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glyphcss

v0.1.0

Published

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

Downloads

1,605

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-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);

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 |

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