Manages an animation loop and optionally a WebGL context and a WebGL canvas. It provides a number of features related to initialization and animation of a WebGL context.
context object which is passed to onRender and onFinalize callbacks.onInitialize will be appended to context object hence available to onRender and onFinalize.onCreateContext method.onRender method manages resizing of canvas, viewport and framebuffer.References:
requestAnimationFrameAutocreates a canvas/context
import {AnimationLoop, ClipSpace} from '@luma.gl/engine';
const animationLoop = new AnimationLoop({
onInitialize({gl}) {
// Keys in the object returned here will be available in onRender
return {
clipSpaceQuad: new ClipSpace({gl, fs: FRAGMENT_SHADER})
};
},
onRender({tick, clipSpaceQuad}) {
// Tick is autoupdated by AnimationLoop
clipSpaceQuad.setUniforms({uTime: tick * 0.01}).draw();
}
});
animationLoop.start();Use a canvas in the existing DOM through its HTML id
animationLoop.start({canvas: 'my-canvas'});new AnimationLoop({
onCreateContext,
onInitialize,
onFinalize,
onRender,
autoResizeViewport,
autoResizeDrawingBuffer
});props.onCreateContext=null (callback) - function without parameters that returns a WebGLRenderingContext. This callback will be called exactly once, after page load completes.props.onInitialize (callback) - if supplied, will be called once after first start() has been called, after page load completes and a context has been created.props.onRender=null (callback) - Called on every animation frame.props.onFinalize=null (callback) - Called once when animation is stopped. Can be used to delete objects or free any resources created during onInitialize.props.autoResizeViewport=true - If true, calls gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight) each frame before onRender is called. Set to false to control viewport size.props.autoResizeDrawingBuffer=true - If true, checks the canvas size every frame and updates the drawing buffer size if needed.props.useDevicePixels - Whether to use window.devicePixelRatio as a multiplier, e.g. in autoResizeDrawingBuffer etc. Refer to Experimental API section below for more use cases of this prop.props.gl=null (WebGLContext) - If supplied, will render into this external context instead of creating a new one.props.glOptions={} (object) - Options to create the WebGLContext with. See createGLContext.props.debug=false (bool) - Enable debug mode will provide more validations and error messages, but less performant.props.createFramebuffer=false (bool) - If true, will make a framebuffer (FrameBuffer) parameter available to onInitialize and onRender callbacks.Restarts the animation
animationLoop.start(options)
options={} (object) - Options to create the WebGLContext with. See createGLContext.Stops the animation
animationLoop.stop()
Returns a promise which resolves in the next frame after rendering and the onRender callback have completed.
const loop = await animationLoop.waitForRender()
// can now read pixels from webgl context
loop.gl.readPixels(...)Immediately invokes a redraw (call onRender with updated animation props). Only use if the canvas must be updated synchronously.
animationLoop.setNeedsRedraw(reason)
reason (String) - A human readable string giving a hint as to why redraw was needed (e.g. "geometry changed").If set, the value will be provided as the needsRedraw field to the onRender callback.
Notes:
onRender will be called for each animation frame regardless of whether this flag is set, and the redraw reason is automatically cleared.reason provided in the first call will be remembered.AnimationLoop automatically sets this flag if the WebGL context's drawing buffer size changes.animationLoop.setProps({...props})
props.autoResizeViewport - Call gl.viewport before each call to onRender()props.autoResizeDrawingBuffer - Update the drawing buffer size to match the canvas size before each call to onRender()props.useDevicePixels - Whether to use window.devicePixelRatio as a multiplier, e.g. in autoResizeDrawingBuffer etc.Attach an Timeline object to the animation loop. Allows time produced for animations to be paused, played, etc. See Timeline documentation for more info.
Detach the currently attached timeline from the animation loop.
Returns returns a Promise that resolves to the data URL of the canvas once drawing operations are complete for the current frame. The data URL can be used as the src for an HTML image element.
animationLoop.toDataURL()
The callbacks onInitialize, onRender and onFinalize that the app supplies to the AnimationLoop, will be called with an object containing named parameters:
| Parameter | Type | Description |
|---|---|---|
_animationLoop | AnimationLoop | (experimental) The calling AnimationLoop instance |
gl | WebGLRenderingContext | This AnimationLoop's gl context. |
canvas | HTMLCanvasElement or OffscreenCanvas | The canvas associated with this context. |
width | The drawing buffer width, in "device" pixels (can be different from canvas.width). | |
height | The drawing buffer height, in "device" pixels (can be different from canvas.width). | |
aspect | The canvas aspect ratio (width/height) to update projection matrices | |
useDevicePixels | Boolean indicating if canvas is utilizes full resolution of Retina/ | |
needsRedraw | String | Redraw flag (will be automatically set if drawingBuffer resizes) |
time | Number | Milliseconds since AnimationLoop was created (monotonic). |
tick | Number | Counter that updates for every frame rendered (monotonic). |
framebuffer | FrameBuffer | Availabel if createFrameBuffer: true was passed to the constructor. |
_mousePosition | [x, y] or null | (experimental) Current mouse position over the canvas. |
_offScreen | Boolean | (experimental) If the animation loop is rendering to an OffscreenCanvas. |
_timeline | Trimeline | (experimental) Timeline object tracking the animation timeline and channels. |
| ... | Any fields in the object that was returned by the onInitialize method. |
cpuTime and gpuTime. If gpuTime is set to -1, then the timing for the last frame was invalid and should not be used (this rare and might occur, for example, if the GPU was throttled mid-frame).useDevicePixels)useDevicePixels can accept a custom ratio (Number), instead of true or false. This allows rendering to a much smaller or higher resolutions. When using high value (usually more than device pixel ratio), it is possible it can get clamped down, this happens due to system memory limitation, in such cases a warning will be logged to the browser console. For additional details check device pixels document.
AnimationLoop classes in parallel, rendering into the same or different WebGLRenderingContexts.AnimationLoop methods can be chained.createGLContext.WebGLRenderingContext was supplied to the AnimationLoop constructor.