Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'regl' in functional components in JavaScript. Our advanced machine learning engine meticulously scans each line of code, cross-referencing millions of open source libraries to ensure your implementation is not just functional, but also robust and secure. Elevate your React applications to new heights by mastering the art of handling side effects, API calls, and asynchronous operations with confidence and precision.
_onContextCreate = gl => {
const regl = REGL({ gl });
const pointBuffer = regl.buffer(
Array(NUM_POINTS)
.fill()
.map(() => {
const color = hsv2rgb(Math.random() * 360, 0.6, 1);
return [
// freq
Math.random() * 10,
Math.random() * 10,
Math.random() * 10,
Math.random() * 10,
// phase
2.0 * Math.PI * Math.random(),
2.0 * Math.PI * Math.random(),
2.0 * Math.PI * Math.random(),
export default function time(scene, reglContext) {
Object.freeze(scene) // Mutation of the scene would be a bug!
const regl = reglInit(reglContext)
const frag = `
precision mediump float;
uniform vec3 color;
void main () {
gl_FragColor = vec4(color, 1);
}
`
function Mesh({id, positions, cells, mat: {color}, subsurf}) {
this.id = id
if (subsurf) {
let {positions: subsurfPositions, cells: subsurfCells} = catmullClark(positions, cells, subsurf, true)
this.verts = regl.buffer(subsurfPositions)
this.cells = regl.elements(subsurfCells)
} else {
};
const mapElement = (buffer, elementIndex, stride, map) => {
for (let i = 0, il = buffer.length / stride; i < il; i++) {
const index = elementIndex + i * stride;
buffer[index] = map(buffer[index], index, i);
}
return buffer;
};
//------------------------------------------------------------------------------
// Init
//------------------------------------------------------------------------------
const canvas = document.getElementById("canvas");
const regl = createRegl(canvas);
const camera = createCamera(canvas);
const makeProjection = (viewportWidth, viewportHeight) =>
mat4.perspective([], Math.PI / 2, viewportWidth / viewportHeight, 0.01, 1000);
//------------------------------------------------------------------------------
// Line creation
//------------------------------------------------------------------------------
// prettier-ignore
const lineSimple = createLine(regl, {
width: 100,
color: [0.75, 0.75, 0.75, 1],
is2d: true,
points: [
-0.9, +0.9,
+0.9, +0.9,
_onContextCreate = gl => {
const regl = REGL({ gl });
const color = this.props.color || [1, 0, 0];
const command = regl({
frag: `
precision highp float;
void main () {
gl_FragColor = vec4(${color[0]}, ${color[1]}, ${color[2]}, 1);
}`,
vert: `
precision highp float;
attribute vec2 position;
void main () {
gl_Position = vec4(position, 0, 1);
}`,
attributes: {
_onContextCreate = gl => {
const regl = REGL({ gl });
const pixels = regl.texture();
const drawFeedback = regl({
frag: `
precision mediump float;
uniform sampler2D texture;
uniform vec2 mouse;
uniform float t;
varying vec2 uv;
void main () {
float dist = length(gl_FragCoord.xy - mouse);
gl_FragColor = vec4(0.98 * texture2D(texture,
uv + cos(t) * vec2(0.5 - uv.y, uv.x - 0.5) - sin(2.0 * t) * (uv - 0.5)).rgb, 1) +
exp(-0.01 * dist) * vec4(
1.0 + cos(2.0 * t),
_onContextCreate = gl => {
const regl = REGL({ gl });
const makeModelCommand = model =>
regl({
vert: `
precision highp float;
attribute vec3 position, normal;
uniform mat4 model, view, projection;
varying vec3 fragNormal, fragPosition;
uniform vec3 offset;
void main() {
fragNormal = normal;
fragPosition = position + offset;
gl_Position = projection * view * model * vec4(position + offset, 1);
}`,
frag: `
precision highp float;
componentDidMount(){
const canvasRef = this.props.canvas || this.canvasRef;
const gl = canvasRef.getContext("webgl", {
alpha: false,
antialias: false,
stencil: false,
preserveDrawingBuffer: false
});
const regl = reglInit({ gl });
regl.cache = {};
this.regl = regl;
if(this.props.onReglInit &&
typeof this.props.onReglInit === 'function'){
this.props.onReglInit(regl);
}
this.rootNode = ReglRenderer.createContainer(new ReglRootNode(regl, this.context));
this.regl.clear({
color: this.props.color || [0, 0, 0, 1],
depth: this.props.depth || 1
});
ReglRenderer.updateContainer(this.props.children, this.rootNode, this);
onContextCreate = gl => {
const regl = REGL(gl);
const rngl = gl.getExtension("RN");
const clear = this.props.clearCommand(regl, rngl);
const draw = this.props.drawCommand(regl, rngl);
this.setState({
frame: props => {
clear(props);
draw(props);
gl.endFrameEXP();
}
});
};
onContextCreate = gl => {
const regl = REGL(gl);
const rngl = gl.getExtension("RN");
this.setState({
frame: props => {
regl.clear({
depth: 1,
color: [0, 0, 0, 1]
});
if (this.props.children)
this.props.children.forEach(entity => entity.renderer(regl)(entity));
gl.endFrameEXP();
}
});
onContextCreate = gl => {
const regl = REGL(gl);
const rngl = gl.getExtension("RN");
const clear = this.props.clearCommand(regl, rngl);
const draw = this.props.drawCommand(regl, rngl);
this.setState({
frame: props => {
clear(props);
draw(props);
gl.endFrameEXP();
}
});
};