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Generative Art library made in WebGPU","maintainers":[{"name":"absulit","email":"absulitnow@gmail.com"}],"readme":"# POINTS\n\n`POINTS` is a library that uses WebGPU and allows you to create shaders without worrying too much about the setup.\n\n# Gallery\n\nhttps://github.com/user-attachments/assets/e61d8af1-a549-40bc-a790-221a3f8a41c7\n\n# Examples\n\n<div>\n    <a href=\"https://absulit.github.io/points/examples/index.html#bh1\">\n        <img src=\"./docs/assets/image_1760920627510.png\" alt=\"Kerr Black Hole simulation\" width=\"200\"/>\n    </a>\n    <a href=\"https://absulit.github.io/points/examples/index.html#mandelbrot1\">\n        <img src=\"./docs/assets/image_1760921130678.png\" alt=\"Mandelbrot fractal with zoom\" width=\"200\"/>\n    </a>\n    <a href=\"https://absulit.github.io/points/examples/index.html#particles4\">\n        <img src=\"./docs/assets/image_1760921075135.png\" alt=\"Instanced particles\" width=\"200\"/>\n    </a>\n    <a href=\"https://absulit.github.io/points/examples/index.html#mesh_displace_1\">\n        <img src=\"./docs/assets/image_1760921860107.png\" alt=\"Dithering effect on running on a video\" width=\"200\"/>\n    </a>\n</div>\n<div>\n    <a href=\"https://absulit.github.io/points/examples/index.html#droste_effect_1\">\n        <img src=\"./docs/assets/image_1760921740999.png\" alt=\"Droste effect on an SDF scene\" width=\"200\"/>\n    </a>\n    <a href=\"https://absulit.github.io/points/examples/index.html#mesh_on_mesh_1\">\n        <img src=\"./docs/assets/image_1760921647471.png\" alt=\"Instanced particles on top of a mesh vertices\" width=\"200\"/>\n    </a>\n    <a href=\"https://absulit.github.io/points/examples/index.html#particles3\">\n        <img src=\"./docs/assets/image_1760921513803.png\" alt=\"Instanced particles sampling a video\" width=\"200\"/>\n    </a>\n    <a href=\"https://absulit.github.io/points/examples/index.html#glb2\">\n        <img src=\"./docs/assets/image_1760922004657.png\" alt=\"Instanced glb model of Lucy textured and with depth of field\" width=\"200\"/>\n    </a>\n</div>\n\nAll examples are live here: https://absulit.github.io/points/examples/\n\n# Main Audience\n\nThe library is for Generative Art, so in general for Creative Coders, for Programmers/Software people who like the arts, and Artists who like to code.\n\nPeople who just want to create nice live graphics and use mathematics to achieve this.\n\nThere's also a strong case for people who wants to create an application that harness the power of a Compute Shader. So a Software Engineer or Mathematician who has to make heavy calculations can do it with this library.\n\nYou can code freely without the use of any of the provided [support modules (math, color, image, effects, noise, sdf, etc)](#support-modules) or you can use them and have a little bit less of code in the shader. You can of course create your own modules and import them in the same way.\n\n# Quick Setup\n<details>\n<summary>A simple one page boilerplate. ( 🔗 click to expand )</summary>\n\n```html\n<html>\n\n<head>\n    <title>POINTS Quick Setup</title>\n</head>\n\n<body>\n    <canvas id=\"canvas\" width=\"800\" height=\"800\">\n        Oops ... your browser doesn't support the HTML5 canvas element\n    </canvas>\n\n    <script type=\"importmap\">\n        {\n            \"imports\": {\n                \"points\": \"https://cdn.jsdelivr.net/npm/@absulit/points/build/points.min.js\"\n            }\n        }\n    </script>\n\n    <script type=\"module\">\n        // import the `Points` class\n        import Points, { RenderPass } from 'points';\n\n        // reference the canvas in the constructor\n        const points = new Points('canvas');\n\n        // create your render pass with three shaders as follow\n        const renderPass =\n            new RenderPass(/*wgsl*/`\n                /**\n                 * VertexIn\n                 * position: vec4f,\n                 * color: vec4f,\n                 * uv: vec2f,\n                 * normal: vec3f,\n                 * id: u32,       // mesh id\n                 * vertexIndex: u32,\n                 * instanceIndex: u32,\n                 */\n                @vertex\n                fn main(in:VertexIn) -> FragmentIn {\n                    return defaultVertexBody(in.position, in.color, in.uv, in.normal);\n                }`,\n                /*wgsl*/`\n                /**\n                 * VertexIn\n                 * position: vec4f,\n                 * color: vec4f,\n                 * uv: vec2f,\n                 * ratio: vec2f,  // relation between params.screen.x and params.screen.y\n                 * uvr: vec2f,    // uv with aspect ratio corrected\n                 * mouse: vec2f,\n                 * normal: vec3f,\n                 * id: u32,       // mesh or instance id\n                 * barycentrics: vec3f,\n                 */\n                @fragment\n                fn main(in:FragmentIn) -> @location(0) vec4f {\n                    return vec4f(in.uvr, 0, 1);\n                }\n                `,\n                /*wgsl*/`\n                // ComputeIn\n                // @builtin(global_invocation_id) GID: vec3u,\n                // @builtin(workgroup_id)  in.WID: vec3u,\n                // @builtin(local_invocation_id) LID: vec3u\n                @compute @workgroup_size(8,8,1)\n                fn main(in:ComputeIn) {\n                    let time = params.time;\n                }\n                `,\n            )\n\n\n        // call the POINTS init method and then the update method\n        await points.init([renderPass]);\n        // call `points.update()` methods to render a new frame\n        points.update(update)\n\n        function update() {\n            // update uniforms, etc\n        }\n    </script>\n\n</body>\n\n</html>\n\n```\n\n</details>\n\n\n# Documentation\n\n- [Requirements](docs/requirements.md)\n    - [A compatible WebGPU browser since it's currently in development](docs/requirements.md#a-compatible-webgpu-browser-since-its-currently-in-development)\n    - [Syntax highlight and IDE](docs/requirements.md#syntax-highlight-and-ide)\n- [Workflow](docs/workflow.md)\n- [API docs](https://absulit.github.io/points/apidocs/index.html)\n- [Installation](docs/installation.md)\n    - [cdn (importmap)](docs/installation.md#cdn-importmap-code-examples_tutorialcdn)\n    - [npm](docs/installation.md#npm-code-examples_tutorialnpm)\n    - [bun](docs/installation.md#bun-code-examples_tutorialbun)\n- [Steps after installing](docs/steps_after_installing.md)\n- [Repository Examples](docs/repository_examples.md)\n    - [index.html](docs/repository_examples.md#indexhtml)\n    - [main.js](docs/repository_examples.md#mainjs)\n- [RenderPass](docs/renderpass.md)\n    - [Meshes](docs/renderpass.md#meshes)\n    - [Clear or preserve previous RenderPass output](docs/renderpass.md#clear-or-preserve-previous-renderpass-output)\n    - [Lines, points, triangles (wireframe)](docs/renderpass.md#lines-points-triangles-wireframe)\n    - [Instances](docs/renderpass.md#instances)\n    - [Discarding Triangles - CullMode](docs/renderpass.md#discarding-triangles---cullmode)\n    - [Face Direction - FrontFace](docs/renderpass.md#face-direction---frontface)\n- [Using the examples for a custom project](docs/create_your_custom_shader_project.md)\n- Data Input and Output\n    - [Debug (errors, warnings and logs)](docs/debug.md)\n    - [Default data available to read](docs/default_data_to_read.md)\n        - [Params Uniform](docs/default_data_to_read.md#params-uniform)\n        - [Parameters in vert.js that go to frag.js](docs/default_data_to_read.md#parameters-in-vertjs-that-go-to-fragjs)\n            - [vert.js](docs/default_data_to_read.md#vertjs)\n            - [frag.js](docs/default_data_to_read.md#fragjs)\n    - [Send data into the shaders](docs/send_data_into_the_shaders.md)\n        - [Uniforms](docs/send_data_into_the_shaders.md#uniforms---setuniform)\n        - [Sampler - setSampler](docs/send_data_into_the_shaders.md#sampler---setsampler)\n        - [Texture - setTexture2d](docs/send_data_into_the_shaders.md#texture---settexture2d)\n        - [Texture Image - setTextureImage](docs/send_data_into_the_shaders.md#textureimage---settextureimage)\n        - [Texture Image - setTextureElement](docs/send_data_into_the_shaders.md#textureimage---settextureelement)\n        - [Texture Image - setTextureString](docs/send_data_into_the_shaders.md#textureimage---settexturestring)\n        - [Texture 2d Array - setTextureImageArray](docs/send_data_into_the_shaders.md#texture2darray---settextureimagearray)\n        - [Storage - setStorage](docs/send_data_into_the_shaders.md#storage---setstorage)\n        - [Storage Map - setStorageMap](docs/send_data_into_the_shaders.md#storagemap---setstoragemap)\n        - [Binding Texture - setBindingTexture](docs/send_data_into_the_shaders.md#bindingtexture---setbindingtexture)\n        - [Video - setTextureVideo](docs/send_data_into_the_shaders.md#video---settexturevideo)\n        - [Webcam - setTextureWebcam](docs/send_data_into_the_shaders.md#webcam---settexturewebcam)\n        - [DepthMap - setTextureDepth2d](docs/send_data_into_the_shaders.md#depthmap---settexturedepth2d)\n        - [Audio - setAudio](docs/send_data_into_the_shaders.md#audio---setaudio)\n        - [Cameras](docs/send_data_into_the_shaders.md#cameras)\n            - [Perspective Camera - setCameraPerspective](docs/send_data_into_the_shaders.md#perspective-camera---setcameraperspective)\n            - [Orthographic Camera - setCameraOrthographic](docs/send_data_into_the_shaders.md#orthographic-camera---setcameraorthographic)\n    - [Retrieve data from the shaders](docs/retrieve_data_from_the_shaders.md)\n        - [Read Storage - readStorage](docs/retrieve_data_from_the_shaders.md#read-storage---readstorage)\n        - [Events - addEventListener](docs/retrieve_data_from_the_shaders.md#events---addeventlistener)\n- [UV Coordinates and Textures Considerations](docs/uv_coordinates_and_textures_considerations.md)\n- [Support Modules](docs/support_modules.md)\n    - [How to use them](docs/support_modules.md#how-to-use-them)\n    - [Import code to all RenderPass shaders - Points.import()](docs/support_modules.md#import-code-to-all-renderpass-shaders-pointsimport)\n- [RenderPasses for Post Processing](docs/render_passes_and_post_processing.md)\n- [Memory Management](docs/memory_management.md)\n    - [Switch to a new set of RenderPass - Points.reset()](docs/memory_management.md#switch-to-a-new-set-of-renderpass---pointsreset)\n    - [Remove Points instance - Points.destroy()](docs/memory_management.md#remove-points-instance---pointsdestroy)\n- [Legacy folder (original project)](docs/legacy_folder.md)\n\n# Collaborators\n\n[@juulio](https://github.com/juulio)\n- Documentation testing\n- Verifying installation is understandable\n","readmeFilename":"README.md"}