Files
rive-cpp/renderer
csmartdalton efd202ff5c chore: Move clockwiseAtomic shaders to the new system (#11388) 85c5519c6e
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>
2026-01-07 22:50:26 +00:00
..
2024-08-27 22:26:30 +00:00
2025-03-07 04:32:24 +00:00

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