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* Initial commit * Update macros * Add GPU Markers * Fix builds without microprofile * minor updates * clang format * Update profiler.cpp * clang format * Name Main Thread * Update profiler_macros.h * Fix end flip * Update fiddle_context_gl.cpp * clang format * Update rive_build_config.lua * Update rive_build_config.lua * forked microprofile so I can use a tag * Update render_context_d3d_impl.cpp * clang Co-authored-by: John White <aliasbinman@gmail.com>
Rive Renderer
The Rive Renderer is a vector and raster graphics renderer custom-built for Rive content, for animation, and for runtime.
This directory contains the renderer code and an example for how to interface with it directly. It contains the best in class concrete implementation of Rive's rendering abstraction layer, which we call the Rive Renderer.
Clone the rive-runtime repo
git clone https://github.com/rive-app/rive-runtime.git
cd rive-runtime/renderer
Add build_rive.sh to $PATH
export PATH="$PATH:$(realpath ../build)"
Build & run
build_rive.sh release
out/release/path_fiddle [/path/to/my.riv]
Build & serve for WebGL2
build_rive.sh ninja wasm release
cd out/wasm_release
python3 -m http.server 5555
Helpful keys
h/H: add/subtract copies to the left and right (only when a .riv is provided)j/J: add/subtract copies below (only when a .riv is provided)k/K: add/subtract copies above (only when a .riv is provided)p: pause runtime (for benchmarking the renderer in isolation)a: toggle "atomic" mode