Skip to content

akehir/shader

Repository files navigation

Angular WebGL Shader Component

If you want to use a fancy WebGL shader in your Angular App, this small demo can get you started.

You can see the component running in the background of the example app. Press p to toggle the pause, and press s to download a screenshot of the simulation. Press w to create more splashes.

Demo

You can find the live demo at: https://shader.akehir.com.

Getting Started

If you just want to use the library, follow the following 3 simple steps. For contributing, or building the library locally, see the section on building the library.

Supported Angular Versions

Angular Version WebGL Shader Library
10.x 0.1.0 - 0.6.1
11.x 0.7.0 - 0.7.12
12.x 0.8.0 - 0.8.1
13.x 0.9.0 - 0.9.1
14.x 0.10.0 - 0.10.0
15.x 0.11.0 - 0.11.3
16.x 0.12.0 - 0.12.0
17.x 0.13.0 - 0.13.0
18.x 0.14.0 - 0.14.0

Step 1: Install

Install the npm package.

npm i @triangular/shader

Step 2: Add to NgModule Imports

Then, add the FluidSimulationModule to the imports of your app.

If you're using standalone components, you can skip this step.

import { ShaderModule } from '@triangular/shader';

@NgModule({
    declarations: [
      AppComponent,
      ...,
    ],
    imports: [
      ...,
      ShaderModule.forRoot(),
    ],
    providers: [],
    bootstrap: [AppComponent]
})
export class AppModule { }

Step 3: Add Component to App

Now you can use the provided component to create a canvas element with the simulation.

<webgl-shader></webgl-shader>

Depending on whether you want to use certain features, or positions for the module, you can add styles as follows. It is important to note, that the canvas itself should not be absolutely positioned.

webgl-shader {
  top: 0;
  left: 0;
  right: 0;
  bottom: 0;
  position: absolute;
  z-index: -1;
}

webgl-shader canvas {
  width: 100%;
  height: 100%;
  /* the canvas position cannot be absolute, otherwise the js resize will bug out */
  position: fixed;
}

You can configure your module by using the ShaderModule.forRoot() method.

@NgModule({
  declarations: [
    AppComponent,
    ExampleComponent,
  ],
    imports: [
      BrowserModule,
      ShaderModule.forRoot({
        SCREENSHOT_KEY_CODE: 'KeyS',
        PAUSE_KEY_CODE: 'KeyP',
        SPLASH_KEY: 'w',
        DITHERING_TEXTURE: true,
        DITHERING_TEXTURE_URI: 'assets/LDR_LLL1_0.png',
      }),
    ],
  providers: [],
  bootstrap: [AppComponent]
})
export class AppModule { }

In order to change the config interactively (for instance pausing and playing the simulation, or changing the settings) , you can use the provided service.

The service will be extended to include more functionality (for example triggering screenshots or adding splashes).

import { Component } from '@angular/core';
import { ShaderService } from '@triangular/shader';

@Component({
  selector: 'app-example',
  templateUrl: './example.component.html',
  styleUrls: ['./example.component.css'],
})
export class ExampleComponent implements AfterViewInit  {

  constructor(private shader: ShaderService) { }

   ngAfterViewInit() {
       this.shader.RESIZE = true;
   
       this.shader.createProgram(
         'shader-bane',
`#version 300 es
in vec4 a_position;

void main() {
  gl_Position = a_position;
}
        `,
        `#version 300 es
precision highp float;

out vec4 outColor;

void main() {
 outColor = vec4(1, 0, 0.5, 1); // return reddish-purple
}
        `,
       ).subscribe();
     }
}

Building

As a pre-requisite to build the library, you need to install all the dependencies via npm install or yarn.

Building the Library

Before the sample app can be run, you need to build the library itself.

npm run ng -- build shader-lib --progress=false

Building the Sample App

After building the library, it is either possible to build the sample app, via

npm run ng -- build example-app --prod --progress=false

,or to run the sample app with a local dev server:

npm run ng -- serve

Running the tests

Unit Tests

There are not many tests, but those that are can be run with:

npm run test -- --no-watch --progress=false --code-coverage --browsers ChromeHeadless

And coding style tests

The project follows the angular style guide and lints with the following command:

npm run lint

Built With

  • WebGL - 3D Graphics for the Web
  • Angular - The web framework used
  • NPM - Dependency Management
  • Gitlab - Source Control & CI Runner

Contributing

Please read CONTRIBUTING.md for details on our code of conduct, and the process for submitting pull requests to us.

Versioning

We use SemVer for versioning.

Version History

  • 0.1.0: Initial Release
  • 0.2.0: Update API for more Complex Use Cases
  • 0.3.0: Update API for more Complex Use Cases
  • 0.4.0: Update API to add render function to programs allowing for custom vertices to be used by a program. See examples 2 and 9.
  • 0.5.0: Update API to add step function to programs allowing for custom updating of uniforms. See example 5.
  • 0.6.0: Update documentation, cleanup.
  • 0.6.1: Update documentation.
  • 0.7.0: Add support for Angular 11
  • 0.7.1: Add support for fractionally scaling the rendered Pixels
  • 0.7.2: Changes to what runs outside of zone
  • 0.8.0: Add support for Angular 12
  • 0.8.1: Simplify API
  • 0.9.0: Add support for Angular 13
  • 0.9.1: Upgrade rxjs to 7.4
  • 0.10.0: Add support for Angular 14
  • 0.11.0: Add support for Angular 15
  • 0.11.1: Cleanup
  • 0.11.2: Cleanup

Authors

  • Raphael Ochsenbein - Angular Part - Akehir
  • Pavel Dobryakovn - JavaScript WebGL Fluid Simulation - PavelDoGreat

See also the list of contributors who participated in this project.

License

This project is licensed under the MIT License - see the LICENSE.md file for details

Acknowledgments

About

No description, website, or topics provided.

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published