runtime-shaderfrog
v0.2.0
Published
ShaderFrog runtime library
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ShaderFrog Runtime Library
This is a utility library to load and update ShaderFrog.com shaders into your THREE.js scene or application.
Demo
Demo source found in the example/ folder.
Usage
npm
npm install --save shaderfrog-runtime
var ShaderFrogRuntime = require( 'shaderfrog-runtime' ):
Vanilla JavaScript
Download the built Javascript file and include it in your project after THREE.js:
<script src="shaderfrog-runtime.min.js"></script>
Instantiation
Instantiate a new runtime:
var runtime = new ShaderFrogRuntime();
Instantiate a new clock:
var clock = new THREE.Clock();
Load your desired shader, and assign it to a material:
runtime.load( 'Your_Shader.json', function( shaderData ) {
// Get the Three.js material you can assign to your objects
var material = runtime.get( shaderData.name );
// Assign it to your objects
mesh.material = material;
});
In your initialization code, register the main camera, which is the one that you call renderer.render( scene, camera )
with:
runtime.registerCamera( camera );
This tells the ShaderFrog runtime how to update the cameraPosition
uniform, which some shaders use to calculate things based on the camera, like reflection.
In your animation loop, update the running shaders that the ShaderFrog runtime knows about:
runtime.updateShaders( clock.getElapsedTime() );
A full example can be found in the example/ folder.
API
Warning: This API is volatile and subject to change in future versions.
runtime.registerCamera( THREE.Camera camera )
Tells the runtime to use this camera's position for the default cameraPosition
uniform. This uniform is normally passed by default in THREE.js to shader materials, but ShaderFrog shaders use the RawSahderMaterial class.
runtime.updateShaders( Float time )
Update uniform values for shaders, specifically float time
, vec3 cameraPosition
, and mat4 viewMatrix
. The only uniform the runtime cannot define is time
which should be provided by the elapsed time in milliseconds. THREE.Clock.getElapsedTime() provies this value.
runtime.load( [ String source | Array sources ], Function callback )
Call this function with either:
runtime.load( 'material.json', function( material ) ) {
var shader = runtime.get( material.name ); ...
}
...for one material, or...
runtime.load( [ 'material1.json', 'material2.json' ], function( materials ) ) {
var shader = runtime.get( materials[ 0 ].name ); ...
}
Load the specified URLs and parse them into materials. If you pass in an array of URLs, the callback receives an array of materials in the same order you specified.
runtime.add( String name, Object shader )
If your shader data is already loaded in JSON form by some other means, you can add it to the runtime's repository of known shaders with this method.
runtime.get( String name )
The ShaderFrog runtime stores materials by name. This function returns a new instance of the material you have loaded. You can assign this new material to your object, update uniforms on it, etc.
Proposed Shader Format
ShaderFrog requires a shader file format to transfer all neccessary shader data from the editor to the end user. A proposed JSON format is discussed in THREE_SHADER_FORMAT.md.
Development
To install the dependencies:
git clone https://github.com/AndrewRayCode/ShaderFrog-Runtime
npm install
To build the distributable Javascript file:
npm run build