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beamterm - A WebGL2 Terminal Renderer

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A high-performance terminal rendering system for web browsers, targeting sub-millisecond render times. beamterm is a terminal renderer, not a full terminal emulator - it handles the display layer while you provide the terminal logic.

Check out interactive examples showcasing both pure Rust applications and JavaScript/TypeScript integrations.

Key Features

  • Single Draw Call - Renders entire terminal (e.g., 200×80 cells) in one instanced draw
  • Flexible Font Atlases - Static pre-generated atlases or dynamic on-demand rasterization with LRU caching
  • Unicode and Emoji Support - Complete Unicode support with grapheme clustering
  • Selection Support - Mouse-driven text selection with clipboard integration (Block/Linear modes)
  • Optional JS/TS Bindings - Provides a JavaScript/TypeScript API for easy integration

Performance

beamterm targets sub-millisecond render times across a wide range of hardware:

Metric Target (Low-end) Achieved (2019 hardware)
Render Time† <1ms @ 16k cells <1ms @ 45k cells
Draw Calls 1 per frame 1 per frame
Memory Usage ~8.9MB ~8.9MB
Update Bandwidth (full refresh) ~8 MB/s @ 60 FPS ~22 MB/s @ 60 FPS

waves

The screenshot shows Ratzilla's "canvas waves" demo running in a 426×106 terminal (45,156 cells), maintaining sub-millisecond render times on 2019-era hardware (i9-9900K / RTX 2070).

Includes Ratatui buffer translation, GPU buffer uploads, and draw call execution.

System Architecture

The renderer consists of three crates:

beamterm-atlas - Generates GPU-optimized static font atlases from TTF/OTF files. Automatically calculates cell dimensions, supports font styles (normal/bold/italic), and outputs packed texture data.

beamterm-data - Provides shared data structures and efficient binary serialization. Features versioned format with header validation and cross-platform encoding.

beamterm-renderer - The WebGL2 rendering engine. Implements instanced rendering with optimized buffer management and state tracking for consistent sub-millisecond performance.

Font Atlas Types

beamterm supports two font atlas strategies, each with different trade-offs:

Static Font Atlas (Default)

Pre-generated atlas loaded from a binary .atlas file. Best when character sets are known and consistent rendering is required.

Usage:

// Uses embedded default atlas
let terminal = Terminal::builder("#canvas").build()?;

// Or load a custom atlas
let atlas_data = FontAtlasData::from_binary(include_bytes!("hack-8pt.atlas"))?;
let terminal = Terminal::builder("#canvas")
    .font_atlas(atlas_data)
    .build()?;

Generate custom atlases with the beamterm-atlas CLI tool (see beamterm-atlas/README.md).

Dynamic Font Atlas

Rasterizes glyphs on-demand using the browser's Canvas API. Handles unpredictable content and can use any system font without pre-generation.

Usage:

let terminal = Terminal::builder("#canvas")
    .dynamic_font_atlas(&["JetBrains Mono", "Fira Code"], 16.0)
    .build()?;

How it works:

  • Glyphs are rasterized on first use via OffscreenCanvas
  • ASCII characters (0x20-0x7E) are pre-loaded at startup
  • Double-width characters (emoji, CJK) automatically use two consecutive texture slots
  • 4096 total glyph slots (2048 single-width + 1024 double-width)

Architecture Overview

The architecture leverages GPU instancing to reuse a single quad geometry across all terminal cells, with per-instance data providing position, character, and color information. All rendering state is encapsulated in a Vertex Array Object (VAO), enabling single-draw-call rendering with minimal CPU overhead. The 2D texture array maximizes cache efficiency by packing related glyphs into vertical strips within each layer.

Buffer Management Strategy

The renderer employs several optimization strategies:

  1. VAO Encapsulation: All vertex state is captured in a single VAO, minimizing state changes
  2. Separate Static/Dynamic: Geometry and positions rarely change; only cell content is dynamic
  3. Aligned Packing: All structures use explicit alignment for optimal GPU access
  4. Batch Updates: Cell updates are batched and uploaded in a single operation
  5. Immutable Storage: 2D texture array uses texStorage3D for driver optimization hints

These strategies combined enable the renderer to achieve consistent sub-millisecond frame times even for large terminals (200×80 cells = 16,000 instances).

Terminal Renderer API

The renderer provides a high-level Terminal struct that encapsulates the complete rendering system:

Quick Start

use beamterm_renderer::{Terminal, CellData, FontStyle, GlyphEffect};

// Create terminal with default font atlas
let mut terminal = Terminal::builder("#canvas").build()?;

// Update cells and render
let cells: Vec<CellData> = ...;
terminal.update_cells(cells.into_iter())?;
terminal.render_frame()?;

// Handle resize
terminal.resize(new_width, new_height)?;

Selection and Mouse Input

The renderer supports mouse-driven text selection with automatic clipboard integration:

// Enable default selection handler
let terminal = Terminal::builder("#canvas")
    .default_mouse_input_handler(SelectionMode::Linear, true)
    .build()?;

// Or implement custom mouse handling
let terminal = Terminal::builder("#canvas")
    .mouse_input_handler(|event, grid| {
        // Custom handler logic
    })
    .build()?;

TerminalGrid

Main rendering component managing the terminal display. Handles shader programs, cell data, GPU buffers, and rendering state.

FontAtlas

Manages the 2D texture array containing all font glyphs. Provides character-to-glyph ID mapping with fast ASCII optimization. Supports loading default or custom font atlases.

Cell Data Structure

Each terminal cell requires:

  • symbol: Character or grapheme to display (&str)
  • style: FontStyle enum (Normal, Bold, Italic, BoldItalic)
  • effect: GlyphEffect enum (None, Underline, Strikethrough)
  • fg/bg: Colors as 32-bit ARGB values (0xAARRGGBB)

Font Atlas 2D Texture Array Architecture

Both atlas types use a WebGL 2D texture array where each layer contains a 1×32 grid of glyphs. However, they differ significantly in how glyphs are addressed and organized.

Static Atlas: Style-Encoded Glyph IDs

The static atlas uses 16-bit glyph IDs with style information encoded directly in the ID. This allows the GPU to compute texture coordinates from the ID alone.

Layer Range Style Glyph ID Range Total Layers
0-31 Normal 0x0000-0x03FF 32
32-63 Bold 0x0400-0x07FF 32
64-95 Italic 0x0800-0x0BFF 32
96-127 Bold+Italic 0x0C00-0x0FFF 32
128-255 Emoji (2-wide) 0x1000-0x1FFF 128

Each font style reserves exactly 32 layers (1024 glyph slots), creating gaps if fewer glyphs are used. Emoji layers start at layer 128, regardless of how many base glyphs are actually defined.

Texture lookup mask: 0x1FFF (13 bits) - includes style bits for layer calculation.

Glyph ID Encoding (Static Atlas)

The glyph ID is a 16-bit value that efficiently packs both the base glyph identifier and style information (such as weight, style flags, etc.) into a single value. This packed representation is passed directly to the GPU.

Glyph ID Bit Layout (16-bit)

Bit(s) Flag Name Hex Mask Binary Mask Description
0-9 GLYPH_ID 0x03FF 0000_0011_1111_1111 Base glyph identifier
10 BOLD 0x0400 0000_0100_0000_0000 Bold font style*
11 ITALIC 0x0800 0000_1000_0000_0000 Italic font style*
12 EMOJI 0x1000 0001_0000_0000_0000 Emoji character flag
13 UNDERLINE 0x2000 0010_0000_0000_0000 Underline effect
14 STRIKETHROUGH 0x4000 0100_0000_0000_0000 Strikethrough effect
15 RESERVED 0x8000 1000_0000_0000_0000 Reserved for future use

*When the EMOJI flag (bit 12) is set, bits 10-11 are not used for bold/italic styling (emoji render in a single style). Instead, these bits contribute to the layer offset calculation, expanding the addressable emoji range to 4096 glyph slots (128 layers × 32 glyphs/layer).

Note: For layer coordinate calculation, only bits 0-12 are used (mask 0x1FFF). The UNDERLINE and STRIKETHROUGH flags (bits 13-14) are purely rendering effects and don't affect texture atlas positioning.

ID to 2D Array Position Examples

Character Style Glyph ID Calculation Result
' ' (32) Normal 0x0020 32÷32=1, 32%32=0 Layer 1, Position 0
'A' (65) Normal 0x0041 65÷32=2, 65%32=1 Layer 2, Position 1
'A' (65) Bold+Italic 0x0C41 3137÷32=98, 3137%32=1 Layer 98, Position 1
'€' Normal 0x0080 Mapped to ID 128 Layer 4, Position 0
'中' (L) Normal 0x014A 330÷32=10, 330%32=10 Layer 10, Position 10
'中' (R) Normal 0x014B 331÷32=10, 331%32=11 Layer 10, Position 11
'🚀' (L) Emoji 0x1000 4096÷32=128, 4096%32=0 Layer 128, Position 0
'🚀' (R) Emoji 0x1001 4097÷32=128, 4097%32=1 Layer 128, Position 1

The consistent modular arithmetic ensures that style variants maintain the same vertical position within their respective layers, improving texture cache coherence. Double-width glyphs (both fullwidth characters and emoji) are rendered into two consecutive glyph slots (left and right halves), each occupying one cell position in the atlas.

Double-Width Glyphs

Both emoji and fullwidth characters (e.g., CJK ideographs) occupy two consecutive terminal cells. The atlas stores these as left/right half-pairs with consecutive glyph IDs:

  • Fullwidth glyphs are assigned IDs after all halfwidth glyphs, aligned to even boundaries for efficient texture packing. The renderer distinguishes them via halfwidth_glyphs_per_layer.
  • Emoji glyphs use the EMOJI flag (bit 12) and occupy the 0x1000-0x1FFF ID range.

Both types are rasterized at 2× cell width, then split into left (even ID) and right (odd ID) halves.

ASCII Optimization

Non-ASCII character lookups use a HashMap to find their glyph IDs. ASCII characters (0-127) bypass the HashMap lookup entirely through direct bit manipulation. For ASCII input, the glyph ID is computed as char_code | style_bits, providing zero-overhead character mapping. This approach optimizes for the common case while maintaining full Unicode capability.

Dynamic Atlas: Flat Slot Addressing

The dynamic atlas uses a simpler flat addressing scheme with 12-bit slot IDs. Font styles are tracked separately in a cache rather than encoded in the slot ID.

Slot Range Purpose Capacity
0-94 ASCII (Normal style only) 95 pre-allocated slots
95-2047 Normal glyphs (any style) 1953 LRU-managed slots
2048-4095 Wide glyphs (emoji, CJK) 1024 glyphs × 2 slots each

Key differences from static atlas:

  • No style encoding in ID: 'A' italic and 'A' bold occupy separate slots rather than computed IDs (0x0041 vs 0x0441)
  • LRU eviction: When a region fills up, least-recently-used glyphs are evicted and re-rasterized on next access
  • On-demand rasterization: Glyphs are rendered via OffscreenCanvas when first encountered
  • Texture lookup mask: 0x0FFF (12 bits) - flat slot index without style bits

Slot to texture coordinate:

layer = slot / 32
position = slot % 32

ASCII characters (0x20-0x7E) in normal style are pre-loaded at startup and occupy fixed slots 0-94, requiring no HashMap lookup for mapping. All other characters and styles are dynamically managed.

GPU Buffer Architecture

The renderer uses six buffers managed through a Vertex Array Object (VAO) to achieve single-draw-call rendering. Each buffer serves a specific purpose in the instanced rendering pipeline, with careful attention to memory alignment and update patterns.

Buffer Layout Summary

Buffer Type Size Usage Update Freq Purpose
Vertex VBO 64 bytes STATIC_DRAW Never Quad geometry
Index IBO 6 bytes STATIC_DRAW Never Triangle indices
Instance Position VBO 4 bytes/cell STATIC_DRAW On resize Grid coordinates
Instance Cell VBO 8 bytes/cell DYNAMIC_DRAW Per frame Glyph ID + colors
Vertex UBO UBO 80 bytes STATIC_DRAW On resize Projection matrix
Fragment UBO UBO 32 bytes STATIC_DRAW On resize Cell metadata

All vertex buffers are encapsulated within a single Vertex Array Object (VAO), enabling state-free rendering with a single draw call.

The Instance Position and Instance Cell buffers are recreated when the terminal size changes,

Vertex Attribute Bindings

Location Attribute Type Components Divisor Source Buffer
0 Position vec2 x, y 0 Vertex
1 TexCoord vec2 u, v 0 Vertex
2 InstancePos uvec2 grid_x, grid_y 1 Instance Position
3 PackedData uvec2 glyph_id, colors 1 Instance Cell

Instance Data Packing

The 8-byte CellDynamic structure is tightly packed to minimize bandwidth:

Byte Layout: [0][1][2][3][4][5][6][7]
              └┬─┘  └──┬──┘  └──┬──┘
           Glyph ID  FG RGB   BG RGB
           (16-bit) (24-bit) (24-bit)

This layout enables the GPU to fetch all cell data in a single 64-bit read, with the glyph ID encoding both the texture coordinate and style information as described in the Glyph ID Bit Layout section.

Memory Layout and Performance

For a typical 12×18 pixel font with ~5100 glyphs:

Component Size Details
2D Texture Array ~8.7 MB 32(12+2)×(18+2)×160 RGBA (32 glyphs/layer)
Vertex Buffers ~200 KB For 200×80 terminal
Cache Efficiency Good Sequential glyphs in same layer
Memory Access Coalesced 64-bit aligned instance data

The 1×32 grid layout ensures that adjacent terminal cells often access the same texture layer, maximizing GPU cache hits. ASCII characters (the most common) are packed into the first 4 layers, providing optimal memory locality for typical terminal content.

Shader Pipeline

The renderer uses a branchless shader pipeline optimized for instanced rendering:

Vertex Shader (cell.vert)

Transforms cell geometry from grid space to screen space using per-instance attributes. The shader:

  • Calculates cell position by multiplying grid coordinates with cell size
  • Applies orthographic projection for pixel-perfect rendering
  • Extracts glyph ID and RGB colors from packed instance data
  • Passes pre-extracted colors as flat varyings to fragment shader

Color extraction is performed in the vertex shader rather than the fragment shader to work around ANGLE bugs affecting uint bit operations on certain GPU drivers (AMD, Qualcomm).

Fragment Shader (cell.frag)

Performs the core rendering logic with efficient 2D array texture lookups:

  • Uses pre-extracted glyph ID and colors from vertex shader
  • Masks glyph ID with a configurable uniform (0x1FFF for static atlas, 0x0FFF for dynamic) to compute layer index
  • Computes layer index and vertical position using bit operations
  • Samples from 2D texture array using direct layer indexing
  • Detects emoji glyphs via bit 12 for special color handling
  • Applies underline/strikethrough effects via bits 13-14
  • Blends foreground/background colors with glyph alpha for anti-aliasing

WebGL2 Feature Dependencies

The renderer requires WebGL2 for:

  • 2D Texture Arrays (TEXTURE_2D_ARRAY, texStorage3D, texSubImage3D)
  • Instanced Rendering (drawElementsInstanced, vertexAttribDivisor)
  • Advanced Buffers (UNIFORM_BUFFER, vertexAttribIPointer)
  • Vertex Array Objects (createVertexArray)

Build and Deployment

Development Setup

# Install Rust toolchain
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh
rustup target add wasm32-unknown-unknown

# Install tools
cargo install wasm-pack trunk

# Development server
trunk serve

# Production build
trunk build --release

Design Decisions

Why 1×32 Grid Per Layer?

  • GPU compatibility: Single-column layout provides consistent memory access patterns
  • Simplified math: Position within layer is just a matter of glyph_id & 0x1F
  • Cache efficiency: Sequential glyphs (e.g., ASCII characters) are vertically contiguous within the same layer, improving texture cache hit rates

Why Separate Style Encoding?

  • Avoids duplicating glyph definitions
  • Enables runtime style switching without texture lookups
  • Maintains consistent coordinates for style variants

Limitations

  • Maximum 1024 base glyphs (10-bit addressing)
  • Fixed 4 style variants per glyph
  • Monospace fonts only
  • Single font family and font size per atlas