twgl.js是一个小巧的WebGL助手库。这个js库的目的是让WebGL API更加简洁易读。WebGL的API非常的冗长,设置着色器,缓冲器,属性和uniforms需要大量的代码。一个简单的发光立方体效果在WebGL中可能需要超过60次代码调用。使用TWGL可以大大减少代码的书写,而且书写的代码整洁明了,非常容易读懂。
TWGL有5个核心函数:
- twgl.createProgramInfo:编译着色器和创建属性和uniforms的设置器。
- twgl.createBufferInfoFromArrays:插件缓冲区和属性的设置器。
- twgl.setBuffersAndAttributes:绑定缓冲区并设置属性。
- twgl.setUniforms:设置uniforms。
- twgl.createTextures:创造各种各样的纹理。
除上面的5个核心函数之外,TWGL还提供了一些额外的助手函数。
使用TWGL和WebGL的比较
编译着色器并查找位置
TWGL:
var programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
WebGL:
// Note: I'm conceding that you'll likely already have the 30 lines of
// code for compiling GLSL
var program = twgl.createProgramFromScripts(gl, ["vs", "fs"]);
var u_lightWorldPosLoc = gl.getUniformLocation(program, "u_lightWorldPos");
var u_lightColorLoc = gl.getUniformLocation(program, "u_lightColor");
var u_ambientLoc = gl.getUniformLocation(program, "u_ambient");
var u_specularLoc = gl.getUniformLocation(program, "u_specular");
var u_shininessLoc = gl.getUniformLocation(program, "u_shininess");
var u_specularFactorLoc = gl.getUniformLocation(program, "u_specularFactor");
var u_diffuseLoc = gl.getUniformLocation(program, "u_diffuse");
var u_worldLoc = gl.getUniformLocation(program, "u_world");
var u_worldInverseTransposeLoc = gl.getUniformLocation(program, "u_worldInverseTranspose");
var u_worldViewProjectionLoc = gl.getUniformLocation(program, "u_worldViewProjection");
var u_viewInverseLoc = gl.getUniformLocation(program, "u_viewInverse");
var positionLoc = gl.getAttribLocation(program, "a_position");
var normalLoc = gl.getAttribLocation(program, "a_normal");
var texcoordLoc = gl.getAttribLocation(program, "a_texcoord");
为立方体创建缓冲区
TWGL:
var arrays = {
position: [1,1,-1,1,1,1,1,-1,1,1,-1,-1,-1,1,1,-1,1,-1,-1,-1,-1,-1,-1,1,-1,1,1,1,1,1,1,1,-1,-1,1,-1,-1,-1,-1,1,-1,-1,1,-1,1,-1,-1,1,1,1,1,-1,1,1,-1,-1,1,1,-1,1,-1,1,-1,1,1,-1,1,-1,-1,-1,-1,-1],
normal: [1,0,0,1,0,0,1,0,0,1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,0,1,0,0,1,0,0,1,0,0,1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,0,1,0,0,1,0,0,1,0,0,1,0,0,-1,0,0,-1,0,0,-1,0,0,-1],
texcoord: [1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1],
indices: [0,1,2,0,2,3,4,5,6,4,6,7,8,9,10,8,10,11,12,13,14,12,14,15,16,17,18,16,18,19,20,21,22,20,22,23],
};
var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);
WebGL:
var positions = [1,1,-1,1,1,1,1,-1,1,1,-1,-1,-1,1,1,-1,1,-1,-1,-1,-1,-1,-1,1,-1,1,1,1,1,1,1,1,-1,-1,1,-1,-1,-1,-1,1,-1,-1,1,-1,1,-1,-1,1,1,1,1,-1,1,1,-1,-1,1,1,-1,1,-1,1,-1,1,1,-1,1,-1,-1,-1,-1,-1];
var normals = [1,0,0,1,0,0,1,0,0,1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,0,1,0,0,1,0,0,1,0,0,1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,0,1,0,0,1,0,0,1,0,0,1,0,0,-1,0,0,-1,0,0,-1,0,0,-1];
var texcoords = [1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0,1,1,1];
var indices = [0,1,2,0,2,3,4,5,6,4,6,7,8,9,10,8,10,11,12,13,14,12,14,15,16,17,18,16,18,19,20,21,22,20,22,23];
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
var normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals), gl.STATIC_DRAW);
var texcoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords), gl.STATIC_DRAW);
var indicesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
设置一个立方体的属性
TWGL:
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
WebGL:
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(positionLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.vertexAttribPointer(normalLoc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(normalLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
gl.vertexAttribPointer(texcoordLoc, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(texcoordLoc);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indicesBuffer);
使用Uniforms设置发光立方体
TWGL:
// At Init time
var uniforms = {
u_lightWorldPos: [1, 8, -10],
u_lightColor: [1, 0.8, 0.8, 1],
u_ambient: [0, 0, 0, 1],
u_specular: [1, 1, 1, 1],
u_shininess: 50,
u_specularFactor: 1,
u_diffuse: tex,
};
// At render time
uniforms.u_viewInverse = camera;
uniforms.u_world = world;
uniforms.u_worldInverseTranspose = m4.transpose(m4.inverse(world));
uniforms.u_worldViewProjection = m4.multiply(world, viewProjection);
twgl.setUniforms(programInfo, uniforms);
WebGL:
// At Init time
var u_lightWorldPos = [1, 8, -10];
var u_lightColor = [1, 0.8, 0.8, 1];
var u_ambient = [0, 0, 0, 1];
var u_specular = [1, 1, 1, 1];
var u_shininess = 50;
var u_specularFactor = 1;
var u_diffuse = 0;
// At render time
gl.uniform3fv(u_lightWorldPosLoc, u_lightWorldPos);
gl.uniform4fv(u_lightColorLoc, u_lightColor);
gl.uniform4fv(u_ambientLoc, u_ambient);
gl.uniform4fv(u_specularLoc, u_specular);
gl.uniform1f(u_shininessLoc, u_shininess);
gl.uniform1f(u_specularFactorLoc, u_specularFactor);
gl.uniform1i(u_diffuseLoc, u_diffuse);
gl.uniformMatrix4fv(u_viewInverseLoc, false, camera);
gl.uniformMatrix4fv(u_worldLoc, false, world);
gl.uniformMatrix4fv(u_worldInverseTransposeLoc, false, m4.transpose(m4.inverse(world)));
gl.uniformMatrix4fv(u_worldViewProjectionLoc, false, m4.multiply(world, viewProjection));
调用和设置纹理
TWGL:
var textures = twgl.createTextures(gl, {
// a power of 2 image
hftIcon: { src: "images/hft-icon-16.png", mag: gl.NEAREST },
// a non-power of 2 image
clover: { src: "images/clover.jpg" },
// From a canvas
fromCanvas: { src: ctx.canvas },
// A cubemap from 6 images
yokohama: {
target: gl.TEXTURE_CUBE_MAP,
src: [
'images/yokohama/posx.jpg',
'images/yokohama/negx.jpg',
'images/yokohama/posy.jpg',
'images/yokohama/negy.jpg',
'images/yokohama/posz.jpg',
'images/yokohama/negz.jpg',
],
},
// A cubemap from 1 image (can be 1x6, 2x3, 3x2, 6x1)
goldengate: {
target: gl.TEXTURE_CUBE_MAP,
src: 'images/goldengate.jpg',
},
// A 2x2 pixel texture from a JavaScript array
checker: {
mag: gl.NEAREST,
min: gl.LINEAR,
src: [
255,255,255,255,
192,192,192,255,
192,192,192,255,
255,255,255,255,
],
},
// a 1x8 pixel texture from a typed array.
stripe: {
mag: gl.NEAREST,
min: gl.LINEAR,
format: gl.LUMINANCE,
src: new Uint8Array([
255,
128,
255,
128,
255,
128,
255,
128,
]),
width: 1,
},
});
WebGL:
// Let's assume I already loaded all the images
// a power of 2 image
var hftIconTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, hftIconImg);
gl.generateMipmaps(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
// a non-power of 2 image
var cloverTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, hftIconImg);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// From a canvas
var cloverTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, ctx.canvas);
gl.generateMipmaps(gl.TEXTURE_2D);
// A cubemap from 6 images
var yokohamaTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, posXImg);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, negXImg);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, posYImg);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, negYImg);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, posZImg);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, negZImg);
gl.generateMipmaps(gl.TEXTURE_CUBE_MAP);
// A cubemap from 1 image (can be 1x6, 2x3, 3x2, 6x1)
var goldengateTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
var size = goldengate.width / 3; // assume it's a 3x2 texture
var slices = [0, 0, 1, 0, 2, 0, 0, 1, 1, 1, 2, 1];
var tempCtx = document.createElement("canvas").getContext("2d");
tempCtx.canvas.width = size;
tempCtx.canvas.height = size;
for (var ii = 0; ii < 6; ++ii) {
var xOffset = slices[ii * 2 + 0] * size;
var yOffset = slices[ii * 2 + 1] * size;
tempCtx.drawImage(element, xOffset, yOffset, size, size, 0, 0, size, size);
gl.texImage2D(faces[ii], 0, format, format, type, tempCtx.canvas);
}
gl.generateMipmaps(gl.TEXTURE_CUBE_MAP);
// A 2x2 pixel texture from a JavaScript array
var checkerTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([
255,255,255,255,
192,192,192,255,
192,192,192,255,
255,255,255,255,
]));
gl.generateMipmaps(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
// a 1x8 pixel texture from a typed array.
var stripeTex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, gl.LUMINANCE, gl.UNSIGNED_BYTE, new Uint8Array([
255,
128,
255,
128,
255,
128,
255,
128,
]));
gl.generateMipmaps(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
关于TWGL更加详细的资料请参考TWGL官方网站:http://twgljs.org/