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kansei

v0.0.8

Published

Kansei is a Toy WebGPU engine built with TypeScript, designed to bring a bit more feeling into digital experiences. Inspired by kansei engineering, it’s not just about achieving visual polish or performance; it’s about building interactions that resonate

Downloads

36

Readme

kansei

Kansei is a Toy WebGPU engine built with TypeScript, designed to bring a bit more feeling into digital experiences. Inspired by kansei engineering, it’s not just about achieving visual polish or performance; it’s about building interactions that resonate on an emotional level.

Features

  • WebGPU-based rendering
  • Modular architecture
  • 3D primitives and custom geometries
  • Material system with shader customization
  • Texture and video texture support
  • Scene graph management
  • Camera controls
  • Compute shader support
  • MSDF text rendering

Installation

npm install kansei

Basic Usage

import {
  Renderer,
  Scene,
  Camera,
  Mesh,
  BoxGeometry,
  Material,
} from 'kansei';

const renderer = new Renderer({
  antialias: true,
  alphaMode: 'premultiplied'
});
await renderer.initialize();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

const scene = new Scene();
const camera = new Camera(75, 0.1, 100, window.innerWidth / window.innerHeight);
camera.position.z = 5;

const geometry = new BoxGeometry(1, 1, 1);
const material = new Material(shaderCode, {
  uniforms: [
    {
      binding: 0,
      visibility: GPUShaderStage.FRAGMENT,
      value: texture
    }
  ],
  transparent: false,
  depthWriteEnabled: true,
  cullMode: 'back'
});
const mesh = new Mesh(geometry, material);
scene.add(mesh);

function animate() {
  mesh.rotation.x += 0.01;
  mesh.rotation.y += 0.01;
  renderer.render(scene, camera);
  requestAnimationFrame(animate);
}
animate();

Core Components

  • Renderer: Handles WebGPU rendering and compute operations
  • Scene: Manages the 3D scene graph
  • Camera: Defines view and projection
  • Mesh: Combines geometry and material
  • Geometry: Defines vertex data
  • Material: Manages shaders and uniforms
  • Texture: Handles 2D textures
  • VideoTexture: Supports video textures
  • Vector3 and Vector4: Represent 3D and 4D vectors
  • Matrix4: Handles 4x4 matrix operations
  • TextureLoader: Loads textures from URLs
  • Compute: Manages compute shader operations
  • ComputeBuffer: Handles data for compute shaders

Font generation

  1. Visit msdf.kansei.graphics
  2. Upload your TTF/OTF font file
  3. Download the generated .arfont file containing:
    • SDF texture atlas
    • Font metrics
    • Glyph information

Text Rendering

Kansei includes a text rendering system using Multi-channel Signed Distance Field (MSDF) technology.

Text Usage

import { 
  FontLoader, 
  TextGeometry, 
  Material, 
  Mesh, 
  Sampler,
  Vector4 
} from 'kansei';

// Load the font
const fontLoader = new FontLoader();
const fontInfo = await fontLoader.load('path/to/font.arfont');

// Create text geometry
const geometry = new TextGeometry({
  text: 'Hello World',
  fontInfo: fontInfo,
  width: 40,
  height: 100,
  fontSize: 25,
  color: new Vector4(1, 1, 1, 1)
});

// Create material with SDF shader
const material = new Material(shaderCode, {
  uniforms: [
    {
      binding: 0,
      visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
      value: fontInfo.sdfTexture
    },
    {
      binding: 1,
      visibility: GPUShaderStage.FRAGMENT,
      value: new Sampler('linear', 'linear')
    }
  ],
  transparent: true
});

const textMesh = new Mesh(geometry, material);
scene.add(textMesh);

Features

  • High-quality text rendering at any scale
  • Support for custom fonts via MSDF generation
  • Efficient GPU-based rendering
  • Full Unicode support
  • Customizable text properties:
    • Font size
    • Line width
    • Line height
    • Color

Compute Shader Support

import { Compute, ComputeBuffer, BufferBase } from 'kansei';

// Create compute shader with storage buffer
const computeBuffer = new ComputeBuffer({
  usage: BufferBase.BUFFER_USAGE_STORAGE | BufferBase.BUFFER_USAGE_VERTEX,
  type: ComputeBuffer.BUFFER_TYPE_STORAGE,
  buffer: data,
  shaderLocation: 0
});

const compute = new Compute(shaderCode, {
  uniforms: [
    {
      binding: 0,
      visibility: GPUShaderStage.COMPUTE,
      value: computeBuffer
    }
  ]
});

// Dispatch compute shader
compute.dispatch(workgroupCount);

Development

  1. Clone the repository
  2. Install dependencies: npm install
  3. Build: npm run build

Contributing

See CONTRIBUTING.md for details.

Documentation

For detailed documentation on each component, please refer to the documentation file.

Examples

Check out our example implementations:

  1. Basic scene rendering
  2. Compute shader usage
  3. Text rendering

License

MIT License

This project uses gl-matrix by Brandon Jones and Colin MacKenzie IV, which is also under the MIT License.