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BLACKCELL.js

Modern, JS-friendly API for real-time 3D-rendering over WebGL.

API documentation | Guide | Samples | Contributing | Developer guide | FAQ

Build Status Coverage Status

Features

  • Linear algebra (vectors, rotations, transformations) and geometry primitives
  • Staging graphics core (designed for custom rendering pipelines and shaders)
  • Common implementations (frustum culling, attributes & uniforms binding, context lost handling)
  • WebGL Extensions supported / WebGL 2.0 oriented

Download

The current version is v.0.1.0

Licensing

BLACKCELL is licensed under the MIT license.

Example

var M = B.Math, R = B.Render,
    dev = R.makeDevice(canvas);

dev.stage("main").output(dev.target()).
    view(M.makeMatrix4().lookAt(M.makeVector3(0,1,-1), M.Vector3.ZERO, M.Vector3.Y)).
    proj(M.makeMatrix4().perspective(Math.PI / 3, canvas.width / canvas.height, 0.1, 1000)).
    uniform("mxVP", R.Stage.VIEW_PROJ);

dev.material("default").
    pass("main", dev.makePass(
        "attribute vec3 position;" +
        "uniform mat4 mxT;" +
        "uniform mat4 mxVP;" +
        "void main() { gl_Position = mxVP * mxT * vec4(position, 1.0); }",
        "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }"));

dev.instance("default",
    dev.makeMesh().
        attribute("position", R.Attribute.POSITION).
        vertices([-1,0,-1, -1,0,1, 1,0,1, 1,0,-1, 0,1,0]).
        indices([0,1, 1,2, 2,3, 3,0, 0,4, 1,4, 2,4, 3,4]).
        primitive(R.Primitive.LINE),
    M.makeMatrix4().scale(0.3, 0.4, 0.3)
).
    uniform("mxT", R.Instance.TRANSFORM);

dev.frame();