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WebGLU is both a set of low-level utilities and a high-level engine for developing WebGL based applications.
Latest commit c0eb59c OneGeek Merge pull request #5 from ant76/patch-1 …
Update examples/boxes/boxes.html to use correct webglu.js version
============================================================= = __ __ _ ___ __ __ __ = = \ \ / /__| |__ / __)( ) ( )( ) = = \ \/\/ / -_) '_ ( (_-. )(__ )(__)( = = \_/\_/\___|_.__/\___/(____)(______) = = ===================================== = ============================================================= I AM TAKING FEATURE/DEMO/IMPLEMENTATION DETAIL SUGGESTIONS Email: bpd9116+WebGLU@gmail.com AIM: BenjaminDeLilo WebGLU is both a set of low-level utilities and a high-level engine for developing WebGL based applications. WebGLU is designed such that a developer can focus on the end result with a minimum of fuss and code, but doesn't hand hold developers who want more control. This is achieved by exposing the raw GL object and also many lower-level functions for working with it and the WebGL API. WebGLU's "point" is to seperate the act of rendering from the act of defining what to render and how to render it. This means all objects, shaders, attributes, uniforms, etc. and their interactions, can be dealt with up-front as opposed to strewn throughout the rendering code. As far as rendering code goes, unless you want to mess around with low level, the only rendering related call you need to worry yourself about is $W.draw(). A partial list of features includes: * Designed with performance in mind. Any performance criticisms are taken very seriously. For shaders and shader programs * Can load directly from .frag/.vert/.vp/.fp files (and automatically assign the right shader type) * Create on attach - loads and sets-up the shader from within shaderProgram.attachShader() * All compiling and linking is handled automatically, as needed * Automatically sets up any projection/modelview uniforms For rendering * Provides projection and modelview matrix-stacks which approximate the behavior of OpenGL matrix modes For renderable objects * Automaticaly creates array/element buffers as necessary and binds them as needed during rendering. * Each object can be assigned a different shader program * Store data for shader attributes simply with a single call * A partial .obj parser is implemented to load objects * Now supports object hierarchies! * Static image and video textures (canvas textures are planned) For animation * Procedural animations are as easy as overriding myobject.animation.update() * Keyframe animations are almost as simple myobject.animation = new $W.anim.KeyFrameAnimation(); myFrame = new $W.anim.KeyFrame(pos, rot, scale, time); myobject.animation.addKeyframe(myFrame); * You can mix animation types within an object hierarchy For interaction * GameGLU companion library provides for easy keybinding ============================================================ Copyright (c) 2009 Benjamin P. DeLillo Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.