This repo is an attempt at building new functional abstractions for working with WebGL. It is still experimental, so expect things to change a lot in the near future! If you want to know more about why I am writing this thing and why it looks the way it does, take a look at the rationale.
regl
offers the following advantages over raw WebGL code:
- Less state Draw commands in regl are self contained, so you don't have to worry about some other weird subroutine breaking your rendering code
- No
bind()
In regl, shaders, buffers, textures and fbos are specified declaratively, so there is no need to everbind()
them or unbind them. - Fewer silent failures If you pass incorrect parameters to some WebGL method, the default behavior is to set an error code and continue on. Because
regl
commands have more structure, we can do more validation up front without the run time performance cost. - Sane defaults Many WebGL APIs have redundant or outright broken parameters (for example
border
ingl.texImage2D
ortranspose
ingl.uniformMatrix4fv
).regl
wraps these APIs in such a way that you will never have to see this mess. - Low overhead regl uses caching and code generation to minimize overhead from
- Still just WebGL regl exposes the full power of the WebGL API, no features are removed or hidden.
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(() => {
// 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(Date.now() * 0.001),
Math.sin(Date.now() * 0.0008),
Math.cos(Date.now() * 0.003),
1
]
})
})
regl has no dependencies, so setting it up is pretty easy
To try out regl right away, you can use RequireBin or codepen. The following links should help get you started:
- requirebin
- codepen
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>
TODO implement spinning textured cube in each of the following frameworks
- vs WebGL
- vs gl-* modules from stack.gl
- vs TWGL
- vs THREE.js
You can run benchmarks locally using npm run bench
or check them out here:
- Initialization * As a fullscreen canvas * From a container div * From a canvas * From a WebGL context
- Commands
- Resources
- Other features
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)
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 (@ogd 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