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https://github.com/magnusthor/demolishedrenderer

Tiny multipass ( buffer ) rendering engine for WebGL Shaders with 1-n texture support + texture generator.
https://github.com/magnusthor/demolishedrenderer

glsl shaders webgl

Last synced: 7 months ago
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Tiny multipass ( buffer ) rendering engine for WebGL Shaders with 1-n texture support + texture generator.

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# demolishedRenderer

## About

demolishedRenderar is a lightweight high-performance, easy to use multi-pass (1-n shader programs/buffers) rendering engine that supports 1-n textures,custom uniforms.

DR is written mainly for a demo-scene purpose.

## Install

npm install demolishedrenderer

## Get started

### Create an instance of the renderer

constructor(canvas: HTMLCanvasElement, mainVertexShader: string, mainFragmentShader: string, customUniforms?: ICu);

## Methods

### addAssets (aA)

Add assets shared, global assets that can be used 1-n buffers

aA(assets: any, cb: () => void): DR;

### addBuffer (aB)

Create a render buffer, shader that produces a texture that can be use for output etc within main fragment.

aB(name: string, vertex: string, fragment: string, textures?: Array, customUniforms?: ICu): DR;

### R(time:number)

Render a frame based on time

### run(startTime:number,fps:number)

Start a render loop at startTime, fps sets a maximum frame rate (FPS)

### sP(key: string, state: boolean):void

Enable or disable a buffer/program. Can be toggled during render loop.

## Texture's & Custom Uniforms

Pass 1-n textures to the engines as an `Array` , textures is shared among 1-n buffers / shader programs. When adding a buffer you need to specify with textures to use.

aB("myByffer,vertexShader,fragmentShader",["myTexture1","myTexture2],cU):

## Texture (ITx)

interface ITx {
src?: any,
fn?(currentProgram:WebGLProgram,src:any): Function
}

### example

let textures = [
{
"myTexture1": {
src: "/test/assets/texture.jpg"
},
},
{
"myTexture2": {
(gl,c) => {
// do stuff with your gl program texture...
}
},
}

]

### Custom Uniform's

Bulit in uniforms are , this are updated for each frame, this also applies to customUniforms,

uniform float time;
uniform int frame;
uniform int deltaTime;
uniform vec2 resolution;
uniform sampler2D {bufferName}; // bufferName = the name of your buffer, contains previous frame. ( applies to main fragment shader)

### Add custom uniform(s)

const customUniforms = {
"fRnd": (location, currentGlProgram, mainGlProgram, renderTime) => {

currentGlProgram.uniform1f(location,Math.random());

},
....

Custom uniforms can be passed to each buffer as well as the main program.

Kind regards,
Magnus 'Bagzy' Thor