rhodonite
v0.19.4
Published
Rhodonite is a WebGL library written in TypeScript.
Maintainers
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Rhodonite

Rhodonite is a Web3D(WebGL2/WebGPU) library written in TypeScript.
Official Website
https://librn.com/
Features
- Component-oriented
- Blittable Memory Architecture (Original GPU data storage system with floating point texture)
- Physically-based Rendering with Image-based Lighting
- Node-based Shader System
- Support loading the following 3D model files: glTF2, glTF1, VRM
- Support Draco compression, Basis Universal and KTX2, etc
- Support Effekseer for particle system
- WebGPU Support
- WebXR(VR) Support (in both WebGL & WebGPU)
What's the "Blittable Memory Architecture"
With the Blittable Memory Architecture, Rhodonite stores almost all of its data in a large pre-allocated ArrayBuffer. Data storage for matrix or vector classes in Rhodonite's component classes and materials are assigned from the memory pool, which means most of the data are on that memory pool, transferred to the GPU every frame as a floating-point texture. This architecture allows all shaders always to access a vast amount of data.
For example, Rhodonite can handle and blend all morph targets (38 targets) of VRM characters simultaneously in the shader.
Viewer
You can try our library via https://editor.librn.com/. This viewer supports glTF/VRM/efkpkg(Effekseer package) files Drag & Drop to display. (Drag & Drop all files if glTF data consists of multiple files.)
Poly model

Advanced PBR

VRM avatar model and VRMA animation

Shader Node Editor

WebXR(VR) with multiview extension

Supported Browsers
Google Chrome, Firefox, Safari, Microsoft Edge (chromium-based), and other modern browsers are supported. IE11 is not supported.
Install
You can install Rhodonite easily.
$ npm install rhodoniteNote
If you get an error like "webxr-input-profiles not found" when building a project using Rhodonite, Try "npm install" or "yarn install" again.
Coding with Rhodonite
In JavaScript
<body>
<canvas id="world"></canvas>
<script src="../../../dist/iife/rhodonite.min.js"></script>
<script>
// Init Rhodonite
const engine = await Rn.Engine.init({
approach: Rn.ProcessApproach.DataTexture,
canvas: document.getElementById('world'),
});
// create a Plane mesh
const planeEntity = Rn.MeshHelper.createPlane(engine);
planeEntity.eulerAngles = Rn.Vector3.fromCopy3(Math.PI * 0.5, 0, 0);
// Render Loop
engine.startRenderLoop(() => {
engine.processAuto();
});
</script>
</body>In TypeScript
There are two package versions of Rhodonite: ESModule and IIFE.
Using ESModule package
You don't need any bundler.
<script type="module" src="main.js">// main.ts
import Rn from 'rhodonite/dist/esm/index.js';
// import Rn from 'rhodonite/dist/esmdev/index.js'; // use this if you want to display the source map or step through the library
// Init Rhodonite
const engine = await Rn.Engine.init({
approach: Rn.ProcessApproach.DataTexture,
canvas: document.getElementById('world') as HTMLCanvasElement,
});
// create a Plane mesh
const planeEntity = Rn.MeshHelper.createPlane(engine);
planeEntity.eulerAngles = Rn.Vector3.fromCopy3(Math.PI * 0.5, 0, 0);
// Render Loop
engine.startRenderLoop(() => {
engine.processAuto();
});// tsconfig.json
{
...
"compilerOptions": {
"module": "ESNext",
"moduleResolution": "node",
"esModuleInterop": true,
...
}
...
}If you use bundler, you can simply import rhodonite, like
import Rn from 'rhodonite';Using IIFE package
See the last part of https://github.com/actnwit/RhodoniteTS/wiki/Install .
Building Rhodonite
Prerequisites
- Node.js 22 or later
Setup Project
$ pnpm installBuild command for Rhodonite library
$ pnpm run buildBuild command for samples
$ pnpm run build-samplesTry Samples
After building Rhodonite, try:
$ pnpm run watch-samplesThen, access http://localhost:8082/ with your web browser. When you are finished, press ctrl + c.
Build command for API documents
$ pnpm run docTesting Rhodonite
The following command runs unit tests and E2E tests.
$ pnpm run testThe E2E test uses a headless browser for rendering. Because the results are GPU hardware-dependent rather than software-dependent, results will vary depending on your environment. Since the correct images were run in the library author's environment, it is likely that many tests will fail in your environment.
You can execute a part of tests like this.
For unit test
$ pnpm run test-unit-part -- ./src/foundation/core$ pnpm run test-unit-part -- ./src/foundation/core/Entity.test.tsFor E2E (visual) test
$ pnpm run test-e2e-part -- ./samples/test_e2e/DataTextureInstancedDrawingDevelopment using VSCode devcontainer
This project supports the VSCode devcontainer for any docker-installed OS.
Input the following command in the VSCode command palette.
> Remote-Containers: Reopen in ContainerAfter a new dev container window opens, You can work in the Debian Linux container environment. All dependencies (node, npm, yarn, typescript, chromium, and all packages for Rhodonite) are already set up.
Debugging inside VSCode (Step execution in VSCode Debug tab)
- Install the "Debugger for Chrome" VSCode Extension.
- Start the local server with
$ yarn start. - Push the run icon by choosing "Launch Chrome to debug Rhodonite samples" in the RUN tab of VSCode's left pane to start debugging.
If you use the VSCode devcontainer environment, You should open another RhodoniteTS VSCode window locally and do debug ops on it instead of the devcontainer VSCode window.
Contributing
See CONTRIBUTING.md for guidelines on setting up the project, running tests and submitting pull requests.
License
MIT License
Acknowledgements
Source Code
This library includes portions of code originally developed by the Khronos Group. Some of these portions have been translated and modified for use in the RhodoniteTS library.
- glTF-Sample-Renderer (https://github.com/KhronosGroup/glTF-Sample-Renderer)
See LICENSES/glTF-Sample-Renderer.LICENSE for details.
Libraries
This library uses the following libraries.
- immersive-web/webxr-input-profiles (forked version)
- enkimute/hdrpng.js
- donmccurdy/KTX-Parse
- donmccurdy/zstddec-wasm
Assets
This library also uses the following assets.
