mirror of
https://github.com/rive-app/rive-cpp.git
synced 2026-01-18 21:21:17 +01:00
With clockwise mode, we introduced ".vert" and ".frag" files and started sharing the main vertex shaders with multiple fragment shaders. This PR is a cleanup that removes redundant code and moves the clockwiseAtomic shaders to that same system. clockwiseAtomic shaders also work out paint colors via varyings now instead of storage buffers, which seems better but doesn't register a difference in performance. Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.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