Ripl
Ripl (pronounced "ripple") is a zero-dependency TypeScript charting, drawing and animation library built on a unified API for 2D graphics rendering. Write a scene once and render it to Canvas, SVG, a terminal (as braille and ANSI colour), or a Node process, with 3D on Canvas and WebGPU alongside.
The Canvas API is low-level: it has no concept of objects, hierarchy, or events. SVG is easier to reason about but carries its own performance limits and API differences. The two diverge enough that projects usually commit to one at the outset. Ripl removes that decision by exposing one API over both, modelled on the DOM and CSSOM, so switching contexts is a one-line change.
Spline Polyline![]() | 3D Sphere![]() | Multi-Line Graph![]() |
Bubble Scatter![]() | Candlestick Chart![]() | 3D Jet Engine![]() |
Features ​
- Unified rendering API across Canvas, SVG, Terminal (braille/ANSI), and WebGPU 3D contexts, so the same scene renders anywhere
- Grouping and property inheritance: visual properties cascade through the element tree, much like CSS
- Scene and renderer management with a hoisted scenegraph, O(n) rendering, and an automatic
requestAnimationFrameloop - DOM-like event system supporting event bubbling, delegation, stop propagation, and disposable subscriptions
- Interactive navigator for pan, zoom, and brush gestures on any context, the flat-scene analogue of the 3D camera
- CSS-like element querying:
getElementById,getElementsByType,getElementsByClass, plusquery/queryAllwith selector syntax - Bounding box detection via
getBoundingBoxon all shape elements - Context exporting: snapshot any context to an image (
ImageData), an object URL, or a string (PNG data URL / SVG markup / terminal text) - Transforms (translate, scale, rotation, and transform-origin) on every element
- Clipping: path-based clipping via
Shape2D - Shadows, filters, and blend modes applied per element
- Gradient support: CSS gradient parsing and serialization (linear, radial, conic)
- Pattern fill support for repeating
pattern(...)paint strings (diagonal, cross-hatch, dots, horizontal, vertical) in fills and strokes - Automatic interpolation for numbers, colors (RGB, hex, HSL), dates, gradients, patterns, paths, strings, and rotation values
- High performance animation: cancelable
Task-based transitions with CSS-like keyframe support and custom interpolators - 14 scale types inspired by D3 (continuous, discrete, ordinal, band, point, diverging, logarithmic, symmetric-log, power, radial, quantile, quantize, threshold, time), plus
scaleLog/scaleSqrtshortcuts - 25 pre-built chart types via
@ripl/charts: line, bar, area, trend, scatter, histogram, box plot, stock (candlestick/OHLC), realtime, pie/donut, polar area, polar scatter, radial bar, radar, gauge, heatmap, treemap, sunburst, packed circle, sankey, chord, arc diagram, force-directed, funnel and gantt - Built-in shape primitives: arc, circle, rect, line, polyline, polygon, ellipse, text, path, image
- 9 3D shapes: cube, sphere, cylinder, cone, plane, torus, mesh (an explicit face list), parametric (tessellated from a function of two parameters), and bezier-surface (bicubic Bézier patches)
- 5 light types: ambient, hemisphere, directional, point, and spot, each with a
create*Lightfactory; directional and spot lights are either fixed in world space or carried by the camera - 3D materials:
color,opacity,emissive/emissiveIntensity, Blinn-Phongspecular/shininess,side(front/back/double),wireframe,flatShading,vertexColors, and a texturemap - Textures with
clamp/repeat/mirrorwrapping,nearest/linearfiltering, and a repeat/offset UV transform, sampled the same way by the Canvas and WebGPU backends - Triangle raycasting reporting the shape, world-space point, face, normal, and texture coordinate of every hit
- Fog, linear or exponential, resolved term for term by both 3D backends
- Easing library covering linear, quad, cubic, quart, quint, sine, exponential, circular, back, elastic, and bounce (in/out/inOut variants)
- Color utilities for parsing, serialization, and color scales
- Math & geometry helpers: degree/radian conversion, point operations, border radius normalization, polygon extrapolation
- Renderer debug overlay with an FPS counter, element count, and bounding box visualization
- Runtime devtools bridge (
@ripl/devtools) with a companion browser extension for live scene-graph inspection and editing - Completely modular and tree-shakable, so you only ship the features you use
- Strictly typed in TypeScript
- Zero runtime dependencies
Packages ​
| Package | Description |
|---|---|
@ripl/web | Main entry point for browser usage. Re-exports core + canvas context with browser platform bindings |
@ripl/core | Core rendering: elements, scene, renderer, animation, scales, math, color, interpolation, gradients, tasks |
@ripl/canvas | Canvas 2D rendering context |
@ripl/svg | SVG rendering context |
@ripl/charts | Pre-built chart components with axes, legends, tooltips, crosshairs, and grids |
@ripl/3d | 3D rendering context with camera, shading, and primitive shapes |
@ripl/webgpu | WebGPU-accelerated 3D rendering context with hardware depth testing and WGSL shaders |
@ripl/terminal | Terminal rendering context with braille-character output and ANSI truecolor |
@ripl/node | Node.js runtime bindings that configure the platform factory for headless environments |
@ripl/devtools | Page-side devtools bridge that streams the scene graph to the browser extension for live inspection |
@ripl/dom | DOM utilities used internally by browser contexts |
@ripl/utilities | Shared typed utility functions: type guards, collection helpers, DOM helpers |
The project is structured as a Yarn 4 monorepo:
packages/
├── core/ # Core rendering library
├── canvas/ # Canvas 2D rendering context
├── svg/ # SVG context implementation
├── charts/ # Pre-built chart components
├── 3d/ # 3D rendering
├── webgpu/ # WebGPU 3D rendering context
├── terminal/ # Terminal rendering context
├── node/ # Node.js runtime bindings
├── web/ # Main browser entry point
├── devtools/ # Page-side devtools bridge
├── dom/ # DOM utilities
├── utilities/ # Shared typed utility functions
└── test-utils/ # Test utilities
apps/website/ # Documentation site (VitePress) with live demosUsage ​
The following is a tour of Ripl's features starting from the most basic and progressively building towards more advanced concepts.
Render a Basic Element ​
import {
createCircle,
createContext,
} from '@ripl/web';
// Create a canvas context bound to a DOM element
const context = createContext('.mount-element');
// Create an element
const circle = createCircle({
fill: 'rgb(30, 105, 120)',
lineWidth: 4,
cx: context.width / 2,
cy: context.height / 2,
radius: context.width / 3,
});
// Render the element to the context
circle.render(context);Built-in 2D shape primitives: arc, circle, rect, line, polyline, polygon, ellipse, text, path, image.
Modify Element Properties ​
To modify an element, change any of its properties and re-render.
circle.fill = '#FF0000';
circle.cx = context.width / 3;
circle.cy = context.height / 3;
circle.render(context);Switch Contexts (Canvas / SVG) ​
To render the same element to SVG, replace the createContext import from @ripl/web with @ripl/svg:
import {
createContext,
} from '@ripl/svg';
import {
createCircle,
} from '@ripl/web';
const context = createContext('.mount-element');
const circle = createCircle({ /* same options */ });
circle.render(context);Grouping and Inheritance ​
Render multiple elements in groups with inherited properties (like CSS) and event bubbling (like the DOM):
import {
createCircle,
createContext,
createGroup,
createRect,
} from '@ripl/web';
const context = createContext('.mount-element');
const circle = createCircle({
cx: context.width / 2,
cy: context.height / 2,
radius: context.width / 3,
});
const rect = createRect({
x: context.width / 2,
y: context.height / 2,
width: context.width / 5,
height: context.height / 5,
});
// Both children inherit fill and lineWidth from the group
const group = createGroup({
fill: 'rgb(30, 105, 120)',
lineWidth: 4,
children: [circle, rect],
});
group.render(context);Querying Elements ​
Elements can be queried using common DOM methods or CSS-like selectors:
const circles = parentGroup.getElementsByType('circle');
const shapes = parentGroup.queryAll('.shape');
const first = parentGroup.query('#child-group > .shape');Supported selector features:
circle /* type */
#element-id /* id */
.element-class /* class */
circle[radius="5"] /* attribute */
.group-class circle /* descendant */
.group-class > circle /* direct child */
.group-class rect + circle.circle-class /* adjacent sibling */Scene and Renderer ​
A Scene is the top-level group bound to a rendering context. A Renderer drives the animation loop via requestAnimationFrame.
import {
createCircle,
createGroup,
createRect,
createRenderer,
createScene,
} from '@ripl/web';
const circle = createCircle({
fill: 'rgb(30, 105, 120)',
cx: 100,
cy: 100,
radius: 40,
});
const rect = createRect({
fill: 'rgb(30, 105, 120)',
x: 200,
y: 80,
width: 60,
height: 60,
});
// Scene takes a target (selector, element, or context) and options
const scene = createScene('.mount-element', {
children: [circle, rect],
});
const renderer = createRenderer(scene, {
autoStart: true,
autoStop: true,
});
// Listen for events
circle.on('click', event => console.log(event));Animation ​
The renderer provides transition-based animation. Transitions are cancelable Task instances (extending Promise with AbortController integration).
import {
easeOutCubic,
} from '@ripl/web';
// Animate a single element
await renderer.transition(circle, {
duration: 1000,
ease: easeOutCubic,
state: {
fill: '#FF0000',
cx: 200,
cy: 200,
radius: 60,
},
});
// Animate multiple elements (or a whole group/scene)
await renderer.transition([circle, rect], {
duration: 1000,
ease: easeOutCubic,
state: {
fill: '#FF0000',
},
});Keyframes ​
// Implicit keyframe offsets
await renderer.transition(circle, {
duration: 1000,
ease: easeOutCubic,
state: {
fill: [
'#FF0000', // offset ~0.33
'#00FF00', // offset ~0.66
'#0000FF', // offset 1
],
},
});
// Explicit keyframe offsets
await renderer.transition(circle, {
duration: 1000,
ease: easeOutCubic,
state: {
fill: [
{
value: '#FF0000',
offset: 0.25,
},
{
value: '#0000FF',
offset: 0.8,
},
],
},
});
// Custom interpolator function
await renderer.transition(circle, {
duration: 1000,
ease: easeOutCubic,
state: {
radius: t => t * 100, // 0 <= t <= 1
},
});Transforms ​
Every element supports CSS-like transforms:
const rect = createRect({
x: 100,
y: 100,
width: 80,
height: 80,
rotation: '45deg', // or radians as a number
transformOriginX: '50%', // or pixels as a number
transformOriginY: '50%',
translateX: 20,
translateY: 10,
transformScaleX: 1.5,
transformScaleY: 1.5,
});Transforms can also be animated via renderer.transition.
Exporting ​
Every context can capture a snapshot of what it has rendered and export it to an image, URL, or string via export():
const snapshot = context.export();
const str = snapshot.toString(); // PNG data URL (SVG → markup, Terminal → braille text)
const url = snapshot.toURL(); // openable Blob object URL
const image = await snapshot.toImage(); // low-level ImageData (environment-agnostic)The exact outputs depend on the context: Canvas, 3D, and WebGPU export raster images; SVG exports vector markup (and can rasterize to an image); Terminal exports braille text (and a rasterized image). Charts forward export() to their underlying context:
const chart = createBarChart('.mount-element', options);
// e.g. open the rendered chart in a new tab
window.open(chart.export().toURL(), '_blank');Charts ​
@ripl/charts provides 25 ready-to-use chart types. Every chart animates its data transitions and supports tooltips, legends, crosshairs, grids and axes, on Canvas or SVG.
| Chart | Factory |
|---|---|
| Arc Diagram | createArcDiagramChart |
| Area | createAreaChart |
| Bar | createBarChart |
| Box Plot | createBoxPlotChart |
| Chord | createChordChart |
| Force-Directed | createForceDirectedChart |
| Funnel | createFunnelChart |
| Gantt | createGanttChart |
| Gauge | createGaugeChart |
| Heatmap | createHeatmapChart |
| Histogram | createHistogramChart |
| Line | createLineChart |
| Packed Circle | createPackedCircleChart |
| Pie / Donut | createPieChart |
| Polar Area | createPolarAreaChart |
| Polar Scatter | createPolarScatterChart |
| Radar | createRadarChart |
| Radial Bar | createRadialBarChart |
| Realtime | createRealtimeChart |
| Sankey | createSankeyChart |
| Scatter | createScatterChart |
| Stock (OHLC) | createStockChart |
| Sunburst | createSunburstChart |
| Treemap | createTreemapChart |
| Trend (Bar + Line) | createTrendChart |
Charts are constructed by passing a target element and an options object:
import {
createBarChart,
} from '@ripl/charts';
const chart = createBarChart('.mount-element', {
data: [
{
category: 'A',
value: 30,
},
{
category: 'B',
value: 70,
},
{
category: 'C',
value: 45,
},
],
key: 'category',
series: [
{
id: 'values',
label: 'Values',
value: 'value',
},
],
});
// Update with new data
chart.update({
data: [
{
category: 'A',
value: 50,
},
{
category: 'B',
value: 20,
},
{
category: 'C',
value: 80,
},
],
});Reusable chart components: ChartXAxis, ChartYAxis, Grid, Legend, ColorLegend, Tooltip, Crosshair, and ChartAnnotations (reference lines, bands, and point markers).
Scales ​
Ripl provides 14 scale types for mapping data between domains and ranges, inspired by D3. Scales expose inverse, ticks, and includes methods (the categorical scaleOrdinal maps value → value and exposes just its domain and range).
import {
scaleBand,
scaleContinuous,
scaleDiscrete,
scaleDiverging,
scaleLogarithmic,
scaleOrdinal,
scalePoint,
scalePower,
scaleQuantile,
scaleQuantize,
scaleRadial,
scaleSymlog,
scaleThreshold,
scaleTime,
} from '@ripl/web';scaleLog and scaleSqrt are also exported as shortcuts for a base-10 logarithmic scale and a power scale with exponent 0.5.
Continuous (Linear) ​
const scale = scaleContinuous([0, 25], [-100, 100]);
scale(10); // -20
scale.inverse(-20); // 10
// With clamping
const clamped = scaleContinuous([0, 25], [-100, 100], { clamp: true });
clamped(30); // 100Discrete ​
const scale = scaleDiscrete(['a', 'b', 'c'], [0, 50]);
scale('b'); // 25Band ​
const scale = scaleBand(['A', 'B', 'C'], [0, 300], {
innerPadding: 0.1,
outerPadding: 0.05,
});
scale('B'); // position of band B
scale.bandwidth; // width of each bandAdditional Scales ​
scaleDivergingmaps values below and above a midpoint to separate sub-rangesscaleLogarithmicis a logarithmic mapping with configurable base (scaleLogis the base-10 shortcut)scaleOrdinalmaps discrete domain values to discrete range values, cycling the rangescalePointpositions discrete values at evenly spaced points along a rangescalePoweris a polynomial mapping with configurable exponent (scaleSqrtis the exponent-0.5 shortcut)scaleQuantilemaps continuous data to discrete quantile binsscaleQuantizemaps a continuous domain to discrete range valuesscaleRadialmaps a numeric magnitude onto a ring radius (clamped by default), for radial/polar chartsscaleSymlogis a symmetric-log mapping that handles negatives and zero (linear near zero, log beyond a configurableconstant)scaleThresholdmaps values to discrete outputs based on threshold boundariesscaleTimemapsDatedomains to numeric ranges
3D Rendering ​
@ripl/3d extends the Canvas context with perspective and orthographic projection, camera controls, lighting, materials, textures and fog.
import {
Camera,
Context3D,
createCube,
createSphere,
} from '@ripl/3d';Available 3D shapes: cube, sphere, cylinder, cone, plane, torus, mesh (an explicit face list), parametric (tessellated from a function of two parameters), and bezier-surface (bicubic Bézier patches). Every shape accepts a Material — color, opacity, emissive, Blinn-Phong specular, side, wireframe, flat shading, vertex colors and a texture map — and Group3D transforms a subtree as a unit.
Scenes are lit by five light types (createAmbientLight, createHemisphereLight, createDirectionalLight, createPointLight, createSpotLight), with linear or exponential fog. context.raycastAll(root, x, y) casts a ray through a point on the surface and returns every hit nearest first, each carrying the shape, world-space point, face, normal and texture coordinate.
Camera supports interactive zoom, pivot, and pan with configurable sensitivity. For hardware-accelerated rendering, @ripl/webgpu provides a drop-in WebGPU context with a real depth buffer, MSAA, and WGSL shaders; the same Shape3D elements work in both.
Performance ​
- Scene + Renderer. Elements in a scene are hoisted into a flat buffer, converting render traversal from O(n^c) to O(n). The cost shifts to adding/removing elements from groups.
- Persistent path keys. Always pass a stable ID to
context.createPath(id)so SVG contexts can efficiently diff DOM elements between frames. - Memory lifecycle. Call
destroy()on elements, scenes, and renderers when done to clean up subscriptions and DOM references. - Auto-stop. The renderer stops ticking when idle (no active transitions and the mouse has left the canvas) to avoid unnecessary CPU usage.
- Debug overlay. Enable
{ debug: true }on the renderer to visualize FPS, element count, and bounding boxes during development.
Development ​
# Install dependencies
yarn install
# Build all packages
yarn build
# Run tests
yarn test
# Lint
yarn lint




