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Gera WebGL library.

I first developed my own WebGL library (based on v1.0) back in 2014. Now I’ve decided to revisit those ideas, explore what WebGL 2.0 offers, and rebuild everything from scratch. The project is named in memory of my cat, who died in 2017.

  • GitHub pages site root: https://gelovolro.github.io/gerawebgl/
  • API reference (JSDoc): https://gelovolro.github.io/gerawebgl/api/
  • Materials demo: https://gelovolro.github.io/gerawebgl/demos/materials.html
  • Geometries demo: https://gelovolro.github.io/gerawebgl/demos/geometries.html
  • OBJ/MTL loader demo: https://gelovolro.github.io/gerawebgl/demos/obj-mtl-demo.html
  • Character controls demo (WASD, sprinting, jumping, mouse look, bobbing, 1st/3rd person camera): https://gelovolro.github.io/gerawebgl/demos/character-controls.html
  • Heightmap terrain generation demo: https://gelovolro.github.io/gerawebgl/demos/heightmap-terrain-demo.html
  • Raycasting demo (picking the cube): https://gelovolro.github.io/gerawebgl/demos/picking-demo.html
  • Points render & 3D object path movement demo: https://gelovolro.github.io/gerawebgl/demos/points-and-path-demo.html

Quick start

import { GeraWebGL } from './gerawebgl.js';

const canvas = document.querySelector('#glcanvas');
const engine = GeraWebGL.createEngine(canvas);
const cube   = engine.createBoxMesh({ size: 1.0 });
engine.scene.add(cube);

engine.start((delta) => {
    cube.rotation.x += delta;
    cube.rotation.y += delta * 0.7;
});

API levels

High-level

High-level modules are for "get something on screen fast":

  • Engine (scene + camera + renderer + render loop)
  • Scene objects : Scene, Object3D, Mesh, Camera, PerspectiveCamera, OrthographicCamera, FirstPersonCamera, ThirdPersonCamera, Points, Line
  • Built-in geometry : CustomGeometry, BoxGeometry, PlaneGeometry, SphereGeometry, ConeGeometry, TorusGeometry, PyramidGeometry, PointsGeometry, PolylineGeometry, TubeLineGeometry, HeightmapGeometry (all of them support segmentation)
  • Built-in materials : SolidColorMaterial, VertexColorMaterial, TexturedMaterial, NormalMaterial, DirectionalLightMaterial, LambertMaterial, PhongMaterial, PointsMaterial
  • Controls : OrbitControls, KeyboardControls, FirstPersonControls, ThirdPersonControls
  • Interactions : Raycaster
  • Loader : ObjMtlLoader
  • Debugging : FpsCounter

Low-level

Low-level modules are for custom shaders and direct WebGL control. Example:

import GeraWebGL from './gerawebgl.js';

const canvas       = document.querySelector('#glcanvas');
const engine       = GeraWebGL.createEngine(canvas);
const webglContext = engine.webglRenderingContext;

const VERTEX_SHADER_SOURCE = `#version 300 es
precision mediump float;
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_color;
uniform mat4 u_matrix;
out vec3 v_color;

void main() {
    gl_Position = u_matrix * vec4(a_position, 1.0);
    v_color = a_color;
}
`;

const FRAGMENT_SHADER_SOURCE = `#version 300 es
precision mediump float;
in vec3 v_color;
out vec4 outColor;
uniform float u_time;

void main() {
    float pulse = 0.5 + 0.5 * sin(u_time);
    outColor = vec4(v_color * pulse, 1.0);
}
`;

class TestMaterial extends GeraWebGL.Materials.Material {
    constructor(webglContext) {
        const program = new GeraWebGL.LowLevel.ShaderProgram(
            webglContext,
            VERTEX_SHADER_SOURCE,
            FRAGMENT_SHADER_SOURCE
        );

        super(webglContext, program, { ownsShaderProgram: true });
    }

    apply(matrix4) {
        this.shaderProgram.setMatrix4('u_matrix', matrix4);
        this.shaderProgram.setFloat('u_time', performance.now() * 0.001);
    }
}

const geometry = new GeraWebGL.Geometries.BoxGeometry(webglContext, 1.0);
const material = new TestMaterial(webglContext);
const cube     = new GeraWebGL.Mesh(geometry, material);
engine.scene.add(cube);
engine.start((delta) => cube.rotation.y += delta);

Materials

VertexColorMaterial

Uses per-vertex colors provided by geometry (a_color).

SolidColorMaterial

Uniform color for the whole mesh:

const material = new GeraWebGL.Materials.SolidColorMaterial(webglContext, {
    color: new Float32Array([0.2, 0.9, 0.3]),
});

TexturedMaterial

Texture + UVs:

const texture = new GeraWebGL.Textures.Texture2D(webglContext);
await texture.loadFromUrl('./assets/test1.jpg');

const material = new GeraWebGL.Materials.TexturedMaterial(webglContext, {
  texture,
  ownsTexture: false,
  textureUnitIndex: 0,
});

BoxGeometry colors contract

BoxGeometry accepts options.colors as a Float32Array with one of these exact lengths:

  • 3 => uniform RGB for the whole cube.
  • 18 => per-face RGB (6 faces * 3 components).
  • 72 => per-vertex RGB (24 vertices * 3 components).

Face order for the 18-length buffer is: Front, Back, Top, Bottom, Right, Left.

Build & run demo:

# Restore the dependencies:
npm install

# Build the project and serve the GitHub pages content locally (demos + docs):
npm run dev

Working with linting:

# Check:
npm run lint

# More verbose output:
npm run lint -- --debug

# Fixing:
npm run lint -- --fix

Docs generation commands:

# Generate JSDoc only, without the dependency diagrams:
npm run docs:build:jsdoc-only

# Generate the local docs bundle, 'JSDoc + HLD dependency diagrams':
npm run docs:build-locally

# Serve the generated docs locally on port '9091':
npm run docs:serve

# Generate the full local docs bundle and start the local server:
npm run docs:build-and-serve

Dependency graphs check

This project uses dependency-cruiser to inspect the dependencies inside the core/ directory. It can also export the dependency graph in Mermaid, a text-based diagram format used for documentation and visualization.

Available commands:

# Validates the dependency graph for `core/` using the rules from `.dependency-cruiser.cjs`.  
# At the moment, this is mainly used to detect the circular dependencies.
npm run deps:check
# Prints the raw `Mermaid` dependency graph for `core/` to stdout.  
# This is useful, if you want to inspect or reuse the generated `Mermaid` source directly.
npm run deps:showgraph:raw
# Generates the dependency HLD-diagrams under `docs/hld-component-diagrams/`.  
# This includes the full dependency graph, focused subsystem graphs, and a folder-level overview.
npm run deps:generate:diagrams

Note: SVG generation requires Graphviz, with the dot executable available in PATH.

Testing

Run the full test suite:

npm test

Run the unit tests only:

npm run test:unit

Run the unit tests and print the coverage stats:

npm run test:unit:coverage

Package version update/rollback

Update the version:

npm run package-version:update -- --base-version=x.x.x-dev

Rollback to the version, stored in git (using: git show HEAD:package.json):

npm run package-version:rollback

Create the npm package:

npm pack

The prepack script automatically rebuilds dist before packaging.

Quick update/rollback check

npm run package-version:update -- --base-version=0.2.0-dev
node -p "require('./package.json').version"
node -p "require('./package-lock.json').version"

npm run package-version:rollback
node -p "require('./package.json').version"
node -p "require('./package-lock.json').version"

After update, both files must contain new timestamped version. After rollback, both versions must match the version, stored in git HEAD.