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.
npm install demolishedrenderer
constructor(canvas: HTMLCanvasElement, mainVertexShader: string, mainFragmentShader: string, customUniforms?: ICu);
Add assets shared, global assets that can be used 1-n buffers
aA(assets: any, cb: () => void): DR;
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<string>, customUniforms?: ICu): DR;
Render a frame based on time
Start a render loop at startTime, fps sets a maximum frame rate (FPS)
Enable or disable a buffer/program. Can be toggled during render loop.
Pass 1-n textures to the engines as an Array<Itx>
, 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):
interface ITx {
src?: any,
fn?(currentProgram:WebGLProgram,src:any): Function
}
let textures = [
{
"myTexture1": {
src: "/test/assets/texture.jpg"
},
},
{
"myTexture2": {
(gl,c) => {
// do stuff with your gl program texture...
}
},
}
]
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)
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