Mikkel Manniche
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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.json

With the registry added (components.json)

npx shadcn@latest add @manniche/lens-strip

Files

  • lens-strip.tsx
  • use-carousel-engine.ts
  • use-gl-stage.ts
  • use-reduced-motion.ts

Manniche Lab · open source

Free tools for AI agents and web development.