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);
}