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cables is under heavy development.
There might be one or another bug, please let us know about it!
cables DocumentationHow To UseWorking with filesKeyboard ShortcutsUser Interface WalkthroughBeginner TutorialBeginner 1: Drawing A CircleBeginner 2: TransformationsBeginner 3: ColorMore TransformationsintermediateImage CompositionsPost-Processing 3D Scenescommunicationcables APICommunication with an Arduino via SerialCommunicating with Arduino over MQTTExporting And EmbeddingHow to serve files externally and fix CORS headersExporting PatchesExport using the cables command line interfaceExport via IframeExport creating a standalone executableExport to github (pages)Export and deploy to netlifyExport a ZIP fileExternal triggers / functionsUsing variablesPreviewing / uploading exported cables patchescoding opsCreating AttachmentsGeneral op/Port CallbacksPortsDynamic PortsArray PortsBoolean portsInteger Number PortsObject PortsString portsTrigger PortsFloating Point Number PortsGUI/UI attributesHello Op - Part 1LibrariesDeveloping OpsGuidelinesObject PortsWriting ShadersWeb Audio Op DevelopmentHTML and CSS in cablesLightingLightsShadowsWorking with audioBasic Audio SetupWorking with EffectsReal-Time Audio Analyzation & Audio VisualizationOffline Audio Visualization & AnalyzationFAQEmbeddingHow to integrate my cables patch into my CMS (webflow/wix/squarespace/...)?getting a warning when running the patch in electronHow to remove grey rectangles on touch (mobile)?Why doesn't the DownloadTexture op work on iOS?How to disable page scrolling on mobile?Mobile tippsTransparent CanvasFeatures and SupportWill there be support for (animated) GIFs?Hot to report a bug in cablesGeneral questionsLicences and paymentWhat licence do i need to use cables?Will I have to pay for it in the future?How is my work licenced when using cables?Does cables support midi and OSC?ShadertoyTechnical questionsUI / EditorGuide to VR in cablesWebGL1 and WebGL2

Exporting Patches

cables-Patches can be exported as a zip-file, deployed to several servids, run standalone and be embedded into any website.
The size of the exported patches are relatively small as only the ops which you use in your patch are packed into the zip-file.

Examples for Embedding

Have a look at our github example repository: github

Simple: Insert patch into an HTML container element

use CABLES.EMBED.addPatch(...) to create a canvas element and insert it into a container element. You can then set the Size of the container Element and the canvas will be resized automatically.

<html>
<head>
    <title>cables</title>
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
    <style type="text/css">
        #mypatch
        {
            width:800px;
            height:480px;
        }
    </style>
</head>
<body>
    <div id="mypatch"></div>

    <script type="text/javascript" src="js/libs.core.min.js"></script>
    <script type="text/javascript" src="js/cables.min.js"></script>
    <script type="text/javascript" src="js/ops.js"></script>

    <script>
        CABLES.EMBED.addPatch("mypatch",
        {
            patchFile:'js/city.json',
            prefixAssetPath:''
        });
    </script>
</body>
</html>

Advanced: Create Canvas and Patch

Create the Canvas Element yourself. Load the Patch and use the canvas id as parameter. Cables will then use this canvas. The Canvas is not resized automatically.
You should subscribe to the CABLES.jsLoaded event to initialize the patch, this assures all the javascript is loaded (even when loading "async").

<html>
<head>
    <title>cables</title>
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
</head>
<body>

    <canvas id="glcanvas" width="800" height="480"></canvas>

    <script type="text/javascript" src="js/libs.core.min.js" async></script>
    <script type="text/javascript" src="js/cables.min.js" async></script>
    <script type="text/javascript" src="js/ops.js" async></script>

    <script>

        var patch=null

        document.addEventListener("CABLES.jsLoaded", function(event)
        {
            patch=new CABLES.Patch(
            {
                patchFile:'js/city.json',
                prefixAssetPath:'',
                glCanvasId:'glcanvas',
                onError:alert
            });
        });


    </script>
</body>
</html>

Pausing the Patch

For performance Reasons, you should pause the patch, when its not visible usingpatch.pause() . To Resume rendering use patch.resume()

Patch Option Parameters

  • canvas canvas context attributes (see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext)
  • glCanvasId (string): The element ID of your canvas object
  • prefixAssetPath (string): Path where to find the assets folder
  • onError (function): Function to be called if a critical error occurs (e.g. browser has no WebGL / Web Audio)
  • onFinishedLoading: Function to be called when cables is done loading the patch and all assets
  • silent (bool): Enable / disable all logging to console.
  • glCanvasResizeToWindow Resize the Canvas to the size of the window
  • glCanvasResizeToParent Resize the Canvas to the size of the parent (container) element

Transparent Patch

make sure clear checkbox is NOT checked in MainLoop.

in patch options set the following canvas context attributes:

canvas:{
    alpha:true,
    premultipliedAlpha:true
}

help cables get better and edit this file on github