rendeer.js

is a lightweight 3D scene graph library, meant to be used in 3D web apps and games. It is meant to be flexible and easy to tweak. It used the library litegl.js as a low level layer for WebGL. It comes with some common useful classes like: Scene and SceneNode Camera Renderer ParticleEmissor And because it uses litegl you have all the basic ones (Mesh, Shader and Texture).

 

Usage

Here is a brief example of how to use it, but I totally encourage to read the more detailed starter guide stored in the guides folder, or to check the boilerplate provided, and finally check the documentation for better understanding of the API.

First include the library and dependencies

<script src="js/gl-matrix-min.js"></script>
<script src="js/litegl.js"></script>
<script src="js/rendeer.js"></script>

Create the scene

var scene = new RD.Scene();

Create the renderer

var context = GL.create({width: window.innerWidth, height:window.innerHeight});
var renderer = new RD.Renderer(context);

Attach to DOM

document.body.appendChild(renderer.canvas);

Get user input

gl.captureMouse();
renderer.context.onmousedown = function(e) { ... }
renderer.context.onmousemove = function(e) { ... }

gl.captureKeys();
renderer.context.onkey = function(e) { ... }

Set camera

var camera = new RD.Camera();
camera.perspective( 45, gl.canvas.width / gl.canvas.height, 1, 1000 );
camera.lookAt( [100,100,100],[0,0,0],[0,1,0] );

Create and register mesh

var mesh = GL.Mesh.fromURL("data/mesh.obj");
renderer.meshes["mymesh"] = mesh;

load and register texture

var texture = GL.Texture.fromURL("mytexture.png", { minFilter: gl.LINEAR_MIPMAP_LINEAR, magFilter: gl.LINEAR });
renderer.textures["mytexture.png"] = texture;

Compile and register shader

var shader = new GL.Shader(vs_code, fs_code);
renderer.shaders["phong"] = shader;

Add a node to the scene

var node = new RD.SceneNode();
node.color = [1,0,0,1];
node.mesh = "mymesh";
node.texture = "mytexture.png";
node.shader = "phong";
node.position = [0,0,0];
node.scale([10,10,10]);
scene.root.addChild(node);

Create main loop

requestAnimationFrame(animate);
function animate() {
	requestAnimationFrame( animate );

	last = now;
	now = getTime();
	var dt = (now - last) * 0.001;
	renderer.render(scene, camera);
	scene.update(dt);
}
rendeer.js
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