art with code

2017-09-23

WebGL 2.0

Started doing some vanilla WebGL 2.0 development this month. I like it. I haven't really ventured further into the new API features than doing 3D textures and GLES 3.00 shaders (which are very nice).

The new parts of the API feel a bit like this: you've got buffers and a shader program. What you do is plug the buffers into the inputs and outputs of the shader and run it. Uniforms? You can use a buffer for that. Textures? You can texImage from a buffer. After you've run your program over your vertex buffers, you can readPixels into a buffer. And there are functions for copying buffer data between buffers (and texture data from one texture to another). You can even write the vertex shader output to a buffer with transform feedback.

The fun tricks this opens up are myriad. Use a vertex shader to create a texture? Sure. Update your shader uniforms with a fragment shader? Uh ok. Generate a mesh in a fragment shader and drop it into a vertex array? Yeaaah maybe. All of this without having to read the data back into JavaScript. I wonder how far you could take that. Run an app in shaders with some interrupt mechanism to tell JavaScript to fetch the results and do something in the browserland.

There is still a dichotomy between buffers and textures, so there are some hoops to jump through if you're so inclined.

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Built art installations, web sites, graphics libraries, web browsers, mobile apps, desktop apps, media player themes, many nutty prototypes