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glyphcss

v0.1.6

Published

Glyphcss — ASCII paint backend with glyphcss's scene-composition API. Renders 3D meshes as ASCII art in a <pre> element.

Readme

Status: pre-1.0. APIs may still change before a stable 1.0 release.

glyphcss

An ASCII polygon-mesh renderer for the DOM. glyphcss projects 3D meshes to 2D and rasterizes them as monospace text inside a single <pre> element — no WebGL, no canvas, no per-polygon DOM nodes. Loads OBJ, glTF, GLB, MagicaVoxel .vox, and STL files.

This is the vanilla package: a set of <glyph-*> custom elements plus an imperative API. For framework bindings see @glyphcss/react and @glyphcss/vue; for build-time/static rendering see @glyphcss/compile.

Install

npm install glyphcss

Quickstart — custom elements

Import glyphcss/elements once to register the <glyph-*> tags, then compose a scene in HTML. The camera is the outermost element and wraps the scene.

<script type="module">
  import "glyphcss/elements"; // registers <glyph-scene>, <glyph-mesh>, …
</script>

<glyph-camera rot-x="65" rot-y="45" zoom="50">
  <glyph-scene cols="80" rows="40" mode="solid">
    <glyph-orbit-controls></glyph-orbit-controls>
    <glyph-mesh src="/cottage.glb"></glyph-mesh>
  </glyph-scene>
</glyph-camera>

Tags: <glyph-scene>, <glyph-mesh>, <glyph-effect-layer>, <glyph-hotspot>, <glyph-camera> (orthographic alias), <glyph-orthographic-camera>, <glyph-perspective-camera>, <glyph-orbit-controls>, <glyph-map-controls>, <glyph-first-person-controls>.

Quickstart — imperative API

import {
  createGlyphScene,
  createGlyphPerspectiveCamera,
  createGlyphOrbitControls,
} from "glyphcss";

const scene = createGlyphScene(document.querySelector("#app"), {
  cols: 80,
  rows: 40,
  mode: "solid",
  camera: createGlyphPerspectiveCamera({ rotX: 65, rotY: 45, zoom: 50 }),
});

createGlyphOrbitControls(scene);

Browser temporal presentation

createGlyphSurfaceAtlasWebGpuSession({ device, canvas }) is the browser-only GPU presentation companion for image-generation pipelines. It keeps the surface-addressed RGB atlas private on WebGPU, reprojects stable surfaces across control frames, and writes the immediate RGB result to one persistent canvas. It does not change or replace glyphcss's ASCII <pre> renderer.

The normal submit() path performs no CPU atlas readback or fallback. readback(), checkpoint(), and diagnostic presentation capture are explicit untimed integrity tools. A lost device or destroyed session invalidates all later operations. The same factory and types are re-exported by @glyphcss/react and @glyphcss/vue; it remains an imperative low-level session rather than a framework component.

The additive submitProfiled() diagnostic follows the same internal submit path while reporting CPU routing, upload enqueue, compute dispatch encoding, render encoding, canvas submission, and GPU-completion durations. When available, WebGPU timestamp-query also reports compute and render GPU durations. Normal submit() never creates timestamp resources.

Numeric conventions

Units match three.js / voxcss:

  • Rotation is in degrees. rot-x / rot-y (and rotX / rotY) are XYZ Euler degrees — rot-x="65" rot-y="45" is the classic isometric-ish viewpoint.
  • zoom is absolute pixels per world unit. zoom="50" maps one world unit to 50px (three.js-style orthographic zoom), not a fraction of the viewport.

Render modes

| Mode | Cells filled by | |---|---| | solid (default) | Lambert-shaded intensity picked from a glyph ramp | | wireframe | polygon edges rasterized as ASCII rules | | voxel | cube-aligned geometry; face normals drive glyph selection | | ink | silhouette + crease outlines only; oriented glyph (_ - ‾ ▔ / \| \ ▏ ▕ ·) traces the smoothed contour tangent, interior stays empty |

charMode: "ascii" | "braille" | "halfblock" | "quadrant" (default "ascii") selects the character encoding used for rasterized output. "braille" packs a 2×4 subcell dot grid into Unicode Braille Patterns (U+2800..U+28FF) per cell for smoother diagonal/curved edges than the default rule-glyph encoding — it only applies to wireframe output. "halfblock" is solid mode's mirror: instead of one shade-ramp glyph per cell, it packs two independently colored subcells (top/bottom) into // for 2× vertical color resolution at coarser (block) shape. "quadrant" generalizes "halfblock" to a full 2×2 subcell split (16 possible glyphs — space, ▘▝▖▗▀▄▌▐▚▞█, and the three-quadrant glyphs ▛▜▙▟), buying both shape AND color resolution at the same two-colors-per-cell markup cost. Each mode is a documented no-op outside the mode it applies to — braille dot coverage is binary and cannot carry a shade ramp or voxel face glyph; halfblock/quadrant need supersampled subcell color data solid mode alone produces, and are also a no-op alongside a transformCells hook or active temporalBlend reprojection (both already expect the existing one-color-per-cell grid). Mirrored as char-mode on <glyph-scene> and charMode on @glyphcss/react/@glyphcss/vue's <GlyphScene>.

wireframeJunctions: boolean (default false, charMode: "ascii" only) resolves corners, T-junctions, and crossings in wireframe output. By default, each edge picks its cell glyphs independently, so two edges meeting in one cell render whichever rasterized last — corners and joints visibly break. With wireframeJunctions: true, a second pass accumulates which sides (N/E/S/W) of each cell carry a near-axis-aligned line and resolves the glyph from the fixed ┌┐└┘├┤┬┴┼─│ box-drawing set, so joints render as ONE glyph consistent with every edge touching them. Diagonal-dominant edges are unaffected and keep the default slope-glyph behavior. Mirrored as wireframe-junctions on <glyph-scene> and wireframeJunctions on @glyphcss/react/@glyphcss/vue's <GlyphScene>.

hiddenLines: "show" | "hide" (default "show") is hidden-line removal for the wireframe and ink paths (including charMode: "braille"). The wireframe path has no depth reference by default — edges draw in mesh order, and a contested cell resolves by edge WEIGHT, not by which edge is nearer the camera, so a farther edge (another mesh's far side, an extruded side wall behind a front face) can paint over a nearer one. "hide" depth-tests every stroke sample against a solid surface prepass with a slope-scaled depth bias (the standard shadow-map technique — a grazing silhouette earns a larger allowance than a head-on crease). In ink, the test additionally exempts each edge's own local surface so a mesh's silhouette can't occlude itself. Documented no-op in solid (already depth-buffered per cell). Mirrored as hidden-lines on <glyph-scene> and hiddenLines on @glyphcss/react/@glyphcss/vue's <GlyphScene>. Also accepted by compileScene/GlyphSceneStatic, unlike wireframeJunctions.

colorTolerance: number (default 0, off, byte-identical) merges adjacent cells into one <span> while their colors stay within this redmean colour distance — fewer spans, faster paint, at the cost of color fidelity. Range is 0765, not 0255 (black↔white is 764.83 under redmean); NaN/negative values degrade to 0, +Infinity merges every same-glyph run in a row. It is a lever, not a flat multiplier: measured 1.2x–9.1x fewer spans (unquantized→best) depending on scene content — flat, hard-edged output (per-face color, carved solids) wins enormously, smooth noisy fields win modestly, and an already-flat scene gains nothing without regressing either. One shared comparison policy (colorRunExtends) backs all four coalescers glyphcss can emit color from, so charMode: "halfblock"/"quadrant" and the unsafe default render path get it too, not just the primary encoder. No-op under glyphOutput: "semantic" — semantic colors are exact class identifiers, not shaded appearance. Mirrored as color-tolerance on <glyph-scene> and colorTolerance on @glyphcss/react/@glyphcss/vue's <GlyphScene>, and accepted by compileScene/GlyphSceneStatic — a pure function of the final cell grid, like charMode. See bench/color-tolerance.md for measured span/FPS numbers.

Static & build-time rendering

rasterize is pure (geometry + camera → string), so a scene can be rendered ahead of time and inlined as text with zero runtime:

  • compileScene(opts) — pure: polygons + camera → the <pre> string, byte-identical to the runtime render.
  • buildGlyphInteractiveExport / glyphCodepenPrefill — polygons + declared interactions → a portable, self-contained snippet.
  • @glyphcss/compile — Node adapters, a Vite plugin, and a CLI (glyphcss cube --auto-center).

Documentation

Full docs, guides, and a live gallery: https://glyphcss.com

License

MIT