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Minimal shader graph

A node graph renderer written in rust utilising egui_node_graph for the graph view.

I am developing this for the use case of live generative visual performances, where I want to do performant, intuitive experimentation without crashes.

screenshot screenshot resolume

Features

  • !!NEW!! FFGL Shader output
    • Run your graph inside resolume
  • ISF shader support
    • Hot reloading
    • Default ISF location (install the Isf Editor for a free library of examples)
  • Obj file render
    • Will cull objects if they have many vertices (WIP)
  • GL Expression OP
    • Boilerplate removal
  • Save state
    • Auto save on exit
    • Diff friendly json
  • Show errors in UI

Inspirations

https://github.com/dfranx/SHADERed

https://derivative.ca/

Contributing

API is very much unstable at the moment. Even so, it is already quite powerful and I would love support to get this polished up. If you are interested in contributing, please get in contact with me at edeetee@gmail.com

Next

  • FFGL Inputs
  • Vector math node
  • Parameter sharing
    • FFGL
    • OSCQuery
  • Multiple save files
  • Full ISF spec
  • SDF Nodes

Testing Resolume

cargo watch -s ./run_resolume.sh

Backlog

  • Remote control
    • Edit graph of a remote instance
  • Spout/Syphon (GPU Texture sharing)
  • Shadertoy emulator
  • Make systems to define easy way to have common types across nodes so that it works nicely with rust Into system and makes it easy to use graph features/types modularly and simply.
  • Transparent windows https://ecode.dev/transparent-framebuffer-borderless-window-using-glfw/
  • Only use Srgb textures for visible nodes
  • Extend egui_node_graph for zooming etc
  • Dependency resolution ala touchdesigner (only cook what is required)
  • Hot reloading rust code
  • Bevy / rend3 integration
  • Midi control UI
  • ISF Meta ops (more complex interface for handling racks + isf standard effects/transitions)
  • Continue reducing dependencies between structs
  • Support different texture sizes (options per node)
  • Sub shader input for obj render
  • Parameter template system for nodes
    • ISF transitions/effects
    • consistent midi controls
    • easy way to map simple control systems to complex operators / groups of operators
    • Better than CHOPs
  • Temporal reprojection for low fps
  • Ability to use different runtimes (bevy, VSTs)

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