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A Toolkit for creating Desktop Hardware Accelerated Graphics with JS.

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V8-GL

A JavaScript Toolkit for creating Desktop Hardware Accelerated Graphics with JS.

A V8-GL example code

Note

If you're interested in this project you might also want to check out Plask, a JavaScript multimedia programming environment by Dean McNamee.

Description

V8-GL intends to provide bindings for creating 2D-3D hardware accelerated graphics on the Desktop with JavaScript.

Although OpenGL bindings are included in this library, this project main goal is to provide a more rich and easy-to-use toolkit for making 2D-3D graphics.

I set a few goals for this project, the first of those is to provide complete OpenGL bindings for V8. Other goals will be explained at my blog in due time.

Status

No releases yet. OpenGL 2.1 bindings are 75% complete. The repo already has some functional examples. See the example readme section for a complete working example.

Requirements

  • I use Mac OS X, but you can try to build your examples with Linux or Windows if you want. I guess that the only differences between Mac and Linux might be a couple of lines in the Makefile.
  • OpenGL 2.1+
  • V8 and its requirements

Download

Since there are no releases yet, you can clone the repo from github

$ git clone git://github.com/philogb/v8-gl.git

Then checkout V8 source

$ cd v8-gl
$ svn co http://v8.googlecode.com/svn/trunk/ v8

Build V8

$ cd v8
$ scons mode=release

Make the project

$ cd ..
$ make

You'll probably get some warnings (but no errors), so everything should be ok. Finally, run some example JS code

$ ./v8-gl examples/example2.js

Example

Here's an example of a rotating Icosahedron with some lighting and colors.

//Add array iteration method
Array.prototype.each = function(f) {
    var len = this.length;
    for ( var i = 0; i < len; i++) f(this[i]);
};

//Initializes 3D rendering
function initRendering() {
    "DEPTH_TEST COLOR_MATERIAL LIGHTING LIGHT0 NORMALIZE COLOR_MATERIAL"
        .split(" ").each(function(elem) {
        Gl.Enable(Gl[elem]);
    });
}

//global angle variable
var angle = 0;

//Draws the 3D scene
function drawScene() {
    //Set global color and drawing properties
    Gl.Clear(Gl.COLOR_BUFFER_BIT | Gl.DEPTH_BUFFER_BIT);
    Gl.MatrixMode(Gl.MODELVIEW); 
    Gl.LoadIdentity();
    Gl.Translatef(0.0, 0.0, -5.0);
    //Set diffuse and positioned lights
    Gl.LightModelfv(Gl.LIGHT_MODEL_AMBIENT, [0.3, 0.3, 0.3, 1.0]);
    Gl.Lightfv(Gl.LIGHT0, Gl.DIFFUSE, [0.4, 0.4, 0.4, 1.0]);
    Gl.Lightfv(Gl.LIGHT0, Gl.POSITION, [5.0, 5.0, 5.0, 1.0]);
    //Rotate and plot Icosahedron
    Gl.Rotatef(angle, 1.0, 1.0, 1.0);
    Gl.Color3f(0.5, 0.0, 0.8);
    Glut.SolidIcosahedron(2.5);
    //Render
    Glut.SwapBuffers(); 
}

(function() {
    //Initialize Glut
    Glut.Init();
    Glut.InitDisplayMode(Glut.DOUBLE | Glut.RGB | Glut.DEPTH);
    Glut.InitWindowSize(400, 400); //Set the window size
    //Create the window
    Glut.CreateWindow("OpenGL on V8 baby!");
    initRendering();
    //Set drawing callback
    Glut.DisplayFunc(drawScene);
    //Set resize window callback
    Glut.ReshapeFunc(function(w, h) {
        var gl = { 'Viewport': [0, 0, w, h], 'MatrixMode': [Gl.PROJECTION], 'LoadIdentity': [] };
        for (var i in gl) Gl[i].apply(this, gl[i]);
        Glu.Perspective(45.0, w / h, 1.0, 200.0);
    });
    //Set timeout callback
    Glut.TimerFunc(25, function() {
        angle += 2.0;
        if (angle > 360) angle -= 360;
        Glut.PostRedisplay();
        Glut.TimerFunc(25, arguments.callee, 0);
    }, 0);
    //Start the main loop.
    Glut.MainLoop();
})();

License

BSD License.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
     * Redistributions of source code must retain the above copyright
       notice, this list of conditions and the following disclaimer.
     * Redistributions in binary form must reproduce the above copyright
       notice, this list of conditions and the following disclaimer in the
       documentation and/or other materials provided with the distribution.
     * Neither the name of the organization nor the
       names of its contributors may be used to endorse or promote products
       derived from this software without specific prior written permission.

 THIS SOFTWARE IS PROVIDED BY Nicolas Garcia Belmonte ``AS IS'' AND ANY
 EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 DISCLAIMED. IN NO EVENT SHALL Nicolas Garcia Belmonte BE LIABLE FOR ANY
 DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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