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============================================================= | |||
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= \ \ / /__| |__ / __)( ) ( )( ) = | |||
= \ \/\/ / -_) '_ ( (_-. )(__ )(__)( = | |||
= \_/\_/\___|_.__/\___/(____)(______) = | |||
= ===================================== = | |||
============================================================= | |||
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I AM TAKING FEATURE/DEMO/IMPLEMENTATION DETAIL SUGGESTIONS | |||
Email: bpd9116+WebGLU@gmail.com | |||
AIM: BenjaminDeLilo | |||
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WebGLU is both a set of low-level utilities and a high-level | |||
engine for developing WebGL based applications. | |||
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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. | |||
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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(). | |||
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A partial list of features includes: | |||
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* Designed with performance in mind. Any performance | |||
criticisms are taken very seriously. | |||
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For shaders and shader programs | |||
* Can load directly from .frag/.vert/.vp/.fp files | |||
(and automatically assign the right shader type) | |||
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* Create on attach - loads and sets-up the shader from | |||
within shaderProgram.attachShader() | |||
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* All compiling and linking is handled automatically, as | |||
needed | |||
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* Automatically sets up any projection/modelview uniforms | |||
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For rendering | |||
* Provides projection and modelview matrix-stacks which | |||
approximate the behavior of OpenGL matrix modes | |||
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For renderable objects | |||
* Automaticaly creates array/element buffers as necessary | |||
and binds them as needed during rendering. | |||
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* Each object can be assigned a different shader program | |||
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* Store data for shader attributes simply with a single | |||
call | |||
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* A partial .obj parser is implemented to load objects | |||
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* Now supports object hierarchies! | |||
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* Static image and video textures | |||
(canvas textures are planned) | |||
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For animation | |||
* Procedural animations are as easy as overriding | |||
myobject.animation.update() | |||
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* 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); | |||
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* You can mix animation types within an object hierarchy | |||
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For interaction | |||
* GameGLU companion library provides for easy keybinding | |||
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============================================================ | |||
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Copyright (c) 2009 Benjamin P. DeLillo | |||
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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: | |||
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The above copyright notice and this permission notice shall be | |||
included in all copies or substantial portions of the Software. | |||
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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. |