This is a part of Node3D project.
npm install @node-3d/webglThis addon is ABI-compatible across Node.js versions. There is no compilation during
npm install.
TL;DR: For a quick start, use @node-3d/core or look at Examples.
import { webgl } from '@node-3d/webgl';Here webgl contains the WebGL/OpenGL API, like a WebGLRenderingContext instance would.
- See WebGLRenderingContext docs for reference.
- There are also non-WebGL methods exported in case you want to use advanced OpenGL functions.
- The addon does not provide a window control system, you can use @node-3d/glfw (or anything else!) to create a window.
The main export is a singleton object shaped like a WebGL rendering context. It includes:
- WebGL 1 style constants and functions.
- WebGL 2 functions where supported by the native addon.
- Selected OpenGL functions that are useful in Node3D integrations.
- Browser-style constructors:
WebGLBuffer,WebGLTexture,WebGLProgram,WebGLShader,WebGLFramebuffer,WebGLRenderbuffer,WebGLVertexArrayObject,WebGLQuery,WebGLSampler,WebGLSync,WebGLTransformFeedback,WebGLUniformLocation, andWebGLActiveInfo.
Important helpers:
webgl.init()- initializes GLEW after an OpenGL context is current.webgl.useWebGL2()- switches prototypes/globals so browser libraries see WebGL 2.webgl.extractId(object)- returns the raw OpenGL resource ID wrapped by WebGL objects.webgl.getSupportedExtensions()- returns Node3D extension names.webgl.getGLExtensions()- returns native OpenGL extension strings.webgl.getExtension(name)- returns a supported extension object.
The classes namespace exports the wrapper classes used by webgl.
Most applications do not instantiate them directly, except when wrapping an existing native
OpenGL resource ID.
To use browser WebGL libs, like three.js, several additional interfaces must also be provided to mimic the browser.
- Package @node-3d/glfw provides window/context handling and additional browser-like interfaces.
- Package @node-3d/image loads and serves the image data as web Image would.
See this example using both GLFW and Image. The main idea being as follows:
import { Image } from '@node-3d/image';
import { webgl } from '@node-3d/webgl';
import { glfw } from '@node-3d/glfw';
const { Document } = glfw;
Document.setImage(image); // plug Image impl into the Document
Document.setWebgl(webgl); // plug WebGL impl into the Document
const doc = new Document({ width: 1600, height: 900, vsync: true });
...Similarly, these modules are utilized in @node-3d/core. Using @node-3d/core, you can skip setting up most environment features for those libs.
- three.js - known to work well on Node.js with this implementation of WebGL.
- PixiJS - seems to work with some minor hacks, as proven by this example.
This is real native OpenGL, not ANGLE or anything else.
You have direct access to GL resource IDs. Due to WebGL
convention, resource IDs are wrapped in objects, such as WebGLBuffer. All of them
contain raw IDs as obj._ - the _ property. You can also create such objects based on
OpenGL IDs that are obtained elsewhere (e.g. from other separate C++ addons).
The JS API mostly maps the native OpenGL function calls. E.g.:
// gl.clear(target)
DBG_EXPORT JS_METHOD(clear) { NAPI_ENV;
REQ_INT32_ARG(0, target);
glClear(target);
RET_WEBGL_VOID;
}You can optionally call webgl.init() after the GL context becomes available - this translates
into a glewInit() call. See GLEW docs for what
it does and if you need it (probably "yes"?).
Some features may depend on OpenGL profile being used. Core profile
is necessary for VAO and other OpenGL 3.2+ features. Depending on your windowing
backend, set the OpenGL profile of your preference.
In case @node-3d/glfw is used,
the profile can be set through the Window/Document
constructor or with
glfw.windowHint calls.
