If you want to use a fancy WebGL shader in your Angular App, this small demo can get you started.
You can see the component running in the background of the example app. Press p
to toggle the pause, and press s
to download a screenshot of the simulation. Press w
to create more splashes.
You can find the live demo at: https://shader.akehir.com.
If you just want to use the library, follow the following 3 simple steps. For contributing, or building the library locally, see the section on building the library.
Supported Angular Versions
Angular Version | WebGL Shader Library |
---|---|
10.x | 0.1.0 - 0.6.1 |
11.x | 0.7.0 - 0.7.12 |
12.x | 0.8.0 - 0.8.1 |
13.x | 0.9.0 - 0.9.1 |
14.x | 0.10.0 - 0.10.0 |
15.x | 0.11.0 - 0.11.3 |
16.x | 0.12.0 - 0.12.0 |
17.x | 0.13.0 - 0.13.0 |
18.x | 0.14.0 - 0.14.0 |
Install the npm package.
npm i @triangular/shader
Then, add the FluidSimulationModule to the imports of your app.
If you're using standalone components, you can skip this step.
import { ShaderModule } from '@triangular/shader';
@NgModule({
declarations: [
AppComponent,
...,
],
imports: [
...,
ShaderModule.forRoot(),
],
providers: [],
bootstrap: [AppComponent]
})
export class AppModule { }
Now you can use the provided component to create a canvas element with the simulation.
<webgl-shader></webgl-shader>
Depending on whether you want to use certain features, or positions for the module, you can add styles as follows. It is important to note, that the canvas itself should not be absolutely positioned.
webgl-shader {
top: 0;
left: 0;
right: 0;
bottom: 0;
position: absolute;
z-index: -1;
}
webgl-shader canvas {
width: 100%;
height: 100%;
/* the canvas position cannot be absolute, otherwise the js resize will bug out */
position: fixed;
}
You can configure your module by using the ShaderModule.forRoot()
method.
@NgModule({
declarations: [
AppComponent,
ExampleComponent,
],
imports: [
BrowserModule,
ShaderModule.forRoot({
SCREENSHOT_KEY_CODE: 'KeyS',
PAUSE_KEY_CODE: 'KeyP',
SPLASH_KEY: 'w',
DITHERING_TEXTURE: true,
DITHERING_TEXTURE_URI: 'assets/LDR_LLL1_0.png',
}),
],
providers: [],
bootstrap: [AppComponent]
})
export class AppModule { }
In order to change the config interactively (for instance pausing and playing the simulation, or changing the settings) , you can use the provided service.
The service will be extended to include more functionality (for example triggering screenshots or adding splashes).
import { Component } from '@angular/core';
import { ShaderService } from '@triangular/shader';
@Component({
selector: 'app-example',
templateUrl: './example.component.html',
styleUrls: ['./example.component.css'],
})
export class ExampleComponent implements AfterViewInit {
constructor(private shader: ShaderService) { }
ngAfterViewInit() {
this.shader.RESIZE = true;
this.shader.createProgram(
'shader-bane',
`#version 300 es
in vec4 a_position;
void main() {
gl_Position = a_position;
}
`,
`#version 300 es
precision highp float;
out vec4 outColor;
void main() {
outColor = vec4(1, 0, 0.5, 1); // return reddish-purple
}
`,
).subscribe();
}
}
As a pre-requisite to build the library, you need to install all the dependencies via npm install
or yarn
.
Before the sample app can be run, you need to build the library itself.
npm run ng -- build shader-lib --progress=false
After building the library, it is either possible to build the sample app, via
npm run ng -- build example-app --prod --progress=false
,or to run the sample app with a local dev server:
npm run ng -- serve
There are not many tests, but those that are can be run with:
npm run test -- --no-watch --progress=false --code-coverage --browsers ChromeHeadless
The project follows the angular style guide and lints with the following command:
npm run lint
- WebGL - 3D Graphics for the Web
- Angular - The web framework used
- NPM - Dependency Management
- Gitlab - Source Control & CI Runner
Please read CONTRIBUTING.md for details on our code of conduct, and the process for submitting pull requests to us.
We use SemVer for versioning.
- 0.1.0: Initial Release
- 0.2.0: Update API for more Complex Use Cases
- 0.3.0: Update API for more Complex Use Cases
- 0.4.0: Update API to add
render
function toprograms
allowing for customvertices
to be used by a program. See examples 2 and 9. - 0.5.0: Update API to add
step
function toprograms
allowing for custom updating ofuniforms
. See example 5. - 0.6.0: Update documentation, cleanup.
- 0.6.1: Update documentation.
- 0.7.0: Add Support for Angular 11
- 0.7.1: Add Support for fractionally scaling the rendered Pixels
- 0.7.2: Changes to what runs outside of zone
- 0.8.0: Add Support for Angular 12
- 0.8.1: Simplify API
- 0.9.0: Add Support for Angular 13
- 0.9.1: Upgrade rxjs to 7.4
- 0.10.0: Add support for Angular 14
- 0.11.0: Add support for Angular 15
- 0.11.1: Cleanup
- 0.11.2: Cleanup
- Raphael Ochsenbein - Angular Part - Akehir
- Hacker Poet - Angular Part - HackerPoet
- Pavel Dobryakovn - JavaScript WebGL Fluid Simulation - PavelDoGreat
See also the list of contributors who participated in this project.
This project is licensed under the MIT License - see the LICENSE.md file for details
- Pixelshaders.com for a great book about shaders
- The Book of Shaders for a great book about shaders
- Shadertoy for creating a place to share cool shaders
- WebGL 2 Fundamentals for creating a great WebGL Tutorial, and in depth detail on how to integrate shadertoy shaders
- Pavel Dobryakov for creating the original JavaScript WebGL Fluid Simulation
- angularindepth for a tutorial for creating an angular library
- PurpleBooth for the readme template