GLFW for Node.js
npm install glfw-raubThis is a part of Node3D project.




``console`
npm i -s glfw-raub
Node.js addon with GLFW3 bindings.
* GLFW version 3.4.0 backend.
* Exposes low-level GLFW interface.
* Multiple windows for a single Node.js process.
* Able to switch to fullscreen and back.
* Has Window class, simplifying low-level interactions.Document
* Has class, capable of tricking other libs, as if we are in a browser.
`js
import glfw from 'glfw-raub';
const { Window } = glfw;
const wnd = new Window({ title: 'GLFW Test', vsync: true });
wnd.loop(() => {
if (wnd.shouldClose || wnd.getKey(glfw.KEY_ESCAPE)) {
process.exit(0);
return;
}
glfw.testScene(wnd.width, wnd.height);
});
`
> Note: this addon uses N-API, and therefore is ABI-compatible across different
Node.js versions. Addon binaries are precompiled and there is no compilation
step during the npm i command.
This is a low-level interface, where most of the stuff is directly reflecting
GLFW API. GLFW does NOT EXPOSE OpenGL commands, it only controls the window-related
setup and resources.
To access OpenGL/WebGL API you can use webgl-raub
or any other similar addon.
Aside from several additional features, this addon directly exposes the GLFW API to JS. E.g.:
`cpp`
DBG_EXPORT JS_METHOD(pollEvents) {
glfwPollEvents();
RET_GLFW_VOID;
}
Nothing is added between you and GLFW, unless necessary or explicitly mentioned.
All glfw functions are accessible asglfw.*
. E.g. glfwPollEvents -> glfw.pollEvents.GLFW_
All constants are accessible asglfw.*
. E.g. GLFW_TRUE -> glfw.TRUE.glfw.createWindow
* Method takes some additional arguments. This is mostly related toglfw.createWindow
JS events being generated from GLFW callbacks,
and here's where you provide an Emitter object.
* Pointers are directly exposed as numbers to JS and are expected as
arguments in specific methods. Such as, returns a numberglfw.setWindowTitle
(pointer), and then you provide it back to e.g. .
See this example for raw GLFW calls.
See TS declarations for more details.
----------
`js`
const { Window } = glfw;
const wnd = new Window({ title: 'GLFW Test', vsync: true });
This class helps managing window objects and their events. It can also switch between
fullscreen, borderless and windowed modes.
The first window creates an additional invisible root-window for context sharing
(so that you can also close any window and still keep the root context).
The platform context (pointers/handles) for sharing may be obtained when necessary.
See TS declarations for more details.
----------
`js`
const { Document } = glfw;
const doc = new Document({ title: 'GLFW Test', vsync: true });
Document inherits from Window and has the same features in general.document
It exposes additional APIs to mimic the content of web .
There are some tricks to provide WebGL libraries with necessary environment.
Document is specifically designed for compatibility with three.js.
Other web libraries may work too, but may require additional tweaking.
See TS declarations for more details.
----------
* glfw.hideConsole(): void - tries to hide the console window on Windows.glfw.showConsole(): void
* - shows the console window if it has been hidden.glfw.drawWindow(w: number, cb: (dateNow: number) => void): void
* - this is a shortcutpollEvents
to call , then cb, and then swapBuffers, where you only supply cbglfw.platformDevice(w: number): number
and C++ side does the rest.
* - returns the window HDC on Windows,glfw.platformWindow(w: number): number
or whatever is similar on other systems.
* - returns the window HWND on Windows,glfw.platformContext(w: number): number` - returns the window WGL Context on Windows,
or whatever is similar on other systems.
*
or whatever is similar on other systems.