6 releases

0.1.2 Nov 20, 2019
0.1.1 Nov 17, 2019
0.0.2 Nov 9, 2019

#1098 in WebAssembly

MIT/Apache

9KB
100 lines

🧱 hyperpixel

docs.rs docs

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>

With Rust?

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)
    }));
}

License

This project is licensed under either of

at your option.

Contribution

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.

Dependencies

~400–550KB