An extremely fast pixel framebuffer using webgl via ThreeJS
Why is this fast?
Rendering literally just takes a Float32Array subview of wasm's memory and pushes it to the GPU via webgl to be rendered by an uber minimal shader for particles.
see the demo here
<canvas width="160" height="144" id="screen"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/109/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/gh/richardanaya/hyperpixel@v0.0.3/hyperpixel.js"></script>
<script>
var hp = new HyperPixel(document.getElementById("screen"));
function update(){
window.requestAnimationFrame(update);
for(var i = 0 ; i < hp.height*hp.width*3; i++){
hp.colors[i] = Math.random()*.3;
}
hp.render();
}
update();
</script>
see the demo here
[dependencies]
hyperpixel = "0.1"
web_timer = "0.1" # for interacting with timing functions in browser
web_random = "0.0" # for generating random numbers efficiently
use hyperpixel::*;
use web_timer::*;
use web_random::*;
#[no_mangle]
pub fn main() -> () {
let timer = Timer::default();
let mut random = Random::default();
let framebuffer = HyperPixel::new("#screen");
let (width,height) = framebuffer.dimensions();
let mut pixels = vec![0.0; width * height * 3];
timer.request_animation_loop(Box::new(move |_delta| {
for i in 0..pixels.len() {
pixels[i] = random.gen::<f32>()*0.3;
}
framebuffer.render(&pixels)
}));
}
This project is licensed under either of
at your option.
Unless you explicitly state otherwise, any contribution intentionally submitted
for inclusion in hyperpixel
by you, as defined in the Apache-2.0 license, shall be
dual licensed as above, without any additional terms or conditions.