This is a part of Node3D project.
npm install @node-3d/glfwNode.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.
- Provides
GlfwWindow, a native GLFW window wrapper for direct window/control work. - Uses
@node-3d/uv-loopfor frame and loop scheduling. - Keeps legacy
WindowandDocumentclasses for compatibility with older code. - Leaves browser-like
Window/Document/canvas behavior to @node-3d/core.
The package has named exports only. Use glfw for the raw native bindings,
and import GlfwWindow directly for native window management.
import { GlfwWindow, glfw } from '@node-3d/glfw';
const wnd = new GlfwWindow({ 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 its GLFW binary is ABI-compatible across different Node.js versions. Frame scheduling depends on
@node-3d/uv-loop, which ships Node-major-specific binaries because it calls Node's embedded libuv directly. Addon binaries are precompiled and there is no compilation step during thenpm installcommand when matching archives are available.
Prebuilt addon binaries are provided for Windows x64/ARM64, Linux x64/ARM64, and macOS x64/ARM64.
@node-3d/glfw is the GLFW layer:
glfwexposes the raw native GLFW binding and constants.GlfwWindowwraps a native GLFW window handle with event, size, mode, context, frame, and loop helpers.WindowandDocumentremain as legacy compatibility classes.
Browser-style application compatibility belongs in @node-3d/core:
BrowserWindowowns browser-stylerequestAnimationFrame.BrowserDocumentowns document/canvas/image/WebGL compatibility.init()wiresglobalThis.window,globalThis.document, WebGL, Image, and other browser-like globals.
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 @node-3d/webgl or any other similar addon.
Aside from several additional features, this addon directly exposes the GLFW API to JS. E.g.:
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. - All
GLFW_*constants are accessible asglfw.*. E.g.GLFW_TRUE->glfw.TRUE. - Higher-level helpers are separate named exports.
E.g.
import { GlfwWindow } from '@node-3d/glfw'. - Method
glfw.createWindowtakes some additional arguments. This is mostly related to 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,
glfw.createWindowreturns a number (pointer), and then you provide it back to e.g.glfw.setWindowTitle.
See this example for raw GLFW calls.
The public entrypoint exports glfw, GlfwWindow, legacy Window, legacy
Document, and event/window option types. The lower-level raw API is on glfw;
the classes are imported directly.
import { GlfwWindow } from '@node-3d/glfw';
const wnd = new GlfwWindow({ title: 'GLFW Test', vsync: true });This class manages native window objects and their events. It can also switch between
fullscreen, borderless and windowed modes. It does not implement browser
requestAnimationFrame or document/canvas compatibility.
frame() and loop() are scheduled through @node-3d/uv-loop instead of a
recursive setImmediate loop. The scheduling target is maximum frame pacing
stability for native rendering; use vsync or application-level timing checks
when slower updates are needed.
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/window.ts for more details.
Legacy Window remains available as a subclass with requestAnimationFrame and
cancelAnimationFrame. New browser-style code should use BrowserWindow from
@node-3d/core.
Use examples/perf.ts with --scheduler=idle or
--scheduler=immediate when comparing visual frame pacing behavior.
import { Document } from '@node-3d/glfw';
const doc = new Document({ title: 'GLFW Test', vsync: true });Document inherits from legacy Window and has the same features in general.
It exposes additional APIs to mimic the content of web document.
There are some tricks to provide WebGL libraries with necessary environment.
Document is kept for compatibility; new browser-style code should use
BrowserDocument from @node-3d/core.
Other web libraries may work too, but may require additional tweaking.
See ts/document.ts 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: (timestamp: number) => void): void- this is a shortcut to callpollEvents, thencb, and thenswapBuffers.GlfwWindow#drawWindowwraps this call and supplies the window handle for you.glfw.platformDevice(): number- returns the native display or device handle, or whatever is similar on other systems.glfw.platformWindow(w: number): number- returns the window HWND on Windows, or whatever is similar on other systems.glfw.platformContext(w: number): number- returns the window WGL Context on Windows, or whatever is similar on other systems.
Release archives are built by this repository's public GitHub Actions workflows.
Attestations: https://github.com/node-3d/glfw/attestations
To verify a downloaded archive:
gh release download <tag> -R node-3d/glfw -p <platform>.gz
gh attestation verify <platform>.gz -R node-3d/glfw