Widgets
Lens strip
A strip of pictures sliding behind a fixed lens of thick glass that magnifies the one in it, bends it at the bevelled rim with faint colour fringes, and smears it a little while moving. WebGL, with a DOM fallback.
Preview
Usage
lens-strip-demo.tsx
import { glPictures } from '@/components/gl-pictures'
import { LensStrip } from '@/components/lens-strip'
export default function LensStripDemo() {
return (
<div className="mx-auto w-full max-w-6xl px-4 py-10 sm:px-8">
<LensStrip images={glPictures} label="Landscapes" />
</div>
)
}Source
lens-strip.tsx
import { ChevronLeft, ChevronRight } from 'lucide-react'
import { useCallback, useId, useLayoutEffect, useMemo, useRef, useState, type HTMLAttributes, type KeyboardEvent } from 'react'
import { useCarouselEngine } from '@/registry/manniche/hooks/use-carousel-engine'
import { glAtlas, glProgram, useGlStage, type GlAtlas, type GlImage, type GlScene, type GlSceneContext, type Rgb } from '@/registry/manniche/hooks/use-gl-stage'
import { useReducedMotion } from '@/registry/manniche/hooks/use-reduced-motion'
import { cn } from '@/lib/utils'
/*
* A strip of pictures that slides behind a fixed lens of thick, clear glass. Through the lens the strip is magnified,
* so the picture at rest fills it; near the rim a bevel bends the image inwards and splits it into faint colour
* fringes, as real glass does. While the strip moves, its speed adds a little more dispersion and a slight sideways
* smear inside the lens, and both settle back to clean glass as it comes to rest.
*
* One fragment shader draws the whole stage: each pixel maps to a point on the strip, and from there to the picture in
* a texture atlas. Outside the lens that point is the pixel itself; inside it, the point is magnified about the lens's
* centre and pushed along the bevel's slope, separately for red, green and blue. The engine drives the position, and
* a frame is drawn only while something moves.
*
* Under reduced motion every move jumps and the lens shows one still, clean frame. Without WebGL, or when the GPU drops
* the context, the pictures themselves are the carousel: the same strip in the DOM, with the picture in the middle
* raised to the lens's size. They are always there for screen readers.
*/
/** A picture in the strip. `title` is shown under the lens. */
export type LensStripImage = GlImage & { title?: string }
export type LensStripProps = Omit<HTMLAttributes<HTMLDivElement>, 'onChange'> & {
/** The pictures, in order. Pictures from another origin must send CORS headers, or they show as empty cards. */
images: LensStripImage[]
/** Read by screen readers, e.g. “Landscapes”. */
label: string
/** Controlled: the picture in the lens. */
index?: number
/** The picture in the lens at first, when uncontrolled. */
defaultIndex?: number
/** Called when the strip heads for a new picture: on release, a key, a button or a click. */
onIndexChange?: (index: number) => void
/** Wrap round from the last picture to the first. */
loop?: boolean
/** Picture width over height. The lens takes the same shape. */
aspect?: number
/** How much larger the strip looks through the lens. */
magnify?: number
/** How strongly the glass splits light into colour at its rim, from 0 (none) to 1. */
dispersion?: number
labels?: Partial<Record<'previous' | 'next' | 'picture' | 'of', string>>
}
const EN = { previous: 'Previous picture', next: 'Next picture', picture: 'Picture', of: 'of' }
const TYPING = 'input, textarea, select, [contenteditable=""], [contenteditable="true"]'
const COLORS = ['var(--background)', 'var(--foreground)']
const CANVAS = 'pointer-events-none absolute inset-0 size-full opacity-0 transition-opacity duration-300 ease-out-quint data-ready:opacity-100 motion-reduce:transition-none'
// Parts of the stage's width over which the strip fades out at each side.
const FADE = 0.16
// How far the bevel bends the view at the rim, as a part of its width, and how much of that the picture covers: the
// rest shows the picture's own edge curving away, which is what makes the glass read as thick.
const BEND = 1
const COVER = 0.45
const clamp = (v: number, a: number, b: number) => Math.min(b, Math.max(a, v))
const mod = (v: number, n: number) => ((v % n) + n) % n
const pad = (v: number) => String(v).padStart(2, '0')
type Geometry = {
width: number
height: number
/** A card in the strip, in CSS px. */
cardW: number
cardH: number
cardR: number
pitch: number
/** The lens, in CSS px. */
lensW: number
lensH: number
lensR: number
bevel: number
/** How far the view bends at the rim, in lens px. */
bend: number
/** Card to lens scale. */
magnify: number
}
// Everything is sized from the lens: most of the stage's height, in the pictures' shape. The cards are the lens over
// `magnify`, plus most of the bevel's bend, so the picture at rest fills the lens almost to its rim.
function measure(width: number, aspect: number, magnify: number): Geometry {
// 16:7 on wide screens; taller on narrow ones, so the lens keeps a useful size.
const height = Math.round(Math.max((width * 7) / 16, Math.min(width * 0.72, 380)))
let lensH = height * 0.76
let lensW = lensH * aspect
if (lensW > width * 0.5) {
lensW = width * 0.5
lensH = lensW / aspect
}
const short = Math.min(lensW, lensH)
const bevel = short * 0.2
const bend = bevel * BEND
const cardW = (lensW + bend * COVER * 2) / magnify
const cardH = cardW / aspect
return {
width,
height,
cardW,
cardH,
cardR: clamp(cardW * 0.07, 8, 14),
pitch: cardW + Math.max(8, cardW * 0.075),
lensW,
lensH,
lensR: Math.max(bevel, short * 0.11),
bevel,
bend,
magnify,
}
}
const VERTEX = `attribute vec2 a;void main(){gl_Position=vec4(a,0.,1.);}`
// All lengths are CSS px from the stage's centre, with y going down like the atlas.
const FRAGMENT = `#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform sampler2D uTex;
uniform vec3 uView; // half width, half height, device px per CSS px
uniform vec4 uLens; // half width, half height, corner radius, bevel width
uniform vec4 uCard; // half width, half height, corner radius, pitch
uniform vec4 uStrip; // position, count, loops (0 or 1), magnify
uniform vec4 uGlass; // bend at the rim, dispersion, sideways colour split, smear
uniform vec4 uCell; // the first cell's corner and size in the atlas
uniform vec3 uGrid; // step from cell to cell, columns
uniform vec3 uBody; // the glass's own colour
uniform vec4 uShade; // shadow, rim line, dark inner edge, side fade
float box(vec2 p, vec2 b, float r) {
vec2 q = abs(p) - b + r;
return length(max(q, 0.)) + min(max(q.x, q.y), 0.) - r;
}
// The strip at a point: the card there as premultiplied colour, or nothing in a gap. aa is a device pixel in strip px.
vec4 strip(vec2 s, float aa) {
float u = s.x / uCard.w + uStrip.x;
float i = floor(u + .5);
vec2 l = vec2((u - i) * uCard.w, s.y);
float a = clamp(.5 - box(l, uCard.xy, uCard.z) / aa, 0., 1.);
float k = i;
if (uStrip.z > .5) k = mod(i, uStrip.y);
else a *= step(-.5, i) * step(i, uStrip.y - .5);
k = floor(k + .5);
float row = floor((k + .5) / uGrid.z);
vec2 f = clamp(l / (2. * uCard.xy) + .5, 0., 1.);
return texture2D(uTex, uCell.xy + vec2(k - row * uGrid.z, row) * uGrid.xy + f * uCell.zw) * a;
}
// The strip seen through the glass at a lens point, laid over the glass's own colour, smeared sideways while moving.
vec3 seen(vec2 c, float aa) {
vec4 s = strip(c, aa);
if (abs(uGlass.w) > .01) s = s * .5 + (strip(c - vec2(uGlass.w, 0.), aa) + strip(c + vec2(uGlass.w, 0.), aa)) * .25;
return s.rgb + uBody * (1. - s.a);
}
void main() {
float px = 1. / uView.z;
vec2 p = vec2(gl_FragCoord.x * px - uView.x, uView.y - gl_FragCoord.y * px);
float d = box(p, uLens.xy, uLens.z);
// Outside the lens: the plain strip, fading out towards the sides, under the lens's soft shadow.
vec4 o = vec4(0.);
if (d > -px) {
o = strip(p, px) * smoothstep(0., uShade.w, uView.x - abs(p.x));
float sh = box(p - vec2(0., uLens.w * .3), uLens.xy, uLens.z);
float shadow = uShade.x * (1. - smoothstep(-uLens.w * .4, uLens.w * 1.2, sh));
o = o * (1. - shadow) + vec4(0., 0., 0., shadow);
if (d > px) {
gl_FragColor = o;
return;
}
}
// Inside: t runs from 0 at the rim to 1 where the flat top starts; the bevel's slope falls smoothly to nothing.
float t = clamp(-d / uLens.w, 0., 1.);
float slope = (1. - t) * (1. - t) * (1. - t);
vec2 q = abs(p) - uLens.xy + uLens.z;
vec2 n = sign(p) * normalize(max(q, 0.) + .001);
// The slope bends the view outwards, so the image curves in at the rim; blue bends more than red.
vec2 bend = n * uGlass.x * slope;
float aa = px / uStrip.w;
vec2 side = vec2(uGlass.z, 0.);
vec3 c = vec3(
seen((p + bend * (1. - uGlass.y) - side) / uStrip.w, aa).r,
seen((p + bend) / uStrip.w, aa).g,
seen((p + bend * (1. + uGlass.y) + side) / uStrip.w, aa).b
);
// Light from the top left: a fine bright line along that part of the rim, a soft dark edge inside the opposite one.
vec2 light = vec2(-.48, -.88);
float lit = max(dot(n, light), 0.);
float away = max(dot(n, -light), 0.);
float rim = -d;
c *= 1. - uShade.z * away * slope;
c = mix(c, vec3(1.), .1 * lit * slope);
c *= 1. - uShade.y * (1. - smoothstep(0., 1.2, rim));
float line = (1. - smoothstep(.55, 1.5, rim)) * smoothstep(.0, .35, rim + .2);
c = mix(c, vec3(1.), line * (.12 + .7 * lit * lit));
gl_FragColor = mix(o, vec4(c, 1.), clamp(.5 - d / px, 0., 1.));
}`
/**
* A strip of pictures that slides behind a fixed glass lens. The lens magnifies the picture in it, bends the image
* at its bevelled rim with faint colour fringes, and smears it a little while the strip moves. Drag or swipe with
* momentum, use a trackpad, the arrow keys, the buttons, or click a picture to bring it into the lens. The picture's
* title and a counter sit under the lens. Uses one WebGL context; without WebGL the strip is drawn in the DOM.
*/
export function LensStrip({
images,
label,
index,
defaultIndex,
onIndexChange,
loop = true,
aspect = 4 / 5,
magnify = 1.6,
dispersion = 0.5,
labels = {},
className,
onKeyDown,
...rest
}: LensStripProps) {
const t = { ...EN, ...labels }
const n = images.length
const wraps = loop && n > 2
const id = useId()
const reduce = useReducedMotion()
const stage = useRef<HTMLDivElement | null>(null)
const cards = useRef<(HTMLDivElement | null)[]>([])
const title = useRef<HTMLSpanElement | null>(null)
const [width, setWidth] = useState(0)
const geo = useMemo(() => (width ? measure(width, aspect, Math.max(1, magnify)) : null), [width, aspect, magnify])
// What the frame loop and the shader read, kept out of React so a frame never renders.
const live = useRef({ geo, position: 0, velocity: 0, dispersion, wraps, n })
useLayoutEffect(() => {
Object.assign(live.current, { geo, dispersion, wraps, n })
})
// The picture nearest the lens, which the caption shows; it changes mid-drag, not only when the strip settles.
const [near, setNear] = useState<number | null>(null)
const nearRef = useRef<number | null>(null)
const key = `${aspect}|${images.map((im) => im.src).join('\n')}`
const build = (ctx: GlSceneContext): GlScene | null => buildScene(ctx, images, aspect, live.current)
const gl = useGlStage(stage, build, key, { colors: COLORS, className: CANVAS })
const { redraw } = gl
const drawn = gl.status === 'ready'
const paint = useCallback(
(p: number, velocity: number) => {
const s = live.current
s.position = p
s.velocity = velocity
redraw()
const g = s.geo
if (!g) return
// The DOM strip: the same cards in the same places, the one in the lens raised to the lens's size. It is the
// picture when WebGL is missing, and what clicks land on when it is not.
const raise = g.magnify
const reach = g.width / 2 + g.pitch
for (let i = 0; i < s.n; i++) {
const el = cards.current[i]
if (!el) continue
let d = i - p
if (s.wraps) d = mod(d + s.n / 2, s.n) - s.n / 2
const x = d * g.pitch
if (Math.abs(x) > reach) {
el.style.visibility = 'hidden'
continue
}
const k = Math.max(0, 1 - Math.abs(d))
const lift = k * k * (3 - 2 * k)
el.style.visibility = 'visible'
el.style.transform = `translate3d(${x.toFixed(2)}px, 0, 0) scale(${(1 + (raise - 1) * lift).toFixed(4)})`
el.style.zIndex = String(Math.round(lift * 100) + 1)
}
// Without wrapping, the strip can be pulled past an end; the caption stays on the end picture.
const r = s.wraps ? mod(Math.round(p), Math.max(s.n, 1)) : clamp(Math.round(p), 0, Math.max(s.n - 1, 0))
if (r !== nearRef.current) {
nearRef.current = r
setNear(r)
}
},
[redraw],
)
const engine = useCarouselEngine({ count: n, loop: wraps, index, defaultIndex, onIndexChange, step: geo?.pitch ?? 200, onFrame: paint })
const current = engine.index
const shown = near ?? current
// The stage only exists while there are pictures, so watch it again when the first ones arrive.
const empty = !n
useLayoutEffect(() => {
const el = stage.current
if (!el) return
const ro = new ResizeObserver(([e]) => setWidth(Math.round(e.contentRect.width)))
ro.observe(el)
return () => ro.disconnect()
}, [empty])
// A new size or set of pictures: draw the current frame again.
const { draw } = engine
useLayoutEffect(() => {
draw()
}, [draw, paint, geo, n, wraps, dispersion])
// The caption's title eases in when it changes.
const first = useRef(true)
useLayoutEffect(() => {
if (first.current || reduce) {
first.current = false
return
}
title.current?.animate([{ opacity: 0, transform: 'translateY(3px)' }, { opacity: 1, transform: 'none' }], { duration: 220, easing: 'cubic-bezier(0.23, 1, 0.32, 1)' })
}, [shown, reduce])
const keys = (e: KeyboardEvent<HTMLDivElement>) => {
onKeyDown?.(e)
if (e.defaultPrevented || (e.target as HTMLElement).closest(TYPING)) return
if (e.key === 'ArrowLeft' || e.key === 'ArrowRight') engine.move(e.key === 'ArrowRight' ? 1 : -1)
else if (e.key === 'Home') engine.go(0)
else if (e.key === 'End') engine.go(n - 1)
else return
e.preventDefault()
}
if (!n) return null
const atStart = !wraps && current === 0
const atEnd = !wraps && current === n - 1
const caption = images[shown]?.title
const button =
'grid size-11 shrink-0 cursor-pointer place-items-center rounded-full bg-muted text-foreground [-webkit-tap-highlight-color:transparent] hover:bg-[color-mix(in_oklab,var(--foreground)_8%,var(--muted))] ' +
'transition-[opacity,transform] duration-150 ease-out-quint active:scale-[0.96] aria-disabled:cursor-default aria-disabled:opacity-35 aria-disabled:active:scale-100 motion-reduce:transition-none ' +
'focus-visible:outline-2 focus-visible:outline-offset-2 focus-visible:outline-ring'
return (
<div
role="group"
aria-roledescription="carousel"
aria-label={label}
tabIndex={0}
onKeyDown={keys}
className={cn('group/lens w-full outline-none', className)}
{...rest}
>
<div
{...engine.bind}
ref={(el) => {
stage.current = el
engine.bind.ref(el)
}}
id={id}
style={{ height: geo?.height ?? 320 }}
className={cn(
'relative w-full touch-pan-y overflow-x-clip rounded-[calc(var(--radius)*2+2px)] select-none [-webkit-tap-highlight-color:transparent]',
n > 1 && 'cursor-grab data-dragging:cursor-grabbing',
'group-focus-visible/lens:outline-2 group-focus-visible/lens:outline-offset-4 group-focus-visible/lens:outline-ring',
)}
>
<div
className={cn(
'absolute inset-0 transition-opacity duration-300 ease-out-quint motion-reduce:transition-none',
'[mask-image:linear-gradient(to_right,transparent,#000_16%,#000_84%,transparent)]',
drawn && 'opacity-0',
)}
>
{geo &&
images.map((im, i) => {
const on = i === current
return (
<div
key={i}
ref={(el) => {
cards.current[i] = el
}}
role="group"
aria-roledescription="slide"
aria-label={`${t.picture} ${i + 1} ${t.of} ${n}`}
aria-hidden={!on}
onClick={on ? undefined : () => engine.go(i)}
style={{ width: geo.cardW, height: geo.cardH, marginLeft: -geo.cardW / 2, marginTop: -geo.cardH / 2, borderRadius: geo.cardR }}
className={cn(
'absolute top-1/2 left-1/2 overflow-hidden bg-muted will-change-transform',
'shadow-[0_1px_2px_rgb(0_0_0/0.06),0_14px_28px_-16px_rgb(0_0_0/0.4)]',
!on && 'invisible cursor-pointer',
)}
>
<div inert={!on} className="absolute inset-0">
<img src={im.src} alt={im.alt} draggable={false} decoding="async" className="size-full object-cover [-webkit-user-drag:none]" />
</div>
<span aria-hidden className="pointer-events-none absolute inset-0 rounded-[inherit] shadow-[inset_0_0_0_1px_color-mix(in_oklab,var(--foreground)_9%,transparent)]" />
</div>
)
})}
</div>
</div>
<div className="mx-auto mt-3 flex w-full max-w-xs items-center justify-between gap-3">
{n > 1 ? (
// aria-disabled, not disabled: a button that has focus keeps it when it reaches the end.
<button type="button" aria-label={t.previous} aria-controls={id} aria-disabled={atStart} onClick={() => atStart || engine.move(-1)} className={button}>
<ChevronLeft className="size-[18px]" strokeWidth={2} aria-hidden />
</button>
) : null}
<p aria-hidden className="flex min-w-0 flex-1 flex-col items-center gap-1.5 text-center">
{caption ? (
<span ref={title} className="max-w-full truncate text-[14px] leading-none font-medium tracking-[-0.01em] text-foreground">
{caption}
</span>
) : null}
<span className="font-mono text-[11px] leading-none font-medium tracking-[0.04em] text-muted-foreground tabular-nums">
{pad(shown + 1)} / {pad(n)}
</span>
</p>
{n > 1 ? (
<button type="button" aria-label={t.next} aria-controls={id} aria-disabled={atEnd} onClick={() => atEnd || engine.move(1)} className={button}>
<ChevronRight className="size-[18px]" strokeWidth={2} aria-hidden />
</button>
) : null}
</div>
<p aria-live="polite" className="sr-only">
{`${images[current]?.title ? `${images[current].title}, ` : ''}${t.picture} ${current + 1} ${t.of} ${n}`}
</p>
</div>
)
}
type Live = { geo: Geometry | null; position: number; velocity: number; dispersion: number; wraps: boolean; n: number }
function buildScene({ gl, ready, fail, signal }: GlSceneContext, images: GlImage[], aspect: number, live: Live): GlScene | null {
const program = glProgram(gl, VERTEX, FRAGMENT)
if (!program) return null
gl.useProgram(program)
// One triangle that covers the whole canvas.
const buffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW)
const at = gl.getAttribLocation(program, 'a')
gl.enableVertexAttribArray(at)
gl.vertexAttribPointer(at, 2, gl.FLOAT, false, 0, 0)
const u = (name: string) => gl.getUniformLocation(program, name)
const uView = u('uView')
const uLens = u('uLens')
const uCard = u('uCard')
const uStrip = u('uStrip')
const uGlass = u('uGlass')
const uCell = u('uCell')
const uGrid = u('uGrid')
const uBody = u('uBody')
const uShade = u('uShade')
gl.uniform1i(u('uTex'), 0)
let atlas: GlAtlas | null = null
let size = [1, 1, 1]
let body: Rgb = [0.5, 0.5, 0.5]
let dark = false
glAtlas(gl, images, { aspect, signal }).then((a) => {
if (signal.aborted) return
if (!a) return fail()
atlas = a
// The grid of cells, read back from the corners glAtlas reports.
const [u0, v0, u1, v1] = a.rects[0]
const cols = Math.max(1, a.rects.filter((r) => r[1] === v0).length)
const su = a.rects[1] && cols > 1 ? a.rects[1][0] - u0 : 1
const sv = a.rects[cols] ? a.rects[cols][1] - v0 : 1
gl.activeTexture(gl.TEXTURE0)
gl.bindTexture(gl.TEXTURE_2D, a.texture)
gl.uniform4f(uCell, u0, v0, u1 - u0, v1 - v0)
gl.uniform3f(uGrid, su, sv, cols)
ready()
})
return {
resize: (w, h, dpr) => {
size = [w / dpr / 2, h / dpr / 2, dpr]
},
theme: ([bg, fg]) => {
dark = 0.2126 * bg[0] + 0.7152 * bg[1] + 0.0722 * bg[2] < 0.5
// The glass's own colour: the background, a breath towards the foreground.
body = [0, 1, 2].map((i) => bg[i] + (fg[i] - bg[i]) * 0.035) as Rgb
},
draw: () => {
const g = live.geo
if (!atlas || !g) return
const n = Math.max(live.n, 1)
const position = live.wraps ? mod(live.position, n) : live.position
// The speed in CSS px per second, eased into 0–1: more colour and a slight smear while the strip moves.
const speed = Math.abs(live.velocity) * g.pitch
const motion = 1 - Math.exp(-speed / 1800)
const disp = clamp(live.dispersion, 0, 1)
gl.uniform3f(uView, size[0], size[1], size[2])
gl.uniform4f(uLens, g.lensW / 2, g.lensH / 2, g.lensR, g.bevel)
gl.uniform4f(uCard, g.cardW / 2, g.cardH / 2, g.cardR, g.pitch)
gl.uniform4f(uStrip, position, n, live.wraps ? 1 : 0, g.magnify)
gl.uniform4f(
uGlass,
g.bend,
disp * 0.06 + motion * 0.2 * (0.4 + disp),
Math.sign(live.velocity) * motion * 1.1 * (0.4 + disp),
Math.sign(live.velocity) * motion * 3.2,
)
gl.uniform3f(uBody, body[0], body[1], body[2])
gl.uniform4f(uShade, dark ? 0.3 : 0.07, dark ? 0.28 : 0.14, dark ? 0.32 : 0.2, g.width * FADE)
gl.drawArrays(gl.TRIANGLES, 0, 3)
},
dispose: () => {
if (atlas) gl.deleteTexture(atlas.texture)
gl.deleteBuffer(buffer)
gl.deleteProgram(program)
},
}
}use-carousel-engine.ts
import { useEffect, useLayoutEffect, useState, type MouseEvent, type PointerEvent } from 'react'
import { useReducedMotion } from '@/registry/manniche/hooks/use-reduced-motion'
export type CarouselEngineOptions = {
/** How many slides there are. */
count: number
/** Wrap around from the last slide to the first. */
loop?: boolean
/** Controlled: the current slide. The carousel shows it, and goes back to it if `onIndexChange` does not update it. */
index?: number
/** The slide shown first, when uncontrolled. */
defaultIndex?: number
/** Called when the carousel heads for a new slide: on release, a key or a button, not when the glide ends. */
onIndexChange?: (index: number) => void
/** The drag direction. `x` also takes sideways wheel and trackpad swipes. */
axis?: 'x' | 'y'
/** Pixels of drag that move the carousel one slide. Negative turns the drag round, e.g. pull down for the next slide. */
step: number
/** Come to rest on a whole slide. Off, a fling glides to a stop anywhere. */
snap?: boolean
/** Draws a frame: the position in slides (fractional while moving) and the speed in slides per second. */
onFrame: (position: number, velocity: number) => void
}
export type CarouselEngine = {
/** The slide the carousel is on or heading to. */
index: number
/** Go to a slide. In a loop it takes the short way round. */
go: (index: number) => void
/** Move by a number of slides from where the carousel is heading. */
move: (by: number) => void
/** Draw the current frame again, e.g. after a resize. */
draw: () => void
/** Spread on the element that takes the drag. */
bind: {
ref: (el: HTMLElement | null) => void
onPointerDown: (e: PointerEvent<HTMLElement>) => void
onPointerMove: (e: PointerEvent<HTMLElement>) => void
onPointerUp: (e: PointerEvent<HTMLElement>) => void
onPointerCancel: (e: PointerEvent<HTMLElement>) => void
onClickCapture: (e: MouseEvent<HTMLElement>) => void
}
}
type Settings = Required<Pick<CarouselEngineOptions, 'loop' | 'axis' | 'snap' | 'step' | 'onFrame'>> &
Pick<CarouselEngineOptions, 'onIndexChange'> & { n: number; reduce: boolean }
const SLOP = 6 // px before a press becomes a drag
const THROW = 0.32 // s: how far a fling carries, as speed × this
const SAMPLE = 90 // ms of pointer history used for the release speed
const mod = (v: number, n: number) => ((v % n) + n) % n
const clamp = (v: number, a: number, b: number) => Math.min(b, Math.max(a, v))
// Pixels per slide, kept away from zero but with its sign.
const per = (step: number) => (step < 0 ? -1 : 1) * Math.max(Math.abs(step), 1)
// Past an end the carousel gives less and less, and never more than one slide.
const rubber = (over: number) => 1 - 1 / (over * 0.55 + 1)
/**
* The motion behind the carousels: one position, in slides, that drag, fling, wheel, keys and buttons all move.
* It runs a frame loop only while something moves and hands each frame to `onFrame`, which writes transforms
* straight to the DOM, so React renders only when the slide changes. Glides use ease-out-quint: 300 ms for a
* step, and after a fling a duration that starts at the finger's speed. Under reduced motion every move jumps.
*/
export function useCarouselEngine(options: CarouselEngineOptions): CarouselEngine {
const { count, loop = false, index, defaultIndex = 0, axis = 'x', snap = true, step, onFrame, onIndexChange } = options
const n = Math.max(count, 1)
const reduce = useReducedMotion()
const [current, setCurrent] = useState(() => clamp(index ?? defaultIndex, 0, n - 1))
const [m] = useState(() => machine(current, setCurrent))
const [surface, setSurface] = useState<HTMLElement | null>(null)
// The latest options, for the handlers and the frame loop, which outlive a render.
useLayoutEffect(() => {
m.configure({ n, loop, axis, snap, step, onFrame, onIndexChange, reduce })
})
// A new count, or a loop turned on or off, puts the carousel back on a slide it has.
useEffect(() => m.reseat(), [n, loop, m])
// Controlled: follow the index from outside, and go back to it when a move was not taken up. Neither calls
// onIndexChange, as the parent already knows.
const controlled = index !== undefined
const target = clamp(index ?? 0, 0, n - 1)
useEffect(() => {
if (controlled && target !== m.committed) m.go(target, false)
})
useEffect(() => (surface && axis === 'x' ? m.listenWheel(surface) : undefined), [surface, axis, m])
useEffect(() => m.stop, [m])
return { index: controlled ? target : current, go: m.go, move: m.move, draw: m.draw, bind: { ref: setSurface, ...m.handlers } }
}
type Tween = { from: number; to: number; start: number; dur: number }
type Drag = { id: number; x: number; y: number; p0: number; active: boolean; samples: [number, number][]; resume: number | null }
// The state and behaviour, made once per carousel and kept for its lifetime.
function machine(start: number, setCurrent: (i: number) => void) {
let want = start // where a drag or the wheel puts the carousel
let drawn = start // the position on screen
let velocity = 0
let tween: Tween | null = null
let drag: Drag | null = null
let raf = 0
let last = 0
let swallowClick = false
let wheelTimer = 0
const m = {
set: null as Settings | null,
committed: start,
configure: (settings: Settings) => {
m.set = settings
},
go,
move,
reseat,
draw,
stop,
listenWheel,
handlers: {
onPointerDown,
onPointerMove,
onPointerUp: (e: PointerEvent<HTMLElement>) => release(e, false),
onPointerCancel: (e: PointerEvent<HTMLElement>) => release(e, true),
onClickCapture,
},
}
function draw() {
m.set?.onFrame(drawn, velocity)
}
function tick(now: number) {
raf = 0
const o = m.set
if (!o) return
let p = want
if (tween) {
const u = clamp((now - tween.start) / tween.dur, 0, 1)
p = tween.from + (tween.to - tween.from) * (1 - (1 - u) ** 5)
if (u >= 1) tween = null
}
const dt = Math.max(now - last, 1) / 1000
last = now
// Smoothed over about 60 ms, so a layout can lean into the speed without jitter.
velocity = o.reduce ? 0 : velocity + ((p - drawn) / dt - velocity) * (1 - Math.exp(-dt / 0.06))
drawn = p
const moving = tween || drag?.active || Math.abs(velocity) > 0.01
if (!moving) velocity = 0
o.onFrame(p, velocity)
if (moving) raf = requestAnimationFrame(tick)
}
function run() {
if (raf) return
last = performance.now()
raf = requestAnimationFrame(tick)
}
function commit(to: number, notify = true) {
const o = m.set
if (!o) return
const i = mod(Math.round(to), o.n)
if (i === m.committed) return
m.committed = i
setCurrent(i)
if (notify) o.onIndexChange?.(i)
}
// Glide to a position. With a release speed (slides/s) in the same direction, the glide starts at that speed.
function glide(to: number, speed = 0) {
want = to
const dist = to - drawn
if (m.set?.reduce || Math.abs(dist) < 1e-4) tween = null
else {
const dur = speed && Math.sign(speed) === Math.sign(dist) ? clamp(((5 * Math.abs(dist)) / Math.abs(speed)) * 1000, 220, 900) : 300
tween = { from: drawn, to, start: performance.now(), dur }
}
run()
}
function go(i: number, notify = true) {
const o = m.set
if (!o || mod(i, o.n) === m.committed) return
let to: number
if (o.loop) {
const at = Math.round(tween?.to ?? want)
to = at + mod(i - at + o.n / 2, o.n) - o.n / 2
// An even count puts the far slide exactly half way round: go forwards.
if (to < at && mod(i - at, o.n) === o.n / 2) to = at + o.n / 2
} else to = clamp(i, 0, o.n - 1)
glide(to)
commit(to, notify)
}
// After the count or the loop changes: jump to the current slide, or the last one if it is gone. A position
// wound past the ends of a loop means nothing in the new count, so it is unwound too.
function reseat() {
const o = m.set
if (!o) return
const i = clamp(m.committed, 0, o.n - 1)
if (want === i && drawn === i && !tween) return
tween = null
velocity = 0
want = drawn = i
commit(i)
draw()
}
function move(by: number) {
const o = m.set
if (!o) return
let to = Math.round(tween?.to ?? want) + by
if (!o.loop) to = clamp(to, 0, o.n - 1)
glide(to)
commit(to)
}
function stop() {
cancelAnimationFrame(raf)
clearTimeout(wheelTimer)
raf = 0
tween = null
drag = null
velocity = 0
// Land where it was heading, so a remount starts settled.
drawn = want
}
// Where a position lands once the ends of a carousel that does not loop push back.
function give(raw: number) {
const o = m.set!
if (o.loop) return raw
if (raw < 0) return -rubber(-raw)
if (raw > o.n - 1) return o.n - 1 + rubber(raw - (o.n - 1))
return raw
}
function settle(speed: number, from: number) {
const o = m.set!
let to = drawn + speed * THROW
if (o.snap) {
to = Math.round(to)
// A quick flick always moves at least one slide.
if (Math.abs(speed) > 0.8 && to === Math.round(from)) to += Math.sign(speed)
}
if (!o.loop) to = clamp(to, 0, o.n - 1)
glide(to, speed)
commit(to)
}
function onPointerDown(e: PointerEvent<HTMLElement>) {
swallowClick = false
// A press that left the carousel before it became a drag never got its pointerup.
if (drag && !drag.active) drop(drag)
if (!e.isPrimary || e.button !== 0 || drag || !m.set || m.set.n < 2) return
const resume = tween ? tween.to : null
// Catch a moving carousel where it is.
if (tween) {
tween = null
want = drawn
}
drag = { id: e.pointerId, x: e.clientX, y: e.clientY, p0: drawn, active: false, samples: [[e.timeStamp, drawn]], resume }
}
function onPointerMove(e: PointerEvent<HTMLElement>) {
const d = drag
const o = m.set
if (!d || !o || e.pointerId !== d.id) return
// The mouse came back with its button up, so it was let go outside the carousel.
if (!d.active && !(e.buttons & 1)) return drop(d)
const dx = e.clientX - d.x
const dy = e.clientY - d.y
const along = o.axis === 'x' ? dx : dy
const across = o.axis === 'x' ? dy : dx
if (!d.active) {
if (Math.abs(along) < SLOP && Math.abs(across) < SLOP) return
// Moving across the carousel: leave it to the page.
if (Math.abs(across) >= Math.abs(along)) return drop(d)
d.active = true
// Count from here, so the slop does not make the slides jump.
if (o.axis === 'x') d.x += Math.sign(dx) * SLOP
else d.y += Math.sign(dy) * SLOP
e.currentTarget.setPointerCapture(e.pointerId)
e.currentTarget.dataset.dragging = ''
}
const p = give(d.p0 - (o.axis === 'x' ? e.clientX - d.x : e.clientY - d.y) / per(o.step))
want = p
d.samples.push([e.timeStamp, p])
while (d.samples.length > 2 && e.timeStamp - d.samples[0][0] > SAMPLE) d.samples.shift()
run()
}
function release(e: PointerEvent<HTMLElement>, cancelled: boolean) {
const d = drag
if (!d || e.pointerId !== d.id) return
delete e.currentTarget.dataset.dragging
if (!d.active) return drop(d)
drag = null
swallowClick = true
let speed = 0
const [t0, p0] = d.samples[0]
const [t1, p1] = d.samples[d.samples.length - 1]
// A finger that stopped before letting go throws nothing.
if (!cancelled && t1 > t0 && e.timeStamp - t1 < 60) speed = ((p1 - p0) / (t1 - t0)) * 1000
settle(speed, d.p0)
}
// Let go of a press that never became a drag, and finish any glide it caught.
function drop(d: Drag) {
drag = null
if (d.resume !== null) glide(d.resume)
}
// A drag ends with a click on whatever was under the pointer; that click is not meant.
function onClickCapture(e: MouseEvent<HTMLElement>) {
if (!swallowClick) return
swallowClick = false
e.preventDefault()
e.stopPropagation()
}
// Sideways wheel and trackpad swipes. A vertical wheel is left to the page.
function listenWheel(el: HTMLElement) {
let base: number | null = null
const onWheel = (e: WheelEvent) => {
const o = m.set
const dx = e.deltaX || (e.shiftKey ? e.deltaY : 0)
if (!o || o.n < 2 || Math.abs(dx) <= Math.abs(e.shiftKey ? 0 : e.deltaY)) return
e.preventDefault()
if (drag?.active) return
tween = null
base = (base ?? drawn) + (dx * (e.deltaMode === 1 ? 16 : 1)) / per(o.step)
if (!o.loop) base = clamp(base, -1.5, o.n + 0.5)
want = give(base)
run()
clearTimeout(wheelTimer)
wheelTimer = window.setTimeout(() => {
base = null
settle(0, drawn)
}, 140)
}
el.addEventListener('wheel', onWheel, { passive: false })
return () => {
el.removeEventListener('wheel', onWheel)
clearTimeout(wheelTimer)
}
}
return m
}use-gl-stage.ts
import { useCallback, useEffect, useLayoutEffect, useRef, useState, type RefObject } from 'react'
import { useReducedMotion } from '@/registry/manniche/hooks/use-reduced-motion'
/** A picture for a WebGL carousel. The alt text is what screen readers read; the canvas itself is hidden from them. */
export type GlImage = { src: string; alt: string }
export type Rgb = [number, number, number]
export type GlSceneContext = {
gl: WebGLRenderingContext
canvas: HTMLCanvasElement
/** Call once the scene has what it needs for its first frame, e.g. after its pictures load. The canvas fades in. */
ready: () => void
/** Draw again, e.g. once a texture has loaded. */
redraw: () => void
/** Call when the scene cannot run after all, e.g. its pictures could not be uploaded. The stage reports `failed`. */
fail: () => void
/** The theme's colours when the scene is built, in the order of `colors`, e.g. for a texture's empty cells. */
colors: Rgb[]
/** Set when the stage is torn down, so work that finishes later can stop. */
signal: AbortSignal
}
export type GlScene = {
/** Draws a frame. `time` is in seconds; it only moves while the stage animates on its own and stands still under reduced motion. */
draw: (time: number) => void
/** The canvas has a new size in device pixels. The viewport is already set. */
resize?: (width: number, height: number, dpr: number) => void
/** The theme's colours, in the order of `colors`, as 0–1 RGB. Called before the first frame and on every theme change. */
theme?: (colors: Rgb[]) => void
/** Frees what the scene made. The context is released right after. */
dispose?: () => void
}
export type GlStageOptions = {
/** Upper bound on device pixels per CSS pixel. */
maxDpr?: number
/** Upper bound on the canvas's device pixels; past it the canvas renders smaller and the browser scales it up. */
maxPixels?: number
/** A frame loop of its own while on screen, for motion that does not come from the carousel. Off under reduced motion. */
animate?: boolean
/** CSS colours the scene needs, e.g. `var(--background)`. Read from the host, so they follow the theme. */
colors?: string[]
/** Classes for the canvas, which goes first in the host. */
className?: string
/** Context attributes on top of the defaults (no antialias, low power). */
attributes?: WebGLContextAttributes
}
export type GlStage = {
/** `pending` until the scene is ready, `ready` once it has drawn, `failed` without WebGL or after the GPU drops the context. */
status: 'pending' | 'ready' | 'failed'
/** Draw a frame now, e.g. from a carousel's `onFrame`. Does nothing before the scene exists. */
redraw: () => void
}
// Seconds of animation that a still frame shows under reduced motion, so it is not the plain first frame.
const STILL = 4
/**
* Runs a WebGL scene in a canvas inside `host`: a fresh canvas each run, sized to the host with a cap on pixels,
* the theme's colours read live, its own frame loop only while on screen, and the context released on teardown or
* failure, so a page never holds more than it uses. `build` makes the scene; it runs again when `key` changes, so put
* everything the scene is built from in it, e.g. the pictures' addresses. Return null from `build` when the scene cannot
* run, and the stage reports `failed`.
*/
export function useGlStage(
host: RefObject<HTMLElement | null>,
build: (ctx: GlSceneContext) => GlScene | null,
key: string,
{ maxDpr = 2, maxPixels = 2_400_000, animate = false, colors = [], className = '', attributes }: GlStageOptions = {},
): GlStage {
const reduce = useReducedMotion()
const [status, setStatus] = useState<GlStage['status']>('pending')
// The live scene's draw, for redraw(); null between runs.
const live = useRef<(() => void) | null>(null)
const palette = colors.join('|')
const attrs = JSON.stringify(attributes ?? {})
// The latest build, so a new function each render does not rebuild the scene; `key` does.
const make = useRef(build)
useLayoutEffect(() => {
make.current = build
})
useEffect(() => {
const wrap = host.current
if (!wrap) return
const abort = new AbortController()
// Reported after the effect, and only while this run is the live one.
const report = (s: GlStage['status']) => queueMicrotask(() => abort.signal.aborted || setStatus(s))
report('pending')
// A fresh canvas per run: a canvas whose context was lost cannot hand out a new one.
const el = document.createElement('canvas')
el.setAttribute('aria-hidden', 'true')
el.className = className
wrap.prepend(el)
const options: WebGLContextAttributes = { antialias: false, alpha: true, premultipliedAlpha: true, powerPreference: 'low-power', ...JSON.parse(attrs) }
const gl = el.getContext('webgl', options)
if (!gl) {
el.remove()
report('failed')
return () => abort.abort()
}
let scene: GlScene | null = null
let dead = false
let shown = false
let clock = STILL
let raf = 0
let last = 0
let visible = false
const looping = animate && !reduce
const frame = () => {
if (!dead && scene) scene.draw(clock)
}
let released = false
const release = () => {
if (released) return
released = true
dead = true
live.current = null
cancelAnimationFrame(raf)
abort.abort()
try {
scene?.dispose?.()
} catch {
// The context may already be gone; there is nothing left to free.
}
gl.getExtension('WEBGL_lose_context')?.loseContext()
el.remove()
}
// The theme's colours, read through a 1 px canvas so any CSS colour (oklch, color-mix, var) comes out as RGB.
const probe = document.createElement('canvas').getContext('2d', { willReadFrequently: true })
const wanted = palette ? palette.split('|') : []
const read = () => {
const style = getComputedStyle(wrap)
return wanted.map((c): Rgb => {
const value = c.startsWith('var(') ? style.getPropertyValue(c.slice(4, -1).split(',')[0].trim()).trim() || '#808080' : c
if (!probe) return [0.5, 0.5, 0.5]
probe.clearRect(0, 0, 1, 1)
probe.fillStyle = '#808080'
probe.fillStyle = value
probe.fillRect(0, 0, 1, 1)
const [r, g, b] = probe.getImageData(0, 0, 1, 1).data
return [r / 255, g / 255, b / 255]
})
}
const ctx: GlSceneContext = {
gl,
canvas: el,
signal: abort.signal,
colors: read(),
fail: () => {
if (dead) return
release()
queueMicrotask(() => setStatus('failed'))
},
redraw: () => {
// A running loop draws on its next frame anyway.
if (!(looping && visible)) frame()
},
ready: () => {
if (dead || shown) return
shown = true
frame()
// Wait a frame so the canvas fades in instead of popping.
requestAnimationFrame(() => {
if (dead) return
el.dataset.ready = ''
report('ready')
})
},
}
try {
scene = make.current(ctx)
} catch {
scene = null
}
// Free the context straight away, so a scene that cannot run does not hold one of the page's few.
if (!scene) {
release()
queueMicrotask(() => setStatus('failed'))
return
}
live.current = ctx.redraw
const theme = () => {
if (dead || !scene?.theme || !wanted.length) return
scene.theme(read())
ctx.redraw()
}
theme()
// The theme changes through a class or inline variables on <html>, or the system's colour scheme.
const mo = new MutationObserver(theme)
mo.observe(document.documentElement, { attributes: true, attributeFilter: ['class', 'style', 'data-theme'] })
const scheme = window.matchMedia('(prefers-color-scheme: dark)')
scheme.addEventListener('change', theme)
const resize = () => {
if (dead) return
const w = el.clientWidth
const h = el.clientHeight
let dpr = Math.min(maxDpr, window.devicePixelRatio || 1)
if (w * h * dpr * dpr > maxPixels) dpr = Math.sqrt(maxPixels / Math.max(1, w * h))
el.width = Math.max(1, Math.round(w * dpr))
el.height = Math.max(1, Math.round(h * dpr))
gl.viewport(0, 0, el.width, el.height)
scene?.resize?.(el.width, el.height, dpr)
frame()
}
const ro = new ResizeObserver(resize)
ro.observe(el)
resize()
const loop = (now: number) => {
// Cap the step so a stalled tab does not jump the motion ahead.
clock += Math.min(50, now - (last || now)) / 1000
last = now
frame()
raf = requestAnimationFrame(loop)
}
// Only animate while on screen.
const io = new IntersectionObserver(([entry]) => {
if (dead || !looping || entry.isIntersecting === visible) return
visible = entry.isIntersecting
last = 0
if (visible) raf = requestAnimationFrame(loop)
else cancelAnimationFrame(raf)
})
io.observe(el)
// If the GPU drops the context, the component shows its fallback again.
const lost = (e: Event) => {
e.preventDefault()
dead = true
live.current = null
cancelAnimationFrame(raf)
delete el.dataset.ready
report('failed')
}
el.addEventListener('webglcontextlost', lost)
return () => {
ro.disconnect()
io.disconnect()
mo.disconnect()
scheme.removeEventListener('change', theme)
el.removeEventListener('webglcontextlost', lost)
release()
}
}, [host, key, reduce, animate, maxDpr, maxPixels, palette, className, attrs])
const redraw = useCallback(() => live.current?.(), [])
return { status, redraw }
}
/**
* Compiles and links a program, or returns null so the caller can fall back; the reason goes to the console unless the
* context was lost. A uniform used in both shaders must have the same precision in each, or linking fails.
*/
export function glProgram(gl: WebGLRenderingContext, vertex: string, fragment: string) {
const program = gl.createProgram()
if (!program) return null
const log: string[] = []
for (const [type, src] of [
[gl.VERTEX_SHADER, vertex],
[gl.FRAGMENT_SHADER, fragment],
] as const) {
const s = gl.createShader(type)
if (!s) {
gl.deleteProgram(program)
return null
}
gl.shaderSource(s, src)
gl.compileShader(s)
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) log.push(gl.getShaderInfoLog(s) ?? '')
gl.attachShader(program, s)
// Flagged for deletion; it lives until the program goes.
gl.deleteShader(s)
}
gl.linkProgram(program)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
if (!gl.isContextLost()) console.warn('WebGL program failed:', log.join('\n') || gl.getProgramInfoLog(program))
gl.deleteProgram(program)
return null
}
return program
}
export type GlAtlas = {
/** The texture, power-of-two sized, with mipmaps. */
texture: WebGLTexture
/** Each picture's corner in the atlas as [u0, v0, u1, v1], with v growing downwards (the texture is not flipped). */
rects: [number, number, number, number][]
/** False for a picture that did not load; its cell shows `empty` instead. */
loaded: boolean[]
/** A cell's width and height in texels, without its gutter. */
cell: [number, number]
/** The texture's width and height in texels. */
size: [number, number]
}
const pow2 = (v: number) => 2 ** Math.ceil(Math.log2(Math.max(1, v)))
function load(src: string, signal: AbortSignal) {
return new Promise<HTMLImageElement | null>((resolve) => {
const img = new Image()
// A picture from another origin must send CORS headers to be drawn into WebGL; without them it shows as empty.
if (!/^(data|blob):/.test(src)) img.crossOrigin = 'anonymous'
img.decoding = 'async'
img.onload = () => resolve(img)
img.onerror = () => resolve(null)
signal.addEventListener('abort', () => resolve(null), { once: true })
img.src = src
})
}
export type GlAtlasOptions = {
/** The pictures' width over height; each is cropped from the middle to fill a cell of this shape. */
aspect: number
/** The longer side of a cell in texels, at most. Cells shrink to keep the texture within `limit`. */
cell?: number
/** The texture's largest side in texels. A 2048 atlas with mipmaps takes about 22 MB of GPU memory, a 4096 one four times that. */
limit?: number
/** The colour of a cell whose picture did not load. */
empty?: Rgb
signal: AbortSignal
}
/**
* Loads pictures and paints them, cropped to fill a cell of `aspect` (width over height), into one texture. Each cell
* has a gutter of its own edge pixels, so mipmaps and filtering never bleed one picture into the next. Resolves to
* null if the stage was torn down meanwhile, or if the pictures could not be uploaded.
*/
export async function glAtlas(
gl: WebGLRenderingContext,
images: GlImage[],
{ aspect, cell = 1024, limit = 2048, empty = [0.5, 0.5, 0.5], signal }: GlAtlasOptions,
): Promise<GlAtlas | null> {
const n = Math.max(images.length, 1)
const cols = Math.ceil(Math.sqrt(n * aspect) / aspect) || 1
const rows = Math.ceil(n / cols)
const gutter = 4
// The largest cell in the picture's shape that fits the grid within the limit; the limit is a power of two, so the
// texture never rounds up past it.
const max = Math.min(pow2(limit), gl.getParameter(gl.MAX_TEXTURE_SIZE) as number)
const w = aspect >= 1 ? 1 : aspect
const h = aspect >= 1 ? 1 / aspect : 1
const size = Math.max(16, Math.floor(Math.min(cell, (max / cols - gutter * 2) / w, (max / rows - gutter * 2) / h)))
const cw = Math.max(1, Math.floor(size * w))
const ch = Math.max(1, Math.floor(size * h))
const W = pow2((cw + gutter * 2) * cols)
const H = pow2((ch + gutter * 2) * rows)
const pictures = await Promise.all(images.map((im) => load(im.src, signal)))
if (signal.aborted) return null
const canvas = document.createElement('canvas')
canvas.width = W
canvas.height = H
const c = canvas.getContext('2d')
if (!c) return null
c.imageSmoothingQuality = 'high'
const fill = `rgb(${empty.map((v) => Math.round(v * 255)).join(' ')})`
const rects: GlAtlas['rects'] = []
const loaded: boolean[] = []
pictures.forEach((img, i) => {
const x = (i % cols) * (cw + gutter * 2) + gutter
const y = Math.floor(i / cols) * (ch + gutter * 2) + gutter
rects.push([x / W, y / H, (x + cw) / W, (y + ch) / H])
const ok = !!img && img.naturalWidth > 0
loaded.push(ok)
if (!ok) {
c.fillStyle = fill
c.fillRect(x - gutter, y - gutter, cw + gutter * 2, ch + gutter * 2)
return
}
// Crop to fill the cell, from the middle.
const k = Math.max(cw / img.naturalWidth, ch / img.naturalHeight)
const sw = cw / k
const sh = ch / k
const sx = (img.naturalWidth - sw) / 2
const sy = (img.naturalHeight - sh) / 2
c.drawImage(img, sx, sy, sw, sh, x, y, cw, ch)
// The gutter repeats the cell's outermost pixels.
c.drawImage(canvas, x, y, cw, 1, x, y - gutter, cw, gutter)
c.drawImage(canvas, x, y + ch - 1, cw, 1, x, y + ch, cw, gutter)
c.drawImage(canvas, x, y - gutter, 1, ch + gutter * 2, x - gutter, y - gutter, gutter, ch + gutter * 2)
c.drawImage(canvas, x + cw - 1, y - gutter, 1, ch + gutter * 2, x + cw, y - gutter, gutter, ch + gutter * 2)
})
const texture = gl.createTexture()
if (!texture || gl.isContextLost()) return null
gl.bindTexture(gl.TEXTURE_2D, texture)
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true)
try {
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas)
} catch {
// A picture tainted the canvas; nothing can be uploaded.
gl.deleteTexture(texture)
return null
}
gl.generateMipmap(gl.TEXTURE_2D)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
const aniso = gl.getExtension('EXT_texture_filter_anisotropic')
if (aniso) gl.texParameterf(gl.TEXTURE_2D, aniso.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(8, gl.getParameter(aniso.MAX_TEXTURE_MAX_ANISOTROPY_EXT)))
return { texture, rects, loaded, cell: [cw, ch], size: [W, H] }
}use-reduced-motion.ts
import { useSyncExternalStore } from 'react'
const QUERY = '(prefers-reduced-motion: reduce)'
function subscribe(onChange: () => void) {
const mq = window.matchMedia(QUERY)
mq.addEventListener('change', onChange)
return () => mq.removeEventListener('change', onChange)
}
/** True when the visitor has asked the system for less motion. */
export function useReducedMotion() {
return useSyncExternalStore(
subscribe,
() => window.matchMedia(QUERY).matches,
() => false,
)
}Install
npx shadcn@latest add https://mikkelmanniche.dk/lab/r/lens-strip.jsonWith the registry added (components.json)
npx shadcn@latest add @manniche/lens-strip