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WebGL scene graph hack
License: Other
This project forked from kig/magi
WebGL scene graph hack
License: Other
Sketching a small WebGL scene graph library Goals: [- planned, + implemented, x started] Put together quick presentation graphics x slides/ -- semi-complete HTML slideshow app Write documentation + matrix.js changes -- glMatrix.js fork x gl_util.js -- WebGL utils, DOM utils, Colors, Curves, Klass - scenegraph.js -- Basic scene graph - scene_util.js -- More advanced stuff, default shaders - tar.js -- Tar archive loader - obj_loader.js -- Quite incomplete OBJ model format loader - bin_loader.js -- Custom binary model format loader Make simple things simple Drawing text + Draw text using the 2D canvas + Billboard text (buggy) - Extruded text (hmm?) Drawing images + Load image to textured quad Applying post-processing filters + Displays with FBO render targets + Material system - Easy way to chain filters Animation + Move along Bezier curves & Catmull-Rom splines x Animation vocabulary - Transformation tweens User inputs + Default camera navigation - Event handlers Loading and displaying simple textured models x Load archives with model and textures using XMLHttpRequest - Multiple lights Drawing presentation geometry + Quads, mesh quads + Fullscreen quads x Spheres x Cubes, mesh cubes x Ring segments, capped rings - Capped cylinders - Ribbons (along Bezier paths) - Dice - Layouted arrays of objects (grids, circles, ...) Not-so-complex stuff x Rewrite scene graph so that it can handle multiple passes easier. x Have a structure that's somewhat like this: - Display == render target + scene - to draw, bind FBO and render scene - write a custom draw method to do fancy stuff like envmaps or shadows x Camera == perspective & lookat matrices, used by display - Light == per-scene list of light attribs, for use in shaders x Scene == graph of nodes + Node == matrix + model + material + subgraph + Model == geometry + Material == shader + uniforms Complex stuff - Shadow maps - Depth-peeling - Envmaps
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