luma.gl is split into several modules that are each responsible for a particular part of the rendering stack:
engine: High-level constructs such as Model, AnimationLoop and Geometry that allow a developer to work without worrying about rendering pipeline details.webgl: Wrapper classes around WebGL objects such as Program, Buffer, VertexArray that allow a developer to manager the rendering pipeline directly but with a more convenient API.gltools: A set of helper functions for instrumenting and managing state on an WebGL context. This allows developers to program directly against the WebGL API with some helpful polyfilling and state tracking.shadertools: A system for modularizing and composing GLSL shader code.debug: Tooling to aid in debugging.luma.gl also exposes a core module that simply re-exports key parts of the other modules. This can be helpful to just get started without worrying too much about fine-grained control of dependencies. The core module re-exports the following functions and classes from other modules:
| Module | Exports |
|---|---|
| engine | AnimationLoop, Model, Transform, ProgramManager, Timeline, Geometry, ClipSpace, ConeGeometry, CubeGeometry, CylinderGeometry, IcoSphereGeometry, PlaneGeometry, SphereGeometry, TruncatedConeGeometry |
| webgl | lumaStats, FEATURES, hasFeature, hasFeatures, Buffer, Program, Framebuffer, Renderbuffer, Texture2D, TextureCube, clear, readPixelsToArray, readPixelsToBuffer, cloneTextureFrom, copyToTexture, Texture3D, TransformFeedback |
| gltools | createGLContext, instrumentGLContext, isWebGL, isWebGL2, getParameters, setParameters, withParameters, resetParameters, cssToDeviceRatio, cssToDevicePixels |
| shadertools | normalizeShaderModule, fp32, fp64, project, dirlight, picking, gouraudLighting, phongLighting, pbr |