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@actis/core

v26.9.0

Published

A versatile WebGL renderer designed with multipass support in mind.

Readme

SOHNE | Actis

NPM version PR Welcome

Actis is a lightweight WebGL rendering library designed to make it easy to work with WebGL fragment shaders, passes, and textures. It integrates seamlessly with React for modern web development.

Features

  • Simple API for setting up WebGL rendering contexts
  • Support for multiple rendering passes and shaders
  • Integration with React for easy use in web applications

Installation

You can install Actis via npm:

npm install @actis/core

or via yarn:

yarn add @actis/core

Usage

Basic Usage

Here's a simple example to get you started:

import { WebGLRenderer } from '@actis/core'
import React, { useEffect, useRef } from 'react'

// Main React functional component
function App() {
  const canvasRef = useRef<HTMLCanvasElement>(null) // Reference to the canvas element
  const rendererRef = useRef<WebGLRenderer>() // Reference to the WebGL renderer

  useEffect(() => {
    rendererRef.current = new WebGLRenderer(canvasRef.current) // Initialize the renderer with the canvas element
    const passes = {
      passes: [
        {
          name: 'bufferA',
          fragmentShader: `
            #ifdef GL_ES
            precision mediump float;
            #endif

            uniform vec2 u_resolution;
            uniform float u_time;
            uniform vec2 u_mouse;

            float sdCircle(in vec2 p, in float r) {
              return length(p) - r;
            }

            void main() {
              vec2 p = (2. * gl_FragCoord.xy - u_resolution.xy) / u_resolution.y;
              vec2 m = (2. * u_mouse.xy - u_resolution.xy) / u_resolution.y;
              vec3 color = vec3(.0);
              float d = sdCircle(p - m, .125);
              color = mix(color, vec3(1.), 1.0 - smoothstep(0.0, 0.01, d));
              gl_FragColor = vec4(color, 1.);
            }
          `,
          textures: [],
        },
        {
          name: 'bufferB',
          fragmentShader: `
            precision highp float;
            uniform sampler2D u_texture0;
            uniform vec2 u_resolution;
            void main() {
              vec2 uv = gl_FragCoord.xy / u_resolution;
              vec4 color = texture2D(u_texture0, uv);
              float smoothValue = smoothstep(0.0, 1.0, color.r);
              gl_FragColor = vec4(smoothValue, 0.0, 0.0, 1.0);
            }
          `,
          textures: ['bufferA'],
        },
        {
          name: 'MainBuffer',
          fragmentShader: `
            precision highp float;
            uniform sampler2D u_texture0;
            uniform vec2 u_resolution;
            void main() {
              vec2 uv = gl_FragCoord.xy / u_resolution;
              vec4 color = texture2D(u_texture0, uv);
              gl_FragColor = color;
            }
          `,
          textures: ['bufferB'],
        },
      ],
    }
    rendererRef.current.setup(passes) // Setup the renderer with the passes
    requestAnimationFrame(rendererRef.current.render) // Start the rendering loop
  }, [])

  // Render the canvas element
  return <canvas ref={canvasRef} width={800} height={600} />
}

export default App

Advanced Usage

For more advanced usage, such as adding multiple passes and using textures, refer to the API documentation ~in a near future~.

Offscreen rendering (workers)

createRenderer runs the same renderer inside a dedicated worker against an OffscreenCanvas, keeping shader compilation, uniform resolution, and the pass loop off the main thread. It is worker-first by default and falls back to the main-thread WebGLRenderer automatically:

import { createRenderer } from '@actis/core'

const renderer = await createRenderer(canvas, {
  mode: 'auto', // 'auto' | 'worker' | 'main'
  onFallback: reason => console.info('main-thread fallback:', reason),
})

renderer.setup({ passes: [/* ... */] }) // same API on both paths
renderer.play()

When your bundler owns worker bundling (recommended for apps), pass a pre-constructed worker instead of a URL — this is correct in both dev and prod builds (Vite example):

import RendererWorker from './worker-entry.ts?worker' // or an aliased path

const renderer = await createRenderer(canvas, {
  worker: new RendererWorker(),
})

Fallback order: worker + WebGL2 → worker + WebGL1 → main thread. The onFallback reason is one of no-worker, no-offscreen-canvas, no-webgl, worker-spawn-failed, worker-handshake-timeout, worker-version-mismatch, or worker-gl-unavailable. mode: 'worker' throws WorkerUnsupportedError instead of falling back; mode: 'main' pins the legacy path (also used automatically for pinned CDN builds, where the worker entry cannot be resolved reliably). If the worker dies after the canvas was transferred (the surface cannot be recovered), creation throws even in auto mode and onFallback reports worker-transferred-fatal.

One canvas, one renderer: transferControlToOffscreen is irreversible. Mount a fresh canvas element per renderer (e.g. on framework remounts/HMR) and dispose the previous renderer first — reusing a transferred canvas throws WorkerUnsupportedError (canvas-already-bound) instead of failing obscurely.

Worker-path notes:

  • Reads (getMetrics, getPassNames, getContextState) are served from caches the worker pushes — same sync signatures, ≤ ~500ms staleness.
  • capturePassDataURL returns the last pushed thumbnail; call requestPassCapture(name) first (e.g. on a poll interval) for fresh frames.
  • Uniform providers cross the boundary only as static descriptors: registerUniformProvider({ id, values }). Function providers, Pass objects (addPass/getPass/getPasses/forEachPass), and direct new WebGLRenderer(canvas) (deprecated, still supported) require the main thread.
  • Dispose with renderer.dispose() to terminate the worker.

Contributing

Contributions are welcome! Please open an issue or submit a pull request on GitHub.