@dono/lemon-js
v1.0.1
Published
Javascript rendering library
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Lemon-JS
An accessible rendering engine in Javascript.
Note: The goal of this project is to stay simple to make people understand and experiment with 3D rendering
Demonstrations
- A simple cube
- Billboard sprites
- A 3D model
- Scene management
- Lights
- Make blob using shaders
- Post processing stack
- Using a Skybox
- Use video as a texture
- Hide out of screens objects
- Using Materials
Features
- Access to the low level API
- Rendering queues and commands system
- Lights support
- Shaders
- Scene management (nodes, hierrachy, …)
- Separated "engine" logic from the low level part
- Post processing
- Loading models, sprites, videos and custom mesh
Todo
- Fonts support
- Advanced lighting
- Batching
Installation
- Download the latest version of LemonJS or install it with
npm install @dono/lemon-js
- Copy "shaders" folder to your project to get default shaders
- Enjoy!
The Hello world of 3D : A cube
import {
ProgramLibrary,
RenderCanvas,
Camera,
Mesh,
Scene,
PointLight,
Geometry,
Material,
Color
} from "@dono/lemon-js";
// Use the ProgramLibrary helper to build a shader with lights and texture support
ProgramLibrary.loadFromFile('DefaultShader', './shaders/GLSL/default.vert', './shaders/GLSL/default.frag', ['USE_LIGHT', 'USE_TEXTURE']);
// Create a new renderer using HTML identifier
const renderer = new RenderCanvas("simulation");
// A camera to draw the scene
const camera = new Camera();
camera.move(3, 3, 3);
camera.setViewport(0, 0, renderer.getWidth(), renderer.getHeight());
// Create a scene where we can add sprites, lights, objects, …
const scene = new Scene();
// Now we can create our first cube
const cube = new Mesh(
Geometry.createCube(0.5, 0.5, 0.5),
Material.Create('default'),
ProgramLibrary.get('DefaultShader'),
);
scene.add(cube);
// A light to see something
const light = new PointLight();
light.setPosition(0, 3, 0);
scene.add(light);
let previous = 0;
let deltatime = 0;
const applicationLoop = (timestamp) => {
requestAnimationFrame(applicationLoop);
// Calculate elapsed time between two frames
deltatime = timestamp - previous;
previous = timestamp;
// Update scene …
scene.update(deltatime);
// … then draw it!
renderer.clear(new Color(30, 30, 30));
renderer.render(scene, camera);
renderer.display();
};
requestAnimationFrame(applicationLoop);
The result can be found here.
How to contribute
- Clone this repository
npm install
from the foldernpm run dev
(developement) ornpm run build
(production)- Enjoy!