wish to add or remove any projects, please contact us at [email protected].