Widgets
Wave ribbon
Pictures on a long ribbon that undulates gently in depth; neighbours recede into fog in the theme's background, and a fast drag deepens the wave a little. WebGL, with a CSS 3D fallback.
Preview
Usage
wave-ribbon-demo.tsx
import { useState } from 'react'
import { glPictures } from '@/components/gl-pictures'
import { WaveRibbon } from '@/components/wave-ribbon'
export default function WaveRibbonDemo() {
const [index, setIndex] = useState(2)
const picture = glPictures[index]
return (
<div className="flex w-full flex-col gap-5">
<WaveRibbon images={glPictures} label="Landscapes" loop animate index={index} onIndexChange={setIndex} />
<div className="mx-auto -mt-1 flex max-w-sm flex-col items-center gap-1.5 px-4 text-center">
<p className="font-mono text-[10.5px] leading-none font-medium tracking-[0.08em] text-muted-foreground uppercase">Print {String(index + 1).padStart(2, '0')}</p>
<p className="text-[15px] leading-tight font-medium tracking-[-0.01em] text-foreground">{picture.title}</p>
</div>
</div>
)
}Source
wave-ribbon.tsx
import { ChevronLeft, ChevronRight } from 'lucide-react'
import {
useCallback,
useId,
useLayoutEffect,
useRef,
useState,
type HTMLAttributes,
type KeyboardEvent,
type MouseEvent,
type PointerEvent,
} from 'react'
import { useCarouselEngine } from '@/registry/manniche/hooks/use-carousel-engine'
import { glAtlas, glProgram, useGlStage, type GlAtlas, type GlImage, type GlSceneContext, type Rgb } from '@/registry/manniche/hooks/use-gl-stage'
import { cn } from '@/lib/utils'
export type WaveRibbonProps = Omit<HTMLAttributes<HTMLDivElement>, 'onChange'> & {
/** The pictures, each with alt text. Pictures from another origin must send CORS headers to be drawn into WebGL. */
images: GlImage[]
/** Read by screen readers, e.g. “Landscapes”. */
label: string
/** Controlled: the picture at the front. */
index?: number
/** The picture at the front at first, when uncontrolled. */
defaultIndex?: number
/** Called when the ribbon 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. Needs three pictures or more. */
loop?: boolean
/** Picture width over height. */
aspect?: number
/** How deep the wave runs; 0 lays the pictures out in a flat row. */
amplitude?: number
/** How much the pictures away from the front fade into the page, 0–1. */
fog?: number
/** A very slow drift in the wave while the ribbon is at rest. Off under reduced motion and off screen. */
animate?: boolean
/** Show the previous and next buttons and the position rule. */
controls?: boolean
/** The words on the buttons and for screen readers, to translate them, e.g. `{ picture: 'Bild', of: 'von' }`. */
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"]'
// The scene, in world units of one picture width.
const GAP = 0.09 // between pictures, along the ribbon
const FOV = (24 * Math.PI) / 180 // vertical field of view: long, so the wave reads calm rather than wide-angle
const DEPTH = 0.42 // how far the wave dips back, at amplitude 1
const LIFT = 0.06 // how far it dips down as it goes back
const WAVE = 3.9 // one wavelength, crest to crest
const RECEDE = 0.28 // how far the ribbon falls back towards its ends, per RECEDE_LEN of length
const RECEDE_LEN = 1.6
const RADIUS = 14 // px, the corner radius of the picture at the front
const SEG = 28 // columns per picture, so it bends smoothly
const PAD = 0.03 // world units of quad around each picture, room for its smoothed edge
const FOG_START = 1 // distance along the ribbon where the fog begins
const FOG_DEPTH = 0.35 // how fast the fog thickens with depth
const FLUTTER = 0.3 // how much deeper the wave runs at full speed
const clamp = (v: number, a: number, b: number) => Math.min(b, Math.max(a, v))
const smooth = (a: number, b: number, v: number) => {
const t = clamp((v - a) / (b - a), 0, 1)
return t * t * (3 - 2 * t)
}
/** The wave: depth `a` with wavenumber `k`, a dip of `h` with wavenumber `ky`, a drifting phase `ph`, and a fall
* back of `r` per `rl` towards the ends. */
type Wave = { a: number; k: number; h: number; ky: number; ph: number; r: number; rl: number }
// The ribbon's centre line, as height and depth over x. The crest sits at x = 0, facing the camera.
const waveY = (w: Wave, x: number) => w.h * (Math.cos(w.ky * x + w.ph) - Math.cos(w.ph))
const waveZ = (w: Wave, x: number) => w.a * (Math.cos(w.k * x) - 1) - w.r * (Math.hypot(1, x / w.rl) - 1)
const slopeY = (w: Wave, x: number) => -w.h * w.ky * Math.sin(w.ky * x + w.ph)
const slopeZ = (w: Wave, x: number) => -w.a * w.k * Math.sin(w.k * x) - (w.r * x) / (w.rl * w.rl * Math.hypot(1, x / w.rl))
// How far x moves per unit of distance along the ribbon.
const dxds = (w: Wave, x: number) => 1 / Math.sqrt(1 + slopeY(w, x) ** 2 + slopeZ(w, x) ** 2)
// Walk `s` along the ribbon from x, in midpoint steps. The vertex shader takes the same steps across a picture.
function walk(w: Wave, x: number, s: number, steps: number) {
const h = s / steps
for (let i = 0; i < steps; i++) x += h * dxds(w, x + 0.5 * h * dxds(w, x))
return x
}
const arcToX = (w: Wave, s: number) => walk(w, 0, s, Math.max(1, Math.ceil(Math.abs(s) / 0.2)))
/** The camera and sizes for a stage, in world units of one picture width. */
type Rig = {
width: number
height: number
half: [number, number]
spacing: number
fx: number
fy: number
shift: number
dist: number
camY: number
/** Pixels per world unit at the front. */
ppu: number
radius: number
/** Distance along the ribbon where a picture's outer edge reaches the side of the frame. */
end: number
/** Pixels at each side of the frame over which the ribbon dissolves into the page. */
band: number
wave: Wave
}
function rigFor(width: number, height: number, aspect: number, amplitude: number, n: number, loop: boolean): Rig {
const half: [number, number] = [0.5, 0.5 / aspect]
const ratio = width / height
const f = 1 / Math.tan(FOV / 2)
// The front picture takes a set share of the height, and at most under a third of the width.
const share = 0.72
const dist = Math.max((half[1] * f) / share, (half[0] * f) / (ratio * 0.3))
const camY = half[1] * 0.42
const k = (2 * Math.PI) / WAVE
const wave: Wave = { a: DEPTH * amplitude, k, h: LIFT * amplitude, ky: k * 0.5, ph: 0, r: RECEDE * amplitude, rl: RECEDE_LEN }
const rig: Rig = {
width,
height,
half,
spacing: 1 + GAP,
fx: f / ratio,
fy: f,
shift: (f * camY) / dist,
dist,
camY,
ppu: (height / 2) * (f / dist),
radius: 0,
end: 0,
band: clamp(width * 0.13, 48, 200),
wave,
}
rig.radius = Math.min(RADIUS / rig.ppu, 0.16)
// Walk out along the ribbon until a picture's outer edge reaches the side of the frame.
let s = 0.5
while (s < 9) {
const x = arcToX(wave, s + 0.5)
const [px] = project(rig, x, waveY(wave, x), waveZ(wave, x))
if (px > width) break
s += 0.05
}
rig.end = loop ? Math.min(s, (n / 2) * rig.spacing - 0.4) : s
return rig
}
// A world point to stage pixels, and its distance from the camera.
function project(r: Rig, x: number, y: number, z: number): [number, number, number] {
const w = r.dist - z
const nx = (r.fx * x) / w
const ny = (r.fy * (y - r.camY)) / w + r.shift
return [((nx + 1) / 2) * r.width, ((1 - ny) / 2) * r.height, w]
}
// How much a point at distance `s` along the ribbon and depth `z` mixes into the page.
function fogAt(r: Rig, fog: number, s: number, z: number) {
const fs = smooth(FOG_START, r.end + 0.5, Math.abs(s))
const fz = 1 - Math.exp(z * FOG_DEPTH)
return fog * (1 - (1 - fs) * (1 - fz))
}
// How visible the ribbon is at a horizontal point on the stage: it dissolves into the page at both sides.
const edgeAt = (r: Rig, px: number) => smooth(0, r.band, Math.min(px, r.width - px))
type Card = { i: number; s: number; x: number; w: number; alpha: number }
// The pictures in view for a position, farthest first.
function lay(r: Rig, wave: Wave, p: number, n: number, loop: boolean): Card[] {
const out: Card[] = []
for (let i = 0; i < n; i++) {
let d = i - p
if (loop) d = ((((d + n / 2) % n) + n) % n) - n / 2
const s = d * r.spacing
if (Math.abs(s) > r.end + 1.05) continue
// Near the seam of a loop a picture is about to jump to the other end, so it is gone first.
const seam = loop ? clamp((n / 2 - Math.abs(d)) / 0.75, 0, 1) : 1
if (seam <= 0) continue
const x = arcToX(wave, s)
out.push({ i, s, x, w: r.dist - waveZ(wave, x), alpha: seam })
}
return out.sort((a, b) => b.w - a.w)
}
const VERTEX = `
attribute vec2 aP;
uniform vec2 uHalf;
uniform float uPad;
uniform float uXc;
uniform float uSc;
uniform vec4 uWave;
uniform float uPh;
uniform vec2 uRec;
uniform vec4 uCam;
uniform vec3 uCam2;
uniform float uViewH;
varying vec2 vLocal;
varying float vS;
varying float vZ;
varying vec3 vN;
varying float vAA;
vec2 slope(float x){float e=sqrt(1.+x*x/(uRec.y*uRec.y));return vec2(-uWave.z*uWave.w*sin(uWave.w*x+uPh),-uWave.x*uWave.y*sin(uWave.y*x)-uRec.x*x/(uRec.y*uRec.y*e));}
float dxds(float x){vec2 d=slope(x);return inversesqrt(1.+dot(d,d));}
void main(){
vec2 p=aP*(uHalf+uPad);
// Walk from the picture's centre along the ribbon, the same midpoint steps as on the CPU.
float h=p.x*.5;
float x=uXc;
x+=h*dxds(x+.5*h*dxds(x));
x+=h*dxds(x+.5*h*dxds(x));
vec2 d=slope(x);
float y=uWave.z*(cos(uWave.w*x+uPh)-cos(uPh))+p.y;
float z=uWave.x*(cos(uWave.y*x)-1.)-uRec.x*(sqrt(1.+x*x/(uRec.y*uRec.y))-1.);
vN=normalize(vec3(-d.y,0.,1.));
vLocal=p;
vS=uSc+p.x;
vZ=z;
vec3 v=vec3(x,y-uCam2.x,z-uCam.w);
float w=-v.z;
float n=uCam2.y;
float f=uCam2.z;
gl_Position=vec4(uCam.x*v.x,uCam.y*v.y+uCam.z*w,(f+n)/(f-n)*w-2.*f*n/(f-n),w);
// World units per device pixel here, for the edge when derivatives are missing.
vAA=w/(uCam.y*uViewH*.5);
}`
const FRAGMENT = `
precision mediump float;
uniform sampler2D uTex;
uniform vec4 uRect;
uniform vec2 uBox;
uniform float uRadius;
uniform float uHair;
uniform vec3 uBg;
uniform vec3 uFg;
uniform vec4 uFog;
uniform vec2 uEdge;
uniform float uAlpha;
uniform vec3 uLight;
varying vec2 vLocal;
varying float vS;
varying float vZ;
varying vec3 vN;
varying float vAA;
void main(){
vec2 q=abs(vLocal)-uBox+uRadius;
float d=length(max(q,0.))+min(max(q.x,q.y),0.)-uRadius;
#ifdef DERIV
float aa=max(fwidth(d),1e-4);
#else
float aa=vAA;
#endif
float a=clamp(.5-d/aa,0.,1.)*uAlpha;
// The ribbon dissolves into the page at both sides of the frame.
a*=smoothstep(0.,uEdge.y,min(gl_FragCoord.x,uEdge.x-gl_FragCoord.x));
if(a<.002)discard;
vec2 uv=clamp(vLocal/(2.*uBox)+.5,0.,1.);
vec3 c=texture2D(uTex,mix(uRect.xy,uRect.zw,vec2(uv.x,1.-uv.y))).rgb;
// Lit softly from the upper left and front, so the bend reads.
float lam=max(dot(normalize(vN),uLight),0.);
c*=mix(.84,1.02,lam);
// A hairline just inside the edge.
float line=clamp((d+aa*uHair)/aa+.5,0.,1.);
c=mix(c,uFg,line*.13);
float fs=smoothstep(uFog.x,uFog.y,abs(vS));
float fz=1.-exp(vZ*uFog.z);
c=mix(c,uBg,uFog.w*(1.-(1.-fs)*(1.-fz)));
gl_FragColor=vec4(c*a,a);
}`
/**
* A gallery on a long ribbon in 3D. The ribbon runs from left to right and undulates gently in depth: the picture
* at the front faces you on the crest, and its neighbours bend along the wave as it falls away, fading into the page
* at both ends. Dragging travels along the ribbon: the pictures slide along the curve while the wave stays where it
* is, and speed briefly deepens it, so the ribbon flutters and then settles. Drag or swipe with momentum, use a
* trackpad, the arrow keys, the buttons, or click a picture to bring it to the front. The pictures are drawn with
* WebGL as finely divided quads that the vertex shader bends onto the ribbon. Under reduced motion every move jumps
* and the ribbon holds still. Without WebGL, or if the GPU drops the context, the same pictures stand flat on the
* same wave in CSS 3D.
*/
export function WaveRibbon({
images,
label,
index,
defaultIndex,
onIndexChange,
loop = false,
aspect = 4 / 5,
amplitude = 1,
fog = 0.6,
animate = false,
controls = true,
labels = {},
className,
onKeyDown,
...rest
}: WaveRibbonProps) {
const t = { ...EN, ...labels }
const n = images.length
const wraps = loop && n > 2
const id = useId()
const stage = useRef<HTMLDivElement | null>(null)
const cards = useRef<(HTMLDivElement | null)[]>([])
const ticks = useRef<(HTMLSpanElement | null)[]>([])
const [width, setWidth] = useState(0)
const height = width ? Math.round(clamp(width * 0.3, 300, 480)) : 0
const rig = width ? rigFor(width, height, aspect, amplitude, n, wraps) : null
// What the frame loop and the scene read, so neither needs React to render.
const live = useRef({ rig, n, wraps, fog, pos: 0, vel: 0, wave: rig?.wave ?? null, ready: false })
useLayoutEffect(() => {
Object.assign(live.current, { rig, n, wraps, fog })
})
const source = useRef({ images, aspect })
useLayoutEffect(() => {
source.current = { images, aspect }
})
const build = useCallback(({ gl, ready, redraw, fail, colors: initial, signal }: GlSceneContext) => {
const deriv = !!gl.getExtension('OES_standard_derivatives')
const prog = glProgram(gl, VERTEX, (deriv ? '#extension GL_OES_standard_derivatives : enable\n#define DERIV\n' : '') + FRAGMENT)
if (!prog) return null
const u = (name: string) => gl.getUniformLocation(prog, name)
const U = {
half: u('uHalf'),
box: u('uBox'),
pad: u('uPad'),
xc: u('uXc'),
sc: u('uSc'),
wave: u('uWave'),
ph: u('uPh'),
rec: u('uRec'),
cam: u('uCam'),
cam2: u('uCam2'),
viewH: u('uViewH'),
tex: u('uTex'),
rect: u('uRect'),
radius: u('uRadius'),
hair: u('uHair'),
bg: u('uBg'),
fg: u('uFg'),
fog: u('uFog'),
edge: u('uEdge'),
alpha: u('uAlpha'),
light: u('uLight'),
}
// One strip of columns from the left edge to the right, two rows: the ribbon only bends sideways.
const verts = new Float32Array((SEG + 1) * 4)
for (let i = 0; i <= SEG; i++) verts.set([-1 + (2 * i) / SEG, 1, -1 + (2 * i) / SEG, -1], i * 4)
const buf = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, buf)
gl.bufferData(gl.ARRAY_BUFFER, verts, gl.STATIC_DRAW)
const aP = gl.getAttribLocation(prog, 'aP')
let atlas: GlAtlas | null = null
let colors: Rgb[] = initial
let viewH = 1
let dpr = 1
// The flutter: how much deeper the wave runs now, eased towards the speed without overshoot.
let flutter = 0
let last = 0
let settle = 0
const L = Math.hypot(-0.5, 0.32, 1)
const { images: pics, aspect: ratio } = source.current
glAtlas(gl, pics, { aspect: ratio, cell: 768, empty: colors[2], signal }).then((a) => {
if (signal.aborted) return
if (!a) return fail()
atlas = a
ready()
})
const draw = (time: number) => {
const st = live.current
const r = st.rig
gl.clearColor(0, 0, 0, 0)
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
if (!r || !atlas) return
const now = performance.now()
const dt = last ? Math.min(0.05, (now - last) / 1000) : 0.016
last = now
const want = FLUTTER * Math.tanh(Math.abs(st.vel) / 7)
// Quick to deepen, slow to relax: a first-order ease, so it never swings past.
flutter += (want - flutter) * (1 - Math.exp(-dt / (want > flutter ? 0.09 : 0.42)))
if (flutter < 0.0008 && !want) flutter = 0
cancelAnimationFrame(settle)
if (flutter > 0 && !want) settle = requestAnimationFrame(() => redraw())
// At rest the phase is 0; with the ambient drift it sways slowly round it.
const ph = 0.55 * Math.sin((time - 4) * 0.13)
const wave: Wave = { ...r.wave, a: r.wave.a * (1 + flutter), h: r.wave.h * (1 + flutter * 0.6), ph }
st.wave = wave
const list = lay(r, wave, st.pos, st.n, st.wraps)
gl.useProgram(prog)
gl.enable(gl.DEPTH_TEST)
gl.depthFunc(gl.LEQUAL)
gl.enable(gl.BLEND)
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
gl.bindBuffer(gl.ARRAY_BUFFER, buf)
gl.enableVertexAttribArray(aP)
gl.vertexAttribPointer(aP, 2, gl.FLOAT, false, 0, 0)
gl.activeTexture(gl.TEXTURE0)
gl.bindTexture(gl.TEXTURE_2D, atlas.texture)
gl.uniform1i(U.tex, 0)
gl.uniform2f(U.half, r.half[0], r.half[1])
gl.uniform2f(U.box, r.half[0], r.half[1])
gl.uniform1f(U.pad, PAD)
gl.uniform4f(U.wave, wave.a, wave.k, wave.h, wave.ky)
gl.uniform1f(U.ph, wave.ph)
gl.uniform2f(U.rec, wave.r, wave.rl)
gl.uniform4f(U.cam, r.fx, r.fy, r.shift, r.dist)
gl.uniform3f(U.cam2, r.camY, 0.3, r.dist + 12)
gl.uniform1f(U.viewH, viewH)
gl.uniform1f(U.radius, r.radius)
gl.uniform1f(U.hair, dpr)
gl.uniform3f(U.bg, ...colors[0])
gl.uniform3f(U.fg, ...colors[1])
gl.uniform4f(U.fog, FOG_START, r.end + 0.5, FOG_DEPTH, st.fog)
gl.uniform2f(U.edge, gl.drawingBufferWidth, r.band * dpr)
gl.uniform3f(U.light, -0.5 / L, 0.32 / L, 1 / L)
for (const c of list) {
const rect = atlas.rects[c.i]
if (!rect) continue
gl.uniform1f(U.xc, c.x)
gl.uniform1f(U.sc, c.s)
gl.uniform4f(U.rect, rect[0], rect[1], rect[2], rect[3])
gl.uniform1f(U.alpha, c.alpha)
gl.drawArrays(gl.TRIANGLE_STRIP, 0, (SEG + 1) * 2)
}
}
return {
draw,
resize: (_w: number, h: number, ratio: number) => {
viewH = h
dpr = ratio
},
theme: (c: Rgb[]) => {
colors = c
},
dispose: () => {
cancelAnimationFrame(settle)
gl.deleteBuffer(buf)
gl.deleteProgram(prog)
if (atlas) gl.deleteTexture(atlas.texture)
},
}
}, [])
const key = `${images.map((im) => im.src).join('\n')}|${aspect}`
const gl = useGlStage(stage, build, key, {
animate,
maxDpr: 2,
colors: ['var(--background)', 'var(--foreground)', 'var(--muted)'],
className: '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',
})
const ready = gl.status === 'ready'
// The flat cards in CSS 3D, for when WebGL is not drawing: the same wave, the same camera.
const paint = useCallback(() => {
const st = live.current
const r = st.rig
if (!r || st.ready) return
const p = st.pos
const shown = new Set<number>()
for (const c of lay(r, r.wave, p, st.n, st.wraps)) {
const el = cards.current[c.i]
if (!el) continue
shown.add(c.i)
const z = waveZ(r.wave, c.x)
const mix = fogAt(r, st.fog, c.s, z)
const turn = Math.atan(-slopeZ(r.wave, c.x))
el.style.visibility = 'visible'
el.style.transform =
`translate3d(${(c.x * r.ppu).toFixed(2)}px, ${(-waveY(r.wave, c.x) * r.ppu).toFixed(2)}px, ${(z * r.ppu).toFixed(2)}px)` +
` rotateY(${turn.toFixed(4)}rad)`
el.style.opacity = c.alpha.toFixed(3)
el.style.zIndex = String(1000 - Math.round(c.w * 50))
const veil = el.lastElementChild as HTMLElement
veil.style.opacity = mix.toFixed(3)
}
cards.current.forEach((el, i) => {
if (el && !shown.has(i)) el.style.visibility = 'hidden'
})
}, [])
const rule = useCallback((p: number) => {
const { n: count, wraps: w } = live.current
const at = w ? (((p % count) + count) % count) / count : (Math.min(Math.max(p, 0), count - 1) / Math.max(count - 1, 1)) * (1 - 1 / count)
ticks.current.forEach((el, k) => {
if (el) el.style.transform = `translateX(${((at - k) * 100).toFixed(3)}cqw)`
})
}, [])
const { redraw } = gl
const onFrame = useCallback(
(p: number, v: number) => {
live.current.pos = p
live.current.vel = v
redraw()
paint()
rule(p)
},
[redraw, paint, rule],
)
const engine = useCarouselEngine({
count: n,
loop: wraps,
index,
defaultIndex,
onIndexChange,
step: rig ? rig.spacing * rig.ppu : 300,
onFrame,
})
const current = engine.index
// 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, shape or set of pictures, or WebGL taking over or dropping out: draw the current frame again.
const { draw } = engine
useLayoutEffect(() => {
live.current.ready = ready
draw()
}, [draw, ready, width, aspect, amplitude, fog, n, wraps])
// The picture under a point on the stage, from the same maths the shader runs; the nearest wins.
const hit = (e: MouseEvent<HTMLElement> | PointerEvent<HTMLElement>) => {
const st = live.current
const r = st.rig
const wave = st.wave ?? r?.wave
const el = stage.current
if (!r || !wave || !el) return null
const box = el.getBoundingClientRect()
const px = e.clientX - box.left
const py = e.clientY - box.top
let best: number | null = null
for (const c of lay(r, wave, st.pos, st.n, st.wraps)) {
if (c.alpha * edgeAt(r, project(r, c.x, waveY(wave, c.x), waveZ(wave, c.x))[0]) < 0.3) continue
const outline: [number, number][] = []
for (const side of [1, -1]) {
for (let j = 0; j <= 8; j++) {
const ds = (side > 0 ? -0.5 + j / 8 : 0.5 - j / 8) * 2 * r.half[0]
const x = walk(wave, c.x, ds, 2)
const [sx, sy] = project(r, x, waveY(wave, x) + side * r.half[1], waveZ(wave, x))
outline.push([sx, sy])
}
}
let inside = false
for (let a = 0, b = outline.length - 1; a < outline.length; b = a++) {
const [xa, ya] = outline[a]
const [xb, yb] = outline[b]
if (ya > py !== yb > py && px < ((xb - xa) * (py - ya)) / (yb - ya) + xa) inside = !inside
}
// Drawn farthest first, so the last hit is the one in front.
if (inside) best = c.i
}
return best
}
const onClick = (e: MouseEvent<HTMLDivElement>) => {
if (!ready || e.defaultPrevented) return
const i = hit(e)
if (i !== null && i !== current) engine.go(i)
}
// A pointer over a picture away from the front shows that it can be clicked.
const onPointerMove = (e: PointerEvent<HTMLDivElement>) => {
engine.bind.onPointerMove(e)
const el = e.currentTarget
if (!ready || e.pointerType !== 'mouse' || 'dragging' in el.dataset) {
el.style.cursor = ''
return
}
const i = hit(e)
el.style.cursor = i !== null && i !== current ? 'pointer' : ''
}
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 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 onKeyDown={keys} className={cn('w-full', className)} {...rest}>
<div
{...engine.bind}
ref={(el) => {
stage.current = el
engine.bind.ref(el)
}}
onPointerMove={onPointerMove}
onClick={onClick}
id={id}
role="group"
aria-roledescription="carousel"
aria-label={label}
tabIndex={0}
style={{ height: height || 300 }}
className={cn(
'relative isolate w-full touch-pan-y overflow-hidden rounded-[calc(var(--radius)*2+2px)] select-none [-webkit-tap-highlight-color:transparent]',
'cursor-grab data-dragging:cursor-grabbing',
'focus-visible:outline-2 focus-visible:outline-offset-4 focus-visible:outline-ring',
)}
>
{/* The pictures for screen readers, and the picture itself until WebGL draws or when it cannot. */}
<div
style={
rig
? {
perspective: rig.dist * rig.ppu,
perspectiveOrigin: `50% ${(((1 - rig.shift) / 2) * 100).toFixed(2)}%`,
maskImage: `linear-gradient(to right, transparent, #000 ${rig.band}px, #000 calc(100% - ${rig.band}px), transparent)`,
}
: undefined
}
className={cn(
'absolute inset-0 transition-opacity duration-300 ease-out-quint motion-reduce:transition-none',
ready && 'pointer-events-none opacity-0',
)}
>
{rig &&
images.map((im, i) => {
const on = i === current
return (
<div
key={i}
ref={(el) => {
cards.current[i] = el
}}
role="group"
aria-roledescription="slide"
aria-label={`${t.picture} ${i + 1} ${t.of} ${n}`}
aria-hidden={!on}
onClick={on || ready ? undefined : () => engine.go(i)}
style={{
width: rig.half[0] * 2 * rig.ppu,
height: rig.half[1] * 2 * rig.ppu,
marginLeft: -rig.half[0] * rig.ppu,
marginTop: -rig.half[1] * rig.ppu,
}}
className={cn('absolute top-1/2 left-1/2 overflow-hidden rounded-[calc(var(--radius)+2px)] bg-muted', !on && 'invisible cursor-pointer')}
>
<img
inert={!on}
src={im.src}
alt={im.alt}
draggable={false}
decoding="async"
className="size-full object-cover [-webkit-user-drag:none]"
/>
<span aria-hidden className="pointer-events-none absolute inset-0 rounded-[inherit] shadow-[inset_0_0_0_1px_color-mix(in_oklab,var(--foreground)_9%,transparent)]" />
<span aria-hidden className="pointer-events-none absolute inset-0 bg-background opacity-0" />
</div>
)
})}
</div>
</div>
{controls && n > 1 ? (
<div className="mx-auto mt-4 flex max-w-sm items-center gap-3">
{/* aria-disabled, not disabled: a button that has focus keeps it when it reaches the end. */}
<button type="button" aria-label={t.previous} aria-controls={id} aria-disabled={atStart} onClick={() => atStart || engine.move(-1)} className={button}>
<ChevronLeft className="size-[18px]" strokeWidth={2} aria-hidden />
</button>
<div className="flex min-w-0 flex-1 flex-col gap-2">
{/* A hairline rule with a primary tick, one picture's share of it long, that follows the position. In a
loop a second tick trails one rule-length behind, so the tick slides off one end and on at the other. */}
<div aria-hidden className="@container relative h-1 overflow-hidden rounded-full bg-muted">
{(wraps ? [0, 1] : [0]).map((k) => (
<span
key={k}
ref={(el) => {
ticks.current[k] = el
}}
style={{ width: `${100 / n}%` }}
className="absolute inset-y-0 left-0 block rounded-full bg-primary"
/>
))}
</div>
<p className="flex justify-between font-mono text-[11px] leading-none font-medium tracking-[0.04em] text-muted-foreground tabular-nums">
<span aria-hidden>{String(current + 1).padStart(2, '0')}</span>
<span aria-hidden>{String(n).padStart(2, '0')}</span>
</p>
</div>
<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>
</div>
) : null}
<p aria-live="polite" className="sr-only">
{`${t.picture} ${current + 1} ${t.of} ${n}`}
</p>
</div>
)
}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/wave-ribbon.jsonWith the registry added (components.json)
npx shadcn@latest add @manniche/wave-ribbon