@kofany/beamterm-terx 0.12.1

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package/README.md ADDED
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+ ## beamterm - A WebGL2 Terminal Renderer
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+
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+ [![Crate Badge]][Crate] [![NPM Badge]][NPM] [![API Badge]][API] [![Deps.rs
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+ Badge]][Deps.rs]
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+
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+ A high-performance terminal rendering system for web browsers, targeting sub-millisecond render
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+ times. **beamterm** is a terminal renderer, not a full terminal emulator - it handles the display
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+ layer while you provide the terminal logic.
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+
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+ ### [Live Demos][demos]
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+
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+ Check out [**interactive examples**][demos] showcasing both pure Rust applications and JavaScript/TypeScript
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+ integrations.
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+
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+ ## Key Features
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+
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+ - **Single Draw Call** - Renders entire terminal (e.g., 200×80 cells) in one instanced draw
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+ - **Flexible Font Atlases** - Static pre-generated atlases or dynamic on-demand rasterization with LRU caching
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+ - **Unicode and Emoji Support** - Complete Unicode support with grapheme clustering
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+ - **Selection Support** - Mouse-driven text selection with clipboard integration (Block/Linear modes)
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+ - **Optional JS/TS Bindings** - Provides a [JavaScript/TypeScript API](js/README.md) for easy integration
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+
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+
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+ ## Performance
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+
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+ beamterm targets sub-millisecond render times across a wide range of hardware:
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+
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+ | Metric | Target (Low-end) | Achieved (2019 hardware) |
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+ |---------------------------------|------------------|--------------------------|
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+ | Render Time† | <1ms @ 16k cells | <1ms @ 45k cells |
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+ | Draw Calls | 1 per frame | 1 per frame |
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+ | Memory Usage | ~8.9MB | ~8.9MB |
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+ | Update Bandwidth (full refresh) | ~8 MB/s @ 60 FPS | ~22 MB/s @ 60 FPS |
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+
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+ [![waves](images/ratzilla_canvas_waves_426x106_s.png)](https://junkdog.github.io/beamterm/canvas_waves/?atlas_size=10)
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+
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+ The screenshot shows [Ratzilla's][rz] "canvas waves" demo running in a 426×106 terminal (45,156 cells),
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+ maintaining sub-millisecond render times on 2019-era hardware (i9-9900K / RTX 2070).
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+
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+ † *Includes Ratatui buffer translation, GPU buffer uploads, and draw call execution.*
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+
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+ [rz]: https://github.com/orhun/ratzilla
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+
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+
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+ ## System Architecture
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+
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+ The renderer consists of three crates:
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+
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+ **`beamterm-atlas`** - Generates GPU-optimized static font atlases from TTF/OTF files. Automatically
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+ calculates cell dimensions, supports font styles (normal/bold/italic), and outputs packed
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+ texture data.
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+
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+ **`beamterm-data`** - Provides shared data structures and efficient binary serialization. Features
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+ versioned format with header validation and cross-platform encoding.
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+
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+ **`beamterm-renderer`** - The WebGL2 rendering engine. Implements instanced rendering with optimized
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+ buffer management and state tracking for consistent sub-millisecond performance.
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+
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+
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+ ## Font Atlas Types
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+
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+ beamterm supports two font atlas strategies, each with different trade-offs:
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+
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+ ### Static Font Atlas (Default)
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+
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+ Pre-generated atlas loaded from a binary `.atlas` file. Best when character sets are
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+ known and consistent rendering is required.
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+
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+ **Usage:**
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+ ```rust
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+ // Uses embedded default atlas
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+ let terminal = Terminal::builder("#canvas").build()?;
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+
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+ // Or load a custom atlas
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+ let atlas_data = FontAtlasData::from_binary(include_bytes!("hack-8pt.atlas"))?;
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+ let terminal = Terminal::builder("#canvas")
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+ .font_atlas(atlas_data)
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+ .build()?;
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+ ```
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+
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+ Generate custom atlases with the `beamterm-atlas` CLI tool (see [beamterm-atlas/README.md](beamterm-atlas/README.md)).
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+
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+ ### Dynamic Font Atlas
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+
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+ Rasterizes glyphs on-demand using the browser's Canvas API. Handles unpredictable content and can
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+ use any system font without pre-generation.
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+
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+ **Usage:**
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+ ```rust
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+ let terminal = Terminal::builder("#canvas")
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+ .dynamic_font_atlas(&["JetBrains Mono", "Fira Code"], 16.0)
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+ .build()?;
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+ ```
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+
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+ **How it works:**
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+ - Glyphs are rasterized on first use via `OffscreenCanvas`
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+ - ASCII characters (0x20-0x7E) are pre-loaded at startup
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+ - Double-width characters (emoji, CJK) automatically use two consecutive texture slots
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+ - 4096 total glyph slots (2048 single-width + 1024 double-width)
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+
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+
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+ ## Architecture Overview
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+
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+ The architecture leverages GPU instancing to reuse a single quad geometry across all terminal cells,
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+ with per-instance data providing position, character, and color information. All rendering state is
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+ encapsulated in a Vertex Array Object (VAO), enabling single-draw-call rendering with minimal CPU
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+ overhead. The 2D texture array maximizes cache efficiency by packing related glyphs into vertical
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+ strips within each layer.
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+
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+ ### Buffer Management Strategy
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+
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+ The renderer employs several optimization strategies:
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+
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+ 1. **VAO Encapsulation**: All vertex state is captured in a single VAO, minimizing state changes
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+ 2. **Separate Static/Dynamic**: Geometry and positions rarely change; only cell content is dynamic
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+ 3. **Aligned Packing**: All structures use explicit alignment for optimal GPU access
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+ 4. **Batch Updates**: Cell updates are batched and uploaded in a single operation
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+ 5. **Immutable Storage**: 2D texture array uses `texStorage3D` for driver optimization hints
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+
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+ These strategies combined enable the renderer to achieve consistent sub-millisecond frame times even
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+ for large terminals (200×80 cells = 16,000 instances).
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+
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+
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+ ## Terminal Renderer API
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+
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+ The renderer provides a high-level `Terminal` struct that encapsulates the complete rendering system:
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+
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+ ### Quick Start
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+
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+ ```rust
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+ use beamterm_renderer::{Terminal, CellData, FontStyle, GlyphEffect};
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+
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+ // Create terminal with default font atlas
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+ let mut terminal = Terminal::builder("#canvas").build()?;
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+
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+ // Update cells and render
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+ let cells: Vec<CellData> = ...;
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+ terminal.update_cells(cells.into_iter())?;
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+ terminal.render_frame()?;
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+
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+ // Handle resize
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+ terminal.resize(new_width, new_height)?;
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+ ```
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+
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+ ### Selection and Mouse Input
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+
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+ The renderer supports mouse-driven text selection with automatic clipboard integration:
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+
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+ ```rust
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+ // Enable default selection handler
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+ let terminal = Terminal::builder("#canvas")
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+ .default_mouse_input_handler(SelectionMode::Linear, true)
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+ .build()?;
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+
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+ // Or implement custom mouse handling
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+ let terminal = Terminal::builder("#canvas")
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+ .mouse_input_handler(|event, grid| {
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+ // Custom handler logic
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+ })
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+ .build()?;
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+ ```
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+
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+
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+ ### TerminalGrid
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+ Main rendering component managing the terminal display. Handles shader programs, cell data, GPU
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+ buffers, and rendering state.
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+
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+ ### FontAtlas
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+ Manages the 2D texture array containing all font glyphs. Provides character-to-glyph ID
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+ mapping with fast ASCII optimization. Supports loading default or custom font atlases.
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+
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+ ### Cell Data Structure
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+
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+ Each terminal cell requires:
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+ - **symbol**: Character or grapheme to display (`&str`)
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+ - **style**: `FontStyle` enum (Normal, Bold, Italic, BoldItalic)
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+ - **effect**: `GlyphEffect` enum (None, Underline, Strikethrough)
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+ - **fg/bg**: Colors as 32-bit ARGB values (`0xAARRGGBB`)
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+
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+
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+ ## Font Atlas 2D Texture Array Architecture
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+
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+ Both atlas types use a WebGL 2D texture array where each layer contains a 1×32 grid of glyphs.
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+ However, they differ significantly in how glyphs are addressed and organized.
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+
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+ ### Static Atlas: Style-Encoded Glyph IDs
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+
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+ The static atlas uses 16-bit glyph IDs with style information encoded directly in the ID.
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+ This allows the GPU to compute texture coordinates from the ID alone.
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+
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+ | Layer Range | Style | Glyph ID Range | Total Layers |
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+ |-------------|----------------|----------------|--------------|
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+ | 0-31 | Normal | 0x0000-0x03FF | 32 |
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+ | 32-63 | Bold | 0x0400-0x07FF | 32 |
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+ | 64-95 | Italic | 0x0800-0x0BFF | 32 |
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+ | 96-127 | Bold+Italic | 0x0C00-0x0FFF | 32 |
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+ | 128-255 | Emoji (2-wide) | 0x1000-0x1FFF | 128 |
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+
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+ Each font style reserves exactly 32 layers (1024 glyph slots), creating gaps if fewer glyphs are used.
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+ Emoji layers start at layer 128, regardless of how many base glyphs are actually defined.
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+
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+ **Texture lookup mask:** `0x1FFF` (13 bits) - includes style bits for layer calculation.
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+
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+ #### Glyph ID Encoding (Static Atlas)
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+
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+ The glyph ID is a 16-bit value that efficiently packs both the base glyph identifier
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+ and style information (such as weight, style flags, etc.) into a single value. This
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+ packed representation is passed directly to the GPU.
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+
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+ #### Glyph ID Bit Layout (16-bit)
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+
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+ | Bit(s) | Flag Name | Hex Mask | Binary Mask | Description |
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+ |--------|---------------|----------|-----------------------|---------------------------|
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+ | 0-9 | GLYPH_ID | `0x03FF` | `0000_0011_1111_1111` | Base glyph identifier |
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+ | 10 | BOLD | `0x0400` | `0000_0100_0000_0000` | Bold font style* |
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+ | 11 | ITALIC | `0x0800` | `0000_1000_0000_0000` | Italic font style* |
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+ | 12 | EMOJI | `0x1000` | `0001_0000_0000_0000` | Emoji character flag |
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+ | 13 | UNDERLINE | `0x2000` | `0010_0000_0000_0000` | Underline effect |
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+ | 14 | STRIKETHROUGH | `0x4000` | `0100_0000_0000_0000` | Strikethrough effect |
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+ | 15 | RESERVED | `0x8000` | `1000_0000_0000_0000` | Reserved for future use |
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+
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+ *When the EMOJI flag (bit 12) is set, bits 10-11 are **not** used for bold/italic styling (emoji
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+ render in a single style). Instead, these bits contribute to the layer offset calculation, expanding
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+ the addressable emoji range to 4096 glyph slots (128 layers × 32 glyphs/layer).
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+
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+ **Note:** For layer coordinate calculation, only bits 0-12 are used (mask `0x1FFF`). The UNDERLINE and
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+ STRIKETHROUGH flags (bits 13-14) are purely rendering effects and don't affect texture atlas positioning.
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+
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+ #### ID to 2D Array Position Examples
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+
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+ | Character | Style | Glyph ID | Calculation | Result |
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+ |-----------|-------------|----------|------------------------|-----------------------|
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+ | ' ' (32) | Normal | 0x0020 | 32÷32=1, 32%32=0 | Layer 1, Position 0 |
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+ | 'A' (65) | Normal | 0x0041 | 65÷32=2, 65%32=1 | Layer 2, Position 1 |
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+ | 'A' (65) | Bold+Italic | 0x0C41 | 3137÷32=98, 3137%32=1 | Layer 98, Position 1 |
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+ | '€' | Normal | 0x0080 | Mapped to ID 128 | Layer 4, Position 0 |
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+ | '中' (L) | Normal | 0x014A | 330÷32=10, 330%32=10 | Layer 10, Position 10 |
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+ | '中' (R) | Normal | 0x014B | 331÷32=10, 331%32=11 | Layer 10, Position 11 |
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+ | '🚀' (L) | Emoji | 0x1000 | 4096÷32=128, 4096%32=0 | Layer 128, Position 0 |
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+ | '🚀' (R) | Emoji | 0x1001 | 4097÷32=128, 4097%32=1 | Layer 128, Position 1 |
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+
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+ The consistent modular arithmetic ensures that style variants maintain the same vertical position
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+ within their respective layers, improving texture cache coherence. Double-width glyphs (both fullwidth
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+ characters and emoji) are rendered into two consecutive glyph slots (left and right halves), each
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+ occupying one cell position in the atlas.
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+
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+ #### Double-Width Glyphs
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+
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+ Both emoji and fullwidth characters (e.g., CJK ideographs) occupy two consecutive terminal cells.
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+ The atlas stores these as left/right half-pairs with consecutive glyph IDs:
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+
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+ - **Fullwidth glyphs** are assigned IDs after all halfwidth glyphs, aligned to even boundaries
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+ for efficient texture packing. The renderer distinguishes them via `halfwidth_glyphs_per_layer`.
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+ - **Emoji glyphs** use the EMOJI flag (bit 12) and occupy the 0x1000-0x1FFF ID range.
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+
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+ Both types are rasterized at 2× cell width, then split into left (even ID) and right (odd ID) halves.
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+
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+
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+ ### ASCII Optimization
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+
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+ Non-ASCII character lookups use a HashMap to find their glyph IDs. ASCII characters (0-127) bypass
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+ the HashMap lookup entirely through direct bit manipulation. For ASCII input, the glyph ID is computed
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+ as `char_code | style_bits`, providing zero-overhead character mapping. This approach optimizes for
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+ the common case while maintaining full Unicode capability.
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+
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+ ### Dynamic Atlas: Flat Slot Addressing
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+
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+ The dynamic atlas uses a simpler flat addressing scheme with 12-bit slot IDs. Font styles are
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+ tracked separately in a cache rather than encoded in the slot ID.
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+
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+ | Slot Range | Purpose | Capacity |
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+ |-------------|-----------------------------|-----------------------------|
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+ | 0-94 | ASCII (Normal style only) | 95 pre-allocated slots |
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+ | 95-2047 | Normal glyphs (any style) | 1953 LRU-managed slots |
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+ | 2048-4095 | Wide glyphs (emoji, CJK) | 1024 glyphs × 2 slots each |
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+
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+ **Key differences from static atlas:**
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+ - **No style encoding in ID**: 'A' _italic_ and 'A' _bold_ occupy separate slots rather than computed IDs (0x0041 vs 0x0441)
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+ - **LRU eviction**: When a region fills up, least-recently-used glyphs are evicted and re-rasterized on next access
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+ - **On-demand rasterization**: Glyphs are rendered via `OffscreenCanvas` when first encountered
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+ - **Texture lookup mask:** `0x0FFF` (12 bits) - flat slot index without style bits
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+
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+ **Slot to texture coordinate:**
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+ ```
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+ layer = slot / 32
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+ position = slot % 32
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+ ```
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+
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+ ASCII characters (0x20-0x7E) in _normal_ style are pre-loaded at startup and occupy fixed slots 0-94, requiring
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+ no HashMap lookup for mapping. All other characters and styles are dynamically managed.
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+
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+
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+ ## GPU Buffer Architecture
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+
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+ The renderer uses six buffers managed through a Vertex Array Object (VAO) to achieve
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+ single-draw-call rendering. Each buffer serves a specific purpose in the instanced
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+ rendering pipeline, with careful attention to memory alignment and update patterns.
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+
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+ ### Buffer Layout Summary
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+
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+ | Buffer | Type | Size | Usage | Update Freq | Purpose |
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+ |-----------------------|------|--------------|----------------|-------------|-------------------|
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+ | **Vertex** | VBO | 64 bytes | `STATIC_DRAW` | Never | Quad geometry |
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+ | **Index** | IBO | 6 bytes | `STATIC_DRAW` | Never | Triangle indices |
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+ | **Instance Position** | VBO | 4 bytes/cell | `STATIC_DRAW` | On resize | Grid coordinates |
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+ | **Instance Cell** | VBO | 8 bytes/cell | `DYNAMIC_DRAW` | Per frame | Glyph ID + colors |
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+ | **Vertex UBO** | UBO | 80 bytes | `STATIC_DRAW` | On resize | Projection matrix |
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+ | **Fragment UBO** | UBO | 32 bytes | `STATIC_DRAW` | On resize | Cell metadata |
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+
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+ All vertex buffers are encapsulated within a single Vertex Array Object (VAO), enabling state-free
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+ rendering with a single draw call.
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+
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+ The **Instance Position** and **Instance Cell** buffers are recreated when the terminal size changes,
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+
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+ ### Vertex Attribute Bindings
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+
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+ | Location | Attribute | Type | Components | Divisor | Source Buffer |
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+ |----------|-------------|---------|------------------|---------|-------------------|
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+ | 0 | Position | `vec2` | x, y | 0 | Vertex |
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+ | 1 | TexCoord | `vec2` | u, v | 0 | Vertex |
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+ | 2 | InstancePos | `uvec2` | grid_x, grid_y | 1 | Instance Position |
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+ | 3 | PackedData | `uvec2` | glyph_id, colors | 1 | Instance Cell |
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+
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+ ### Instance Data Packing
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+
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+ The 8-byte `CellDynamic` structure is tightly packed to minimize bandwidth:
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+
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+ ```
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+ Byte Layout: [0][1][2][3][4][5][6][7]
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+ └┬─┘ └──┬──┘ └──┬──┘
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+ Glyph ID FG RGB BG RGB
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+ (16-bit) (24-bit) (24-bit)
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+ ```
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+
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+ This layout enables the GPU to fetch all cell data in a single 64-bit read, with the glyph
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+ ID encoding both the texture coordinate and style information as described in the [Glyph ID Bit
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+ Layout](#glyph-id-bit-layout-16-bit) section.
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+
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+ ### Memory Layout and Performance
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+
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+ For a typical 12×18 pixel font with ~5100 glyphs:
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+
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+ | Component | Size | Details |
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+ |----------------------|-----------|--------------------------------------------|
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+ | **2D Texture Array** | ~8.7 MB | 32(12+2)×(18+2)×160 RGBA (32 glyphs/layer) |
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+ | **Vertex Buffers** | ~200 KB | For 200×80 terminal |
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+ | **Cache Efficiency** | Good | Sequential glyphs in same layer |
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+ | **Memory Access** | Coalesced | 64-bit aligned instance data |
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+
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+ The 1×32 grid layout ensures that adjacent terminal cells often access the same texture layer,
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+ maximizing GPU cache hits. ASCII characters (the most common) are packed into the first 4 layers,
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+ providing optimal memory locality for typical terminal content.
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+
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+ ### Shader Pipeline
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+
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+ The renderer uses a branchless shader pipeline optimized for instanced rendering:
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+
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+ #### Vertex Shader (`cell.vert`)
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+ Transforms cell geometry from grid space to screen space using per-instance attributes. The shader:
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+
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+ - Calculates cell position by multiplying grid coordinates with cell size
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+ - Applies orthographic projection for pixel-perfect rendering
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+ - Extracts glyph ID and RGB colors from packed instance data
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+ - Passes pre-extracted colors as `flat` varyings to fragment shader
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+
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+ Color extraction is performed in the vertex shader rather than the fragment shader to work around
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+ ANGLE bugs affecting uint bit operations on certain GPU drivers (AMD, Qualcomm).
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+
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+ #### Fragment Shader (`cell.frag`)
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+ Performs the core rendering logic with efficient 2D array texture lookups:
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+
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+ - Uses pre-extracted glyph ID and colors from vertex shader
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+ - Masks glyph ID with a configurable uniform (`0x1FFF` for static atlas, `0x0FFF` for dynamic) to compute layer index
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+ - Computes layer index and vertical position using bit operations
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+ - Samples from 2D texture array using direct layer indexing
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+ - Detects emoji glyphs via bit 12 for special color handling
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+ - Applies underline/strikethrough effects via bits 13-14
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+ - Blends foreground/background colors with glyph alpha for anti-aliasing
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+
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+
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+ ### WebGL2 Feature Dependencies
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+
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+ The renderer requires WebGL2 for:
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+ - **2D Texture Arrays** (`TEXTURE_2D_ARRAY`, `texStorage3D`, `texSubImage3D`)
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+ - **Instanced Rendering** (`drawElementsInstanced`, `vertexAttribDivisor`)
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+ - **Advanced Buffers** (`UNIFORM_BUFFER`, `vertexAttribIPointer`)
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+ - **Vertex Array Objects** (`createVertexArray`)
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+
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+ ## Build and Deployment
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+
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+ ### Development Setup
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+ ```bash
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+ # Install Rust toolchain
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+ curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh
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+ rustup target add wasm32-unknown-unknown
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+
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+ # Install tools
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+ cargo install wasm-pack trunk
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+
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+ # Development server
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+ trunk serve
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+
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+ # Production build
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+ trunk build --release
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+ ```
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+
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+ ## Design Decisions
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+
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+ ### Why 1×32 Grid Per Layer?
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+
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+ - **GPU compatibility**: Single-column layout provides consistent memory access patterns
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+ - **Simplified math**: Position within layer is just a matter of `glyph_id & 0x1F`
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+ - **Cache efficiency**: Sequential glyphs (e.g., ASCII characters) are vertically contiguous
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+ within the same layer, improving texture cache hit rates
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+
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+ ### Why Separate Style Encoding?
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+
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+ - Avoids duplicating glyph definitions
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+ - Enables runtime style switching without texture lookups
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+ - Maintains consistent coordinates for style variants
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+
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+ ## Limitations
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+
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+ - Maximum 1024 base glyphs (10-bit addressing)
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+ - Fixed 4 style variants per glyph
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+ - Monospace fonts only
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+ - Single font family and font size per atlas
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+
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+
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+
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+ [API Badge]: https://docs.rs/beamterm-renderer/badge.svg
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+ [API]: https://docs.rs/beamterm-renderer
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+ [Crate Badge]: https://img.shields.io/crates/v/beamterm-renderer.svg
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+ [Crate]: https://crates.io/crates/beamterm-renderer
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+ [Deps.rs Badge]: https://deps.rs/repo/github/junkdog/beamterm-renderer/status.svg
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+ [Deps.rs]: https://deps.rs/repo/github/junkdog/beamterm-renderer
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+ [demos]: https://junkdog.github.io/beamterm/
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+ [npm]: https://www.npmjs.com/package/@beamterm/renderer
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+ [NPM Badge]: https://img.shields.io/npm/v/@beamterm/renderer.svg