wrend
This library is currently in active development. Feel free to use it, but do so with the knowledge that APIs are likely to change without consideration for backwards compatibility.
Table of Contents
About
Wrend is a wrapper library around raw WebGL2 code and is written in Rust, which then gets compiled to WebAssembly for running in the browser. Its goal is to make working with WebGL more convenient when writing Rust and/or JavaScript/TypeScript code. Though most of the demo app examples are built using Yew, wrend itself is framework agnostic and is designed to be used in a variety of settings with diverse rendering pipelines. See the examples directory of the repo for examples.
If you're wondering about the name, wrend is short for WebGL2 Rendering Library.
Why
This library exists because I found myself writing the same verbose, (occasionally unsafe) WebGL code over and over again, often struggling to find the right level and type of abstraction over WebGL calls. Wrend is designed to ease the pain of working with low-level WebGL programming in Rust. This includes abstraction over requestAnimationFrame calls, making continuous animations as simple as calling start_animating and then holding the returned handle in memory. Stopping is also as easy as dropping the returned renderer handle and/or calling stop_animating.
Another strength of Wrend is its flexibility: rather than focusing on more common 3D rasterization techniques, Wrend enables constructing unique graphics pipelines for things like ray tracers, flow fields, and other non-traditional methods of rendering.
Getting Started
Rust (compiling to WebAssembly)
Add wrend as a dependency to your crate's Cargo.toml file:
# Add this to your project's Cargo.toml file
[]
= "~0"
JavaScript / TypeScript
See npm package
npm
yarn
Compatible JavaScript Bundlers
These bundlers are known to be compatible (implementation has been tested in the examples directory):
- Webpack v5: see configuration notes
- Vite: see configuration notes
These bundlers are likely to be compatible:
- Webpack v4
- Parcel 1 (supports wasm holistically, so likely to support
wrend)
These bundlers are known to be incompatible:
- Parcel 2 (they do not yet support wasm holistically)
Webpack Configuration
If you are using Webpack version 5, you must configure a few things in your webpack.config.js file:
// webpack.config.js
module.exports = ;
Then, when importing wrend, you must do so asynchronously:
// import WebAssembly modules asynchronously
const = await import;
Vite Configuration
If you are using Vite as your bundler, you must configure a few things in your vite.config.js file:
// vite.config.js
import wasm from "vite-plugin-wasm";
export default ;
Documentation
See latest documentation at https://docs.rs/wrend/latest/wrend/
Examples
To see a list of simple, self-contained TypeScript and Rust projects that use wrend, see:
- Examples directory in the GitHub repo
Demos
To see a list of more extensive demos that exhibit what is possible with the wrend library see:
- Demos directory in the GitHub repo
- Live demos that you can interact with
- Continue reading below for more information on some of the featured demos
Ray Tracer
Realtime ray tracer written from scratch, inspired by the Ray Tracing in One Weekend series by Peter Shirley and adapted for use with Rust & WebGL.
I initially started this project as a software ray tracer running on Rust/WASM alone, but the render times that I experienced were so frustratingly slow that I quickly looked into implementing a hardware ray tracer that could take better advantage of the GPU's parallelization power. Once I switched to using WebGL2, render times went from around 1-6 minutes for a decent render to less than a second, and I was able to implement some realtime ray tracing elements like moving the camera, etc. by averaging many low-sample frames together rather than calculating them all at once (progressive rendering).

Particle Flow Field
100,000 particles moving across the canvas, dropping pigment as they move. The movement of the particles is determined by a 2D noise texture generated at runtime.

Conway's Game of Life
The classic.

Larger Than Life
This is similar to the classic Conway's Game of Life, except it uses an 11x11 convolution kernel (rather than the classic 3x3) to calculate the next state of each cell. This results in more organic, formations that behave surprisingly similar to the original.

Contributing
There aren't any formal processes in place for contributing yet, as wrend is a very young project, but if you're interested in contributing, please feel free to reach out.
Local dev environment
- Install the latest version of nvm (for Linux / MacOS) or nvm-windows (for Windows)
- Install node through
nvmornvm-windows(see .nvmrc for compatible Node version)- This should automatically install a compatible version of
npmat the same time
- This should automatically install a compatible version of
- Install wasm-pack
- Install Rust
Publishing to npm
# starting from the project root,
# must be in the actual npm package directory /wrend
# builds library and outputs to /dist directory
# publish happens from the /dist folder,
# where built output files are located
# must be logged into npm to publish
# publish package
Publishing to crates.io
# starting from the project root,
# must be in actual crate directory /wrend
# run tests before publishing
# do a dry run to make sure everything is bundling ok