regl
is a fast functional reactive abstraction for WebGL.
In regl
, there are two fundamental abstractions, resources and commands:
- A resource is a handle to a GPU resident object, like a texture, FBO or buffer.
- A command is a complete representation of the WebGL state required to perform some draw call.
To define a command you specify a mixture of static and dynamic data for the object. Once this is done, regl
takes this description and then compiles it into optimized JavaScript code. For example, here is a simple regl
program to draw a colored triangle:
// Calling the regl module with no arguments creates a full screen canvas and
// WebGL context, and then uses this context to initialize a new REGL instance
const regl = require('regl')()
// Calling regl() creates a new partially evaluated draw command
const drawTriangle = regl({
// Shaders in regl are just strings. You can use glslify or whatever you want
// to define them. No need to manually create shader objects.
frag: `
precision mediump float;
uniform vec4 color;
void main() {
gl_FragColor = color;
}`,
vert: `
precision mediump float;
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0, 1);
}`,
// Here we define the vertex attributes for the above shader
attributes: {
// regl.buffer creates a new array buffer object
position: regl.buffer([
[-2, -2], // no need to flatten nested arrays, regl automatically
[4, -2], // unrolls them into a typedarray (default Float32)
[4, 4]
])
// regl automatically infers sane defaults for the vertex attribute pointers
},
uniforms: {
// This defines the color of the triangle to be a dynamic variable
color: regl.prop('color')
},
// This tells regl the number of vertices to draw in this command
count: 3
})
// regl.frame() wraps requestAnimationFrame and also handles viewport changes
regl.frame(({time}) => {
// clear contents of the drawing buffer
regl.clear({
color: [0, 0, 0, 0],
depth: 1
})
// draw a triangle using the command defined above
drawTriangle({
color: [
Math.cos(time * 0.001),
Math.sin(time * 0.0008),
Math.cos(time * 0.003),
1
]
})
})
See this example live
Check out the gallery. The source code of all the gallery examples can be found here.
regl has no dependencies, so setting it up is pretty easy
To try out regl right away, you can use the live editor in the gallery.
The easiest way to use regl
in a project is via npm. Once you have node set up, you can install and use regl
in your project using the following command:
npm i -S regl
For more info on how to use npm, check out the official docs.
You can also use regl
as a standalone script if you are really stubborn. The most recent versions can be found under the releases tab. To do this, add the following script tag to your HTML:
<script src="[some cdn tbd]/regl.min.js"></script>
regl
is basically all of WebGL without all of the shared state. You can do anything you could in regular WebGL with little overhead and way less debugging. Selling points of regl
are:
regl
makes it easy to load extensions and to adapt the program after the limits of the target device, and exposes many WebGL extensions for easy usage. See API.md for more info.regl
, in difference to many other WebGL frameworks, has support for easy usage of instanced rendering. See this example for more details.regl
integrates easily with modules fromstack.gl
, suchgl-mat4
andgl-vec3
.regl
is small and bloat-free; A minimized version ofthree.js
is ~500Kb, while a minimized version ofregl
is only71Kb
.regl
has little overhead, and is near as fast as hand-optimized WebGL. You can compare the performance at the interactive benchmarks. The benchmarkcube
measures the performance of rendering a textured cube inregl
, andcube-webgl
does the same thing, but in raw WebGL.regl
performs strong error validation and sanity checking in debug builds. But for production builds ofregl
, all validation will be stripped away.
In this section, we show how you can implement a spinning textured cube in regl
, and compare it with other WebGL frameworks.
const regl = require('../regl')()
const mat4 = require('gl-mat4')
var cubePosition = [
[-0.5, +0.5, +0.5], [+0.5, +0.5, +0.5], [+0.5, -0.5, +0.5], [-0.5, -0.5, +0.5], // positive z face.
[+0.5, +0.5, +0.5], [+0.5, +0.5, -0.5], [+0.5, -0.5, -0.5], [+0.5, -0.5, +0.5], // positive x face
[+0.5, +0.5, -0.5], [-0.5, +0.5, -0.5], [-0.5, -0.5, -0.5], [+0.5, -0.5, -0.5], // negative z face
[-0.5, +0.5, -0.5], [-0.5, +0.5, +0.5], [-0.5, -0.5, +0.5], [-0.5, -0.5, -0.5], // negative x face.
[-0.5, +0.5, -0.5], [+0.5, +0.5, -0.5], [+0.5, +0.5, +0.5], [-0.5, +0.5, +0.5], // top face
[-0.5, -0.5, -0.5], [+0.5, -0.5, -0.5], [+0.5, -0.5, +0.5], [-0.5, -0.5, +0.5] // bottom face
]
var cubeUv = [
[0.0, 0.0], [1.0, 0.0], [1.0, 1.0], [0.0, 1.0], // positive z face.
[0.0, 0.0], [1.0, 0.0], [1.0, 1.0], [0.0, 1.0], // positive x face.
[0.0, 0.0], [1.0, 0.0], [1.0, 1.0], [0.0, 1.0], // negative z face.
[0.0, 0.0], [1.0, 0.0], [1.0, 1.0], [0.0, 1.0], // negative x face.
[0.0, 0.0], [1.0, 0.0], [1.0, 1.0], [0.0, 1.0], // top face
[0.0, 0.0], [1.0, 0.0], [1.0, 1.0], [0.0, 1.0] // bottom face
]
const cubeElements = [
[2, 1, 0], [2, 0, 3], // positive z face.
[6, 5, 4], [6, 4, 7], // positive x face.
[10, 9, 8], [10, 8, 11], // negative z face.
[14, 13, 12], [14, 12, 15], // negative x face.
[18, 17, 16], [18, 16, 19], // top face.
[20, 21, 22], [23, 20, 22] // bottom face
]
const drawCube = regl({
frag: `
precision mediump float;
varying vec2 vUv;
uniform sampler2D tex;
void main () {
gl_FragColor = texture2D(tex,vUv);
}`,
vert: `
precision mediump float;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUv;
uniform mat4 projection, view;
void main() {
vUv = uv;
gl_Position = projection * view * vec4(position, 1);
}`,
attributes: {
position: cubePosition,
uv: cubeUv
},
elements: cubeElements,
uniforms: {
view: ({tick}) => {
const t = 0.01 * tick
return mat4.lookAt([],
[5 * Math.cos(t), 2.5 * Math.sin(t), 5 * Math.sin(t)],
[0, 0.0, 0],
[0, 1, 0])
},
projection: ({viewportWidth, viewportHeight}) =>
mat4.perspective([],
Math.PI / 4,
viewportWidth / viewportHeight,
0.01,
10),
tex: regl.prop('texture')
}
})
require('resl')({
manifest: {
texture: {
type: 'image',
src: 'assets/lena.png',
parser: (data) => regl.texture({
data: data,
mag: 'linear',
min: 'linear'
})
}
},
onDone: ({texture}) => {
regl.frame(() => {
regl.clear({
color: [0, 0, 0, 255],
depth: 1
})
drawCube({texture})
})
}
})
<!doctype html>
<html>
<head>
<title>WebGL Textured Cube Demo</title>
<script type="text/javascript">
/* global Image, alert, requestAnimationFrame */
var canvas
var gl
var cubePositionBuffer
var cubeUvBuffer
var cubeElementsBuffers
var cubeTexture
var shaderProgram
var cubePositionAttribute
var cubeUvAttribute
var projectionUniformLocation
var viewUniformLocation
var tick
function start () {
canvas = document.getElementById('glcanvas')
tick = 0
initWebGL(canvas)
if (gl) {
gl.clearColor(0.0, 0.0, 0.0, 1.0)
gl.enable(gl.DEPTH_TEST)
gl.enable(gl.CULL_FACE)
initShaders()
initBuffers()
initTextures()
// start RAF
requestAnimationFrame(drawScene)
}
}
function initWebGL () {
try {
gl = canvas.getContext('experimental-webgl')
} catch (e) {
}
if (!gl) {
alert('Unable to initialize WebGL. Your browser may not support it.')
}
}
function initBuffers () {
cubePositionBuffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, cubePositionBuffer)
var cubePosition = [
// positive z face.
-0.5, +0.5, +0.5,
+0.5, +0.5, +0.5,
+0.5, -0.5, +0.5,
-0.5, -0.5, +0.5,
// positive x face
+0.5, +0.5, +0.5,
+0.5, +0.5, -0.5,
+0.5, -0.5, -0.5,
+0.5, -0.5, +0.5,
// negative z face
+0.5, +0.5, -0.5,
-0.5, +0.5, -0.5,
-0.5, -0.5, -0.5,
+0.5, -0.5, -0.5,
// negative x face.
-0.5, +0.5, -0.5,
-0.5, +0.5, +0.5,
-0.5, -0.5, +0.5,
-0.5, -0.5, -0.5,
// top face
-0.5, +0.5, -0.5,
+0.5, +0.5, -0.5,
+0.5, +0.5, +0.5,
-0.5, +0.5, +0.5,
// bottom face
-0.5, -0.5, -0.5,
+0.5, -0.5, -0.5,
+0.5, -0.5, +0.5,
-0.5, -0.5, +0.5
]
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubePosition), gl.STATIC_DRAW)
cubeUvBuffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, cubeUvBuffer)
var cubeUv = [
// positive z face.
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// positive x face.
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// negative z face.
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// negative x face.
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// top face
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
// bottom face
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0
]
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(cubeUv), gl.STATIC_DRAW)
cubeElementsBuffers = gl.createBuffer()
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeElementsBuffers)
var cubeElements = [
// positive z face.
2, 1, 0,
2, 0, 3,
// positive x face.
6, 5, 4,
6, 4, 7,
// negative z face.
10, 9, 8,
10, 8, 11,
// negative x face.
14, 13, 12,
14, 12, 15,
// top face.
18, 17, 16,
18, 16, 19,
// bottom face
20, 21, 22,
23, 20, 22
]
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeElements), gl.STATIC_DRAW)
}
function initTextures () {
cubeTexture = gl.createTexture()
var cubeImage = new Image()
cubeImage.onload = function () {
gl.bindTexture(gl.TEXTURE_2D, cubeTexture)
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, cubeImage)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
}
cubeImage.src = '../example/assets/lena.png'
}
function drawScene () {
tick++
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
// bind buffers.
gl.bindBuffer(gl.ARRAY_BUFFER, cubePositionBuffer)
gl.vertexAttribPointer(cubePositionAttribute, 3, gl.FLOAT, false, 0, 0)
gl.bindBuffer(gl.ARRAY_BUFFER, cubeUvBuffer)
gl.vertexAttribPointer(cubeUvAttribute, 2, gl.FLOAT, false, 0, 0)
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeElementsBuffers)
// set texture.
gl.activeTexture(gl.TEXTURE0)
gl.bindTexture(gl.TEXTURE_2D, cubeTexture)
// set uniforms
gl.uniform1i(gl.getUniformLocation(shaderProgram, 'tex'), 0)
const t = 0.01 * tick
var perspectiveMatrix = perspective(45, 640.0 / 480.0, 0.1, 100.0)
gl.uniformMatrix4fv(projectionUniformLocation, false, new Float32Array(perspectiveMatrix))
gl.uniformMatrix4fv(viewUniformLocation, false, new Float32Array(
lookAt(
[5 * Math.cos(t), 2.5 * Math.sin(t), 5 * Math.sin(t)],
[0, 0.0, 0],
[0, 1, 0])))
gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0)
requestAnimationFrame(drawScene)
}
function initShaders () {
var fragmentShader = getShader(gl, 'shader-fs')
var vertexShader = getShader(gl, 'shader-vs')
shaderProgram = gl.createProgram()
gl.attachShader(shaderProgram, vertexShader)
gl.attachShader(shaderProgram, fragmentShader)
gl.linkProgram(shaderProgram)
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Unable to initialize the shader program: ' + gl.getProgramInfoLog(shaderProgram))
}
gl.useProgram(shaderProgram)
cubePositionAttribute = gl.getAttribLocation(shaderProgram, 'position')
gl.enableVertexAttribArray(cubePositionAttribute)
cubeUvAttribute = gl.getAttribLocation(shaderProgram, 'uv')
gl.enableVertexAttribArray(cubeUvAttribute)
projectionUniformLocation = gl.getUniformLocation(shaderProgram, 'projection')
viewUniformLocation = gl.getUniformLocation(shaderProgram, 'view')
}
function getShader (gl, id) {
var e = document.getElementById(id)
if (!e) {
return null
}
var sourceCode = e.firstChild.textContent
var shader
if (e.type === 'x-shader/x-fragment') {
shader = gl.createShader(gl.FRAGMENT_SHADER)
} else if (e.type === 'x-shader/x-vertex') {
shader = gl.createShader(gl.VERTEX_SHADER)
} else {
return null
}
gl.shaderSource(shader, sourceCode)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader))
return null
}
return shader
}
// Taken from gl-mat4
// https://github.com/stackgl/gl-mat4/blob/master/lookAt.js
function lookAt (eye, center, up) {
var x0, x1, x2, y0, y1, y2, z0, z1, z2, len
var eyex = eye[0]
var eyey = eye[1]
var eyez = eye[2]
var upx = up[0]
var upy = up[1]
var upz = up[2]
var centerx = center[0]
var centery = center[1]
var centerz = center[2]
z0 = eyex - centerx
z1 = eyey - centery
z2 = eyez - centerz
len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2)
z0 *= len
z1 *= len
z2 *= len
x0 = upy * z2 - upz * z1
x1 = upz * z0 - upx * z2
x2 = upx * z1 - upy * z0
len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2)
if (!len) {
x0 = 0
x1 = 0
x2 = 0
} else {
len = 1 / len
x0 *= len
x1 *= len
x2 *= len
}
y0 = z1 * x2 - z2 * x1
y1 = z2 * x0 - z0 * x2
y2 = z0 * x1 - z1 * x0
len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2)
if (!len) {
y0 = 0
y1 = 0
y2 = 0
} else {
len = 1 / len
y0 *= len
y1 *= len
y2 *= len
}
return [
x0, y0, z0, 0,
x1, y1, z1, 0,
x2, y2, z2, 0,
-(x0 * eyex + x1 * eyey + x2 * eyez),
-(y0 * eyex + y1 * eyey + y2 * eyez),
-(z0 * eyex + z1 * eyey + z2 * eyez),
1
]
}
// Taken from gl-mat4
// https://github.com/stackgl/gl-mat4/blob/master/perspective.js
function perspective (fovy, aspect, near, far) {
var f = 1.0 / Math.tan(fovy / 2)
var nf = 1 / (near - far)
return [
f / aspect, 0.0, 0.0, 0.0,
0.0, f, 0.0, 0.0,
0.0, 0.0, (far + near) * nf, -1.0,
0.0, 0.0, (2 * far * near) * nf, 0.0
]
}
</script>
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vUv;
uniform sampler2D tex;
void main () {
gl_FragColor = texture2D(tex,vUv);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUv;
uniform mat4 projection, view;
void main() {
vUv = uv;
gl_Position = projection * view * vec4(position, 1);
}
</script>
</head>
<body onload="start()">
<canvas id="glcanvas" width="640" height="480">
Your browser doesn't appear to support the <code><canvas></code> element.
</canvas>
</body>
</html>
TODO
TODO
TODO
<!doctype html>
<html>
<head>
<title>threejs cube</title>
<meta content="text/html;charset=utf-8" http-equiv="Content-Type">
<meta content="utf-8" http-equiv="encoding">
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r79/three.min.js"></script>
<script type="text/javascript">
var scene;
var camera;
var renderer;
var mesh;
function start() {
init();
drawShape();
render();
}
function drawShape() {
var geo = new THREE.CubeGeometry(10, 10, 10);
var texture = THREE.ImageUtils.loadTexture('../example/assets/lena.png');
var mats = [];
for (var i = 0; i < 6; i++) {
mats.push(new THREE.MeshBasicMaterial({map: texture}));
}
var mat = new THREE.MeshFaceMaterial(mats);
mesh = new THREE.Mesh(geo, mat);
scene.add(mesh);
}
function init() {
scene = new THREE.Scene();
var canvas = document.getElementById('glcanvas');
renderer = new THREE.WebGLRenderer({canvas: canvas});
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 30;
}
function rotateCube() {
var SPEED = 0.01;
mesh.rotation.x -= SPEED;
mesh.rotation.y -= SPEED;
mesh.rotation.z -= SPEED;
}
function render() {
requestAnimationFrame(render);
rotateCube();
renderer.render(scene, camera);
}
</script>
</head>
<body onload="start()">
<canvas id="glcanvas" width="640" height="480">
Your browser doesn't appear to support the <code><canvas></code> element.
</canvas>
</body>
</html>
You can run benchmarks locally using npm run bench
or check them out here:
You can also check out our benchmarking results for the last couple of days:
The benchmarking results were created by using our custom scripts bench-history
and
bench-graph
. You can read more about them in DEVELOPING.md.
- Initialization
- Commands
- Resources
- Other features
- Tips
The latest changes in regl
can be found in the CHANGELOG.
For info on how to build and test headless, see the contributing guide here
All code (c) 2016 MIT License
Development supported by the Freeman Lab and the Howard Hughes Medical Institute (@freeman-lab on GitHub)
Many examples use creative commons or public domain artwork for illustrative purposes. These assets are not included in any of the redistributable packages of regl.
- Test video (doggie-chromakey.ogv) by L0ckergn0me, used under creative commons license
- Cube maps (posx.jpeg, negx.jpeg, posy.jpeg, negy.jpeg, posz.jpeg, negz.jpeg) by Humus, used under creative commons 3 license
- Environment map of Oregon (ogd-oregon-360.jpg) due to Max Ogden (@maxogd on GitHub)
- DDS test images (alpine_cliff_a, alpine_cliff_a_norm, alpine_cliff_a_spec) taken from the CC0 license 0-AD texture pack by Wildfire games
- Tile set for tile mapping demo (tiles.png) from CC0 licensed cobblestone paths pack
- Audio track for
audio.js
example is "Bamboo Cactus" by 8bitpeoples. CC BY-ND-NC 1.0 license