A WebGL graphic library for building scalable Web3D applications
ClayGL

ClayGL is a WebGL graphic library for building scalable Web3D applications.
It's easy to use, configurable for high-quality graphics. Benefit from the modularity and tree shaking, it can be scaled down to 22k(gzipped) for a basic 3D application.
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API
Examples
Projects
Quick Start
Create a rotating cube
<!DOCTYPE html>
<html lang="en">
<head>
</head>
<body>
<canvas id="main"></canvas>
</body>
</html>
Minimum bundle example
This example is about 22k(gzipped) after bundled by webpack 4.0. It draws a triangle on the screen.
import { Renderer, GeometryBase, Shader, Material } from 'claygl';
const vsCode = attribute vec3 position: POSITION; void main() { gl_Position = vec4(position, 1.0); } ; const fsCode = void main() { gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0); } ;
const renderer = new Renderer({ canvas: document.getElementById('main') }); renderer.resize(400, 400);
const geometry = new GeometryBase(); geometry.createAttribute('position', 'float', 3); // Add triangle vertices to position attribute. geometry.attributes.position.fromArray([ [-0.5, -0.5, 0], [0.5, -0.5, 0], [0, 0.5, 0] ]);
const material = new Material({ shader: new Shader(vsCode, fsCode) }); renderer.renderPass([ { geometry, material } ]);
FBX to glTF2.0 Converter
Needs python3.3 and FBX SDK 2018.1.1.
usage: fbx2gltf.py [-h] [-e EXCLUDE] [-t TIMERANGE] [-o OUTPUT]
[-f FRAMERATE] [-p POSE] [-q] [-b]
file
FBX to glTF converter
positional arguments: file
optional arguments: -h, --help show this help message and exit -e EXCLUDE, --exclude EXCLUDE Data excluded. Can be: scene,animation -t TIMERANGE, --timerange TIMERANGE Export animation time, in format 'startSecond,endSecond' -o OUTPUT, --output OUTPUT Ouput glTF file path -f FRAMERATE, --framerate FRAMERATE Animation frame per second -p POSE, --pose POSE Start pose time -q, --quantize Quantize accessors with WEB3Dquantizedattributes extension -b, --binary Export glTF-binary --beautify Beautify json output. --noflipv If not flip v in texcoord.
Input:
- FBX
- COLLADA
- OBJ
- Scene hierarchy
- Mesh and camera
- PBR material
- Texture
- Skin
- Animation