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Easy cross-platform GPU Rendering for Javascript, Python, Swift and Kotlin

Project description

FragmentColor

FragmentColor is a cross-platform GPU programming library implemented in Rust and wgpu.

It has bindings for Javascript, Python, Swift, and Kotlin and targets each platform's native graphics API: Vulkan, Metal, DirectX, OpenGL, WebGL, or WebGPU.
See Platform Support for details.

The API encourages a simple shader composition workflow. You can use WGSL or GLSL shaders for visual consistency across platforms, while avoiding the verbosity of modern GPU APIs.

We strive to remove the complexity without sacrificing control. Because of the composition primitives, you can build a highly customized render graph with multiple render passes.

Check the Documentation and the API Reference for more information.

⚠️ This library is its early days of development

The API is subject to frequent changes in minor versions. Documentation is not always in sync.

Check the Roadmap and Changelog on GitHub to stay tuned on the latest updates.

Example

From a given shader source, our library will:

  • parse the shader
  • compile/reload it at runtime
  • create the Uniform bindings in your platform's native graphics API
  • expose them with the dot notation.

Example usage (Python)

pip install fragmentcolor glfw rendercanvas
from fragmentcolor import FragmentColor as fc, Shader, Pass, Frame
from rendercanvas.auto import RenderCanvas, loop

# Initializes a renderer and a target compatible with the given canvas
canvas = RenderCanvas(size=(800, 600))
renderer, target = fc.init(canvas)

# You can pass the shader as a source string, file path, or URL:
circle = Shader("./path/to/circle.wgsl")
triangle = Shader("https://fragmentcolor.org/shaders/triangle.wgsl")
my_shader = Shader("""
struct VertexOutput {
    @builtin(position) coords: vec4<f32>,
}

struct MyStruct {
    my_field: vec3<f32>,
}

@group(0) @binding(0)
var<uniform> my_struct: MyStruct;

@group(0) @binding(1)
var<uniform> my_vec2: vec2<f32>;

@vertex
fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> VertexOutput {
    const vertices = array(
        vec2( -1., -1.),
        vec2(  3., -1.),
        vec2( -1.,  3.)
    );
    return VertexOutput(vec4<f32>(vertices[in_vertex_index], 0.0, 1.0));
}

@fragment
fn fs_main() -> @location(0) vec4<f32> {
    return vec4<f32>(my_struct.my_field, 1.0);
}
""")

# The library binds and updates the uniforms automatically
my_shader.set("my_struct.my_field", [0.1, 0.8, 0.9])
my_shader.set("my_vec2", [1.0, 1.0])

# One shader is all you need to render
renderer.render(shader, target)

# But you can also combine multiple shaders in a render Pass
rpass = Pass("single pass")
rpass.add_shader(circle)
rpass.add_shader(triangle)
rpass.add_shader(my_shader)
renderer.render(rpass, target)

# Finally, you can combine multiple passes in a Frame
frame.add_pass(rpass)
frame.add_pass(Pass("GUI pass"))
renderer.render(frame, target)

# To animate, simply update the uniforms in a loop
@canvas.request_draw
def animate():
    circle.set("position", [0.0, 0.0])
    renderer.render(frame, target)

loop.run()

Example usage (Javascript)

import { Shader, Renderer, Target, FragmentColor } from "fragmentcolor";

let canvas = document.getElementById("my-canvas");
const resolution = [canvas.width, canvas.heigth];

[renderer, target] = FragmentColor.init(canvas);

const shader = new Shader("https://fragmentcolor.org/shaders/circle.wgsl");
shader.set("resolution", resolution);
shader.set("circle.radius", 0.05);
shader.set("circle.color", [1.0, 0.0, 0.0, 0.8]);

const renderer = new Renderer();

function animate() {
  shader.set("circle.position", [mouseX, mouseY]);
  renderer.render(shader, target);

  requestAnimationFrame(animate);
}
animate();

Limitations

  • The current version of this library always use a fullscreen triangle for every shader. Support for custom geometries and instanced rendering is planned.

  • In Python, we depend on rendercanvas adapter to support multiple window libraries. Direct support for other libraries is planned.

  • Textures and Samplers are currently not supported, but are also planned.

  • Javascript, Swift, and Kotlin are currently WIP.

Running this project

Target: Desktop (Rust library)

For Rust, check the examples folder and run them with:

cargo run --example circle
cargo run --example triangle
cargo run --example multiobject
cargo run --example multipass

Target: Desktop (Python module)

NOTE: Pip Package currently only available for MacOS (Apple Silicon)

pip install fragmentcolor glfw rendercanvas

Alternativaly, You can build it locally with maturin:

pipx install maturin
maturin develop
pip install glfw rendercanvas

The built library is located in platforms/python/fragmentcolor

cd platforms/python/fragmentcolor
python3 main.py

Target: Web browser (WASM module)

  • TBD

Target: iOS (Swift library)

  • TBD

Target: Android (Kotlin library)

  • TBD

Platform support

Platform support is the same as upstream wgpu:

API Windows Linux/Android macOS/iOS Web (wasm)
Vulkan 🌋
Metal
DX12
OpenGL 🆗 (GL 3.3+) 🆗 (GL ES 3.0+) 📐 🆗 (WebGL2)
WebGPU

✅ = First Class Support
🆗 = Downlevel/Best Effort Support 📐 = Requires the ANGLE translation layer (GL ES 3.0 only)
🌋 = Requires the MoltenVK translation layer

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