Mikkel Manniche
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Widgets

Sand edge

En karrusel, hvor billederne i siderne smuldrer til fint sand i deres egne farver: kornene blæser af med stribens fart og lægger sig til en forvitret kant i ro. WebGL med DOM-reserve.

Forhåndsvisning

Brug

sand-edge-demo.tsx
import { SandEdge } from '@/components/sand-edge'
import { glPictures } from '@/components/gl-pictures'

export default function SandEdgeDemo() {
  return (
    // Wider than the preview's column on a large screen, so the sand has room to blow; centred on the page.
    <div className="relative left-1/2 w-[min(calc(100vw-3rem),72rem)] -translate-x-1/2">
      <SandEdge images={glPictures} label="Landscapes" defaultIndex={2} shimmer />
    </div>
  )
}

Kilde

sand-edge.tsx
import { ChevronLeft, ChevronRight } from 'lucide-react'
import { useCallback, useEffect, useId, useLayoutEffect, 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 } from '@/registry/manniche/hooks/use-gl-stage'
import { cn } from '@/lib/utils'

/** A picture for the carousel. The title, if given, is shown under the pictures. */
export type SandEdgeImage = GlImage & { title?: string }

export type SandEdgeProps = Omit<HTMLAttributes<HTMLDivElement>, 'onChange'> & {
  /** The pictures. A picture from another origin must send CORS headers (Access-Control-Allow-Origin) to be drawn in WebGL. */
  images: SandEdgeImage[]
  /** Read by screen readers, e.g. “Landscapes”. */
  label: string
  /** Controlled: the picture in the middle. */
  index?: number
  /** The picture in the middle at first, when uncontrolled. */
  defaultIndex?: number
  /** Called when the carousel 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. */
  aspect?: number
  /** Size of one grain of sand in CSS pixels, the same on every screen. */
  grain?: number
  /** How far the wind carries the sand when the strip moves; 0 keeps the grains near their edge. */
  wind?: number
  /** Loose grains at the edges shimmer slightly while on screen. Off under reduced motion. */
  shimmer?: boolean
  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"]'

// How the erosion reads, in parts of the stage's half width and of the card width.
const FADE = 0.32 // how far past its threshold a grain is still seen, at rest
const GUST = 1.1 // how much longer the trail of sand gets in a full wind
const REACH = 0.36 // card widths a grain drifts per unit of erosion, at rest
const RADIUS = 14 // css px, the corners of a card
const MAX_GRAINS = 90_000 // per card; past this the grains get coarser
const PIXELS = 4_200_000 // device pixels the canvas may use; the scene draws only cards, so this can be above the stage's own cap

type Layout = { width: number; cw: number; ch: number; step: number; pad: number; height: number; z0: number }

// Where everything sits for a stage `width` CSS pixels wide.
function measure(width: number, aspect: number): Layout {
  let cw = Math.min(460, Math.max(width * 0.3, Math.min(width * 0.56, 320)))
  cw = Math.round(Math.min(cw, 560 * aspect))
  const ch = Math.round(cw / aspect)
  const step = cw + Math.round(Math.max(12, cw * 0.05))
  const pad = Math.round(Math.max(24, ch * 0.09))
  // Erosion starts a little outside the middle card's edge, and never nearer the middle than 40 % of the half width.
  const z0 = Math.max(0.4, cw / width + 0.05)
  return { width, cw, ch, step, pad, height: ch + pad * 2, z0 }
}

// Shared by both programs: how eroded the stage is at a device x, in units where 0 is the start of the zone and
// 1 + FADE is the stage's edge.
const ERODE = `uniform vec4 uZ;
float erode(float x){return (abs(x-uZ.x)*uZ.y-uZ.z)*uZ.w;}`

// The solid body of a card: the picture at full resolution, with every grain cell that has come loose cut out.
const CARD_VS = `attribute vec2 aQ;
uniform vec2 uRes;uniform vec2 uOrg;uniform vec2 uSize;
varying vec2 vL;
void main(){
  vL=aQ*uSize;
  vec2 p=uOrg+vL;
  gl_Position=vec4(p.x/uRes.x*2.-1.,1.-p.y/uRes.y*2.,0.,1.);
}`

const HIGHP = `#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
`

const CARD_FS = `${HIGHP}
uniform sampler2D uTex;uniform sampler2D uThr;
uniform vec2 uOrg;uniform vec2 uSize;uniform vec2 uGrid;uniform float uPitch;uniform vec4 uChan;uniform vec4 uRect;
uniform float uRadius;uniform float uLine;uniform vec4 uBorder;
varying vec2 vL;
${ERODE}
void main(){
  vec2 cell=floor(vL/uPitch);
  float t=dot(texture2D(uThr,(cell+.5)/uGrid),uChan);
  // A hair of overlap with the grains, so the seam between the two never shows a gap.
  if(erode(uOrg.x+(cell.x+.5)*uPitch)-t>.004)discard;
  vec2 q=abs(vL-uSize*.5)-(uSize*.5-uRadius);
  float sd=length(max(q,0.))+min(max(q.x,q.y),0.)-uRadius;
  float a=clamp(.5-sd,0.,1.);
  vec4 c=texture2D(uTex,mix(uRect.xy,uRect.zw,vL/uSize));
  // The family's hairline ring, in the theme's border colour.
  float ring=clamp(uLine-abs(sd+uLine*.5)+.5,0.,1.)*uBorder.a;
  c.rgb=mix(c.rgb,uBorder.rgb*c.a,ring);
  gl_FragColor=c*a;
}`

// One point per grain. Past its threshold a grain leaves home: out towards the nearer edge of the stage, a little up
// or down, farther the more eroded it is and the stronger the wind, and it fades as it goes.
const SAND_VS = `attribute vec2 aCell;attribute vec4 aT;attribute vec4 aR;
uniform vec2 uRes;uniform vec2 uOrg;uniform vec2 uSize;uniform float uPitch;uniform vec4 uChan;uniform vec4 uRect;
uniform float uRadius;
uniform vec4 uAir;
uniform vec3 uFlow;
uniform float uTime;
varying vec2 vUv;varying float vA;varying float vShade;
${ERODE}
void main(){
  vec2 local=(aCell+.5)*uPitch;
  vec2 home=uOrg+local;
  float d=erode(home.x)-dot(aT,uChan);
  float life=d/uAir.x;
  vec2 q=abs(local-uSize*.5)-(uSize*.5-uRadius);
  float sd=length(max(q,0.))+min(max(q.x,q.y),0.)-uRadius;
  if(d<-.004||life>=1.||sd>0.){gl_Position=vec4(2.,2.,2.,1.);gl_PointSize=0.;return;}
  d=max(d,0.);life=max(life,0.);
  float side=home.x<uZ.x?-1.:1.;
  float loose=smoothstep(0.,.03,d);
  float w=uAir.w;
  // The downwind side carries farther than the side the strip comes in from.
  float gust=1.+.5*w*max(0.,side*uFlow.x);
  float spread=.5+aR.x;
  vec2 off;
  off.x=side*(uAir.y*d+uAir.z*w*d*d*gust)*spread;
  off.y=((aR.y-.5)*2.-uFlow.y*(.35+w))*pow(d,1.3)*uAir.y*.3;
  off+=(aR.zw-.5)*uPitch*1.3*loose;
  off+=vec2(sin(uTime*(1.3+aR.z)+aR.w*6.283),cos(uTime*(1.1+aR.w)+aR.z*6.283))*uPitch*.55*loose*uFlow.z;
  vec2 p=home+off;
  float edge=smoothstep(0.,uPitch*8.,min(p.x,uRes.x-p.x))*smoothstep(0.,uPitch*6.,min(p.y,uRes.y-p.y));
  vA=(1.-smoothstep(.25,1.,life))*edge;
  vShade=mix(1.,.9+.2*aR.w,loose);
  vUv=mix(uRect.xy,uRect.zw,local/uSize);
  gl_PointSize=max(1.,floor(uPitch*mix(1.,.55+.45*aR.x,life)+.5));
  gl_Position=vec4(p.x/uRes.x*2.-1.,1.-p.y/uRes.y*2.,0.,1.);
}`

const SAND_FS = `precision mediump float;
uniform sampler2D uTex;uniform float uBias;
varying vec2 vUv;varying float vA;varying float vShade;
void main(){
  // The point's uv is the same in all its pixels, so the bias alone picks the mip level: one grain, one average colour.
  vec4 c=texture2D(uTex,vUv,uBias);
  gl_FragColor=vec4(c.rgb*vShade,c.a)*vA;
}`

// A small seeded hash and value noise, for the grains' thresholds.
function hash(x: number, y: number, s: number) {
  let h = Math.imul(x, 374761393) + Math.imul(y, 668265263) + Math.imul(s, 2147483647)
  h = Math.imul(h ^ (h >>> 13), 1274126177)
  return ((h ^ (h >>> 16)) >>> 0) / 4294967296
}
function noise(x: number, y: number, s: number) {
  const ix = Math.floor(x)
  const iy = Math.floor(y)
  const fx = x - ix
  const fy = y - iy
  const u = fx * fx * (3 - 2 * fx)
  const v = fy * fy * (3 - 2 * fy)
  const a = hash(ix, iy, s)
  const b = hash(ix + 1, iy, s)
  const c = hash(ix, iy + 1, s)
  const d = hash(ix + 1, iy + 1, s)
  return a + (b - a) * u + (c - a) * v + (a - b - c + d) * u * v
}

/**
 * Each grain's threshold, four variants per grain (one per channel), so neighbouring cards do not erode alike.
 * Broad noise, stretched sideways, sets bays and headlands; strata, thin bands that run across the card, let some
 * layers recede further like weathered sandstone; fine noise and a little white noise fray the front. The top and
 * bottom give way a little first, so the front rounds off at the corners. The values sit around 0.5 and change
 * slowly across the card, so the front is one ragged line, not holes all over.
 */
function thresholds(cols: number, rows: number) {
  const n = cols * rows
  const out = new Uint8Array(n * 4)
  const k = rows / cols
  for (let s = 0; s < 4; s++) {
    for (let j = 0; j < rows; j++) {
      const y = (j + 0.5) / rows
      const rim = 1 - Math.min(1, Math.min(y, 1 - y) / 0.1)
      for (let i = 0; i < cols; i++) {
        const x = (i + 0.5) / cols
        const big = noise(x * 1.6, y * k * 3.2, s * 7 + 1) * 0.7 + noise(x * 3.5, y * k * 7, s * 7 + 2) * 0.3
        const strata = noise(x * 2.2, y * k * 26, s * 7 + 3)
        const fine = noise(x * 34, y * k * 34, s * 7 + 4)
        const value = 0.5 + (big - 0.5) * 0.5 + (strata - 0.5) * 0.3 + (fine - 0.5) * 0.09 + (hash(i, j, s + 11) - 0.5) * 0.035 - rim * rim * 0.2
        out[(j * cols + i) * 4 + s] = Math.round(Math.min(1, Math.max(0, value)) * 255)
      }
    }
  }
  return out
}

type Motion = { p: number; v: number; wind: number; dir: number; at: number; raf: number }

/**
 * A row of pictures whose edges blow away like sand. The picture in the middle is solid; towards the stage's left
 * and right edges each card breaks up into fine square grains in the picture's own colours, and they drift off on a
 * wind and fade. The faster the strip moves, the stronger the wind and the farther the sand flies; a card coming in
 * gathers from grains, one going out comes apart. Each card is drawn in WebGL as its full-resolution picture with the
 * loose grain cells cut out, plus one point per loose grain, with the erosion front set per grain from noise so it
 * reads as weathered stone, not a wipe. Drag or swipe with momentum, use a trackpad, the arrow keys, the buttons, or
 * click a side picture. Under reduced motion each move jumps and the eroded edges stand still. Without WebGL, or if
 * the GPU drops the context, the same carousel is drawn with plain images that fade towards the edges.
 */
export function SandEdge({
  images,
  label,
  index,
  defaultIndex,
  onIndexChange,
  loop = false,
  aspect = 4 / 5,
  grain = 2,
  wind = 1,
  shimmer = false,
  labels = {},
  className,
  onKeyDown,
  ...rest
}: SandEdgeProps) {
  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 tick = useRef<HTMLSpanElement | null>(null)
  const [width, setWidth] = useState(0)
  const L = width ? measure(width, aspect) : null
  const layout = useRef<Layout | null>(null)
  const motion = useRef<Motion>({ p: 0, v: 0, wind: 0, dir: 0, at: 0, raf: 0 })
  // The latest effect settings, for the scene, which outlives a render.
  const tune = useRef({ grain, wind, shimmer, n, wraps })
  useLayoutEffect(() => {
    tune.current = { grain, wind, shimmer, n, wraps }
  })

  const srcs = images.map((im) => im.src).join('\n')
  const gl = useGlStage(
    stage,
    ({ gl, canvas, ready, redraw, fail, signal }) => {
      const card = glProgram(gl, CARD_VS, CARD_FS)
      const sand = glProgram(gl, SAND_VS, SAND_FS)
      if (!card || !sand) return null
      const list = srcs.split('\n').map((src) => ({ src, alt: '' }))
      const loc = (p: WebGLProgram, names: string[]) => Object.fromEntries(names.map((k) => [k, gl.getUniformLocation(p, k)]))
      const common = ['uRes', 'uOrg', 'uSize', 'uPitch', 'uChan', 'uRect', 'uRadius', 'uZ', 'uTex']
      const uc = loc(card, [...common, 'uThr', 'uGrid', 'uLine', 'uBorder'])
      const us = loc(sand, [...common, 'uAir', 'uFlow', 'uTime', 'uBias'])
      const aQ = gl.getAttribLocation(card, 'aQ')
      const aCell = gl.getAttribLocation(sand, 'aCell')
      const aT = gl.getAttribLocation(sand, 'aT')
      const aR = gl.getAttribLocation(sand, 'aR')

      const quad = gl.createBuffer()
      gl.bindBuffer(gl.ARRAY_BUFFER, quad)
      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]), gl.STATIC_DRAW)
      const grains = gl.createBuffer()
      const thr = gl.createTexture()
      let grid = '' // cols × rows the grain buffer was built for
      let count = 0
      let atlas: GlAtlas | null = null
      let border: [number, number, number] = [0.5, 0.5, 0.5]
      let dark = false
      let W = 1
      let H = 1

      // The atlas cells match the cards' size on screen, so the middle picture is sharp.
      const host = canvas.parentElement
      const cssH = host ? measure(host.clientWidth || 600, aspect).ch : 400
      const cell = cssH * Math.min(2, window.devicePixelRatio || 1) > 560 ? 1024 : 512
      glAtlas(gl, list, { aspect, cell, limit: 4096, signal }).then((a) => {
        if (signal.aborted) return
        if (!a) return fail()
        atlas = a
        ready()
        redraw()
      })

      // The grain grid for a card of cols × rows grains: one vertex each, with its four thresholds and four randoms.
      const build = (cols: number, rows: number) => {
        const key = `${cols}x${rows}`
        if (key === grid) return
        grid = key
        count = cols * rows
        const t4 = thresholds(cols, rows)
        const data = new ArrayBuffer(count * 16)
        const f = new Float32Array(data)
        const b = new Uint8Array(data)
        for (let j = 0, g = 0; j < rows; j++)
          for (let i = 0; i < cols; i++, g++) {
            f[g * 4] = i
            f[g * 4 + 1] = j
            for (let c = 0; c < 4; c++) {
              b[g * 16 + 8 + c] = t4[g * 4 + c]
              b[g * 16 + 12 + c] = Math.floor(hash(i, j, 101 + c) * 256)
            }
          }
        gl.bindBuffer(gl.ARRAY_BUFFER, grains)
        gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW)
        gl.activeTexture(gl.TEXTURE1)
        gl.bindTexture(gl.TEXTURE_2D, thr)
        gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false)
        gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1)
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, cols, rows, 0, gl.RGBA, gl.UNSIGNED_BYTE, t4)
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
        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 scene: GlScene = {
        resize: (w, h) => {
          W = w
          H = h
        },
        theme: ([bd, bg]) => {
          border = bd
          dark = bg[0] * 0.3 + bg[1] * 0.6 + bg[2] * 0.1 < 0.5
        },
        draw: (time) => {
          gl.clearColor(0, 0, 0, 0)
          gl.clear(gl.COLOR_BUFFER_BIT)
          const lay = layout.current
          if (!atlas || !lay) return
          const o = tune.current
          const m = motion.current
          const dpr = W / Math.max(1, lay.width)
          // Grain pitch in device pixels, whole, so grains tile with no gaps; coarser if a card would need too many.
          let pitch = Math.max(1, Math.round(o.grain * dpr))
          while ((lay.cw * dpr * lay.ch * dpr) / (pitch * pitch) > MAX_GRAINS) pitch++
          const cols = Math.max(2, Math.round((lay.cw * dpr) / pitch))
          const rows = Math.max(2, Math.round((lay.ch * dpr) / pitch))
          build(cols, rows)
          const sw = cols * pitch
          const sh = rows * pitch
          const cx = W / 2
          const half = W / 2
          const w = m.wind
          // In a wind the erosion reaches a little further in, and the trail of sand gets longer.
          const z0 = lay.z0 - 0.05 * w
          const fade = FADE * (1 + GUST * w * Math.min(1, o.wind))
          const z1 = z0 + (1 - z0) / (1 + FADE)
          const zone = [cx, 1 / half, z0, 1 / (z1 - z0)] as const
          const erode = (x: number) => (Math.abs(x - cx) / half - z0) / (z1 - z0)
          const top = Math.round(lay.pad * dpr + (lay.ch * dpr - sh) / 2)

          // The cards near the visible range, farthest first. `inner` and `outer` are the erosion at a card's
          // nearest and farthest point from the middle.
          const shown: { i: number; x: number; inner: number; outer: number }[] = []
          for (let i = 0; i < o.n; i++) {
            let d = i - m.p
            if (o.wraps) d = ((((d + o.n / 2) % o.n) + o.n) % o.n) - o.n / 2
            const x = cx + d * lay.step * dpr - sw / 2
            const near = Math.max(0, x - cx, cx - x - sw)
            const far = Math.max(Math.abs(x - cx), Math.abs(x + sw - cx))
            const inner = erode(cx + near)
            if (near > half || inner > 1 + fade) continue
            shown.push({ i, x, inner, outer: erode(cx + far) })
          }
          shown.sort((a, b) => b.inner - a.inner)

          gl.enable(gl.BLEND)
          gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
          gl.activeTexture(gl.TEXTURE0)
          gl.bindTexture(gl.TEXTURE_2D, atlas.texture)
          gl.activeTexture(gl.TEXTURE1)
          gl.bindTexture(gl.TEXTURE_2D, thr)

          const chan = (i: number) => [i % 4 === 0 ? 1 : 0, i % 4 === 1 ? 1 : 0, i % 4 === 2 ? 1 : 0, i % 4 === 3 ? 1 : 0] as const
          const shared = (u: Record<string, WebGLUniformLocation | null>, c: (typeof shown)[number]) => {
            gl.uniform2f(u.uRes, W, H)
            gl.uniform2f(u.uOrg, c.x, top)
            gl.uniform2f(u.uSize, sw, sh)
            gl.uniform1f(u.uPitch, pitch)
            gl.uniform4f(u.uChan, ...chan(c.i))
            gl.uniform4f(u.uRect, ...atlas!.rects[c.i % atlas!.rects.length])
            gl.uniform1f(u.uRadius, RADIUS * dpr)
            gl.uniform4f(u.uZ, ...zone)
            gl.uniform1i(u.uTex, 0)
          }

          gl.useProgram(card)
          gl.bindBuffer(gl.ARRAY_BUFFER, quad)
          gl.enableVertexAttribArray(aQ)
          gl.vertexAttribPointer(aQ, 2, gl.FLOAT, false, 0, 0)
          gl.uniform1i(uc.uThr, 1)
          gl.uniform2f(uc.uGrid, cols, rows)
          gl.uniform1f(uc.uLine, Math.max(1, dpr))
          gl.uniform4f(uc.uBorder, ...border, dark ? 0.55 : 0.8)
          for (const c of shown) {
            if (c.inner > 1.004) continue
            shared(uc, c)
            gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)
          }
          gl.disableVertexAttribArray(aQ)

          gl.useProgram(sand)
          gl.bindBuffer(gl.ARRAY_BUFFER, grains)
          gl.enableVertexAttribArray(aCell)
          gl.enableVertexAttribArray(aT)
          gl.enableVertexAttribArray(aR)
          gl.vertexAttribPointer(aCell, 2, gl.FLOAT, false, 16, 0)
          gl.vertexAttribPointer(aT, 4, gl.UNSIGNED_BYTE, true, 16, 8)
          gl.vertexAttribPointer(aR, 4, gl.UNSIGNED_BYTE, true, 16, 12)
          const reach = REACH * sw
          gl.uniform4f(us.uAir, fade, reach, reach * 2 * o.wind, w)
          gl.uniform3f(us.uFlow, m.dir, 0.35, o.shimmer ? 1 : 0)
          gl.uniform1f(us.uTime, time)
          // Texels per grain, as a mip bias, so each grain is its patch's average colour.
          gl.uniform1f(us.uBias, Math.log2(Math.max(1, (pitch * atlas.cell[1]) / sh)))
          for (const c of shown) {
            // A card wholly inside the solid middle has no loose grains.
            if (c.outer < -0.004) continue
            shared(us, c)
            gl.drawArrays(gl.POINTS, 0, count)
          }
          gl.disableVertexAttribArray(aCell)
          gl.disableVertexAttribArray(aT)
          gl.disableVertexAttribArray(aR)
        },
        dispose: () => {
          gl.deleteBuffer(quad)
          gl.deleteBuffer(grains)
          gl.deleteTexture(thr)
          if (atlas) gl.deleteTexture(atlas.texture)
          gl.deleteProgram(card)
          gl.deleteProgram(sand)
        },
      }
      return scene
    },
    `${srcs}|${aspect}`,
    {
      maxDpr: 2,
      maxPixels: PIXELS,
      animate: shimmer,
      colors: ['var(--border)', 'var(--background)'],
      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 glReady = gl.status === 'ready'
  const redraw = gl.redraw

  // The DOM layer: the visual until WebGL is ready or if it fails, and always the layer people click and read.
  const paint = useCallback(
    (p: number) => {
      const lay = layout.current
      if (!lay) return
      for (let i = 0; i < n; i++) {
        const el = cards.current[i]
        if (!el) continue
        let d = i - p
        if (wraps) d = ((((d + n / 2) % n) + n) % n) - n / 2
        const x = d * lay.step
        if (Math.abs(x) - lay.cw / 2 > lay.width / 2) {
          el.style.visibility = 'hidden'
          continue
        }
        el.style.visibility = 'visible'
        el.style.transform = `translate3d(${x.toFixed(2)}px, 0, 0)`
      }
      const at = wraps ? (((p % n) + n) % n) / n : (Math.min(Math.max(p, 0), n - 1) / Math.max(n - 1, 1)) * (1 - 1 / n)
      if (tick.current) tick.current.style.transform = `translateX(${(at * 100 * n).toFixed(3)}%)`
    },
    [n, wraps],
  )

  // The wind follows the strip's speed at once and dies down over about a third of a second once it stops.
  const breathe = useCallback(() => {
    const m = motion.current
    cancelAnimationFrame(m.raf)
    m.raf = 0
    const step = (now: number) => {
      const dt = Math.min(0.05, (now - m.at) / 1000)
      m.at = now
      m.wind *= Math.exp(-dt / 0.32)
      if (m.wind < 0.01) m.wind = 0
      redraw()
      m.raf = m.wind ? requestAnimationFrame(step) : 0
    }
    m.at = performance.now()
    m.raf = requestAnimationFrame(step)
  }, [redraw])

  const onFrame = useCallback(
    (p: number, v: number) => {
      const m = motion.current
      const now = performance.now()
      const dt = Math.min(0.05, (now - (m.at || now)) / 1000)
      m.at = now
      m.p = p
      m.v = v
      if (Math.abs(v) > 0.01) {
        cancelAnimationFrame(m.raf)
        m.raf = 0
        m.dir = v > 0 ? -1 : 1
        const target = 1 - Math.exp(-Math.abs(v) / 5)
        m.wind = target > m.wind ? m.wind + (target - m.wind) * (1 - Math.exp(-dt / 0.05)) : m.wind + (target - m.wind) * (1 - Math.exp(-dt / 0.32))
      } else if (m.wind > 0 && !m.raf) breathe()
      paint(p)
      redraw()
    },
    [paint, redraw, breathe],
  )
  useEffect(() => () => cancelAnimationFrame(motion.current.raf), [])

  const engine = useCarouselEngine({ count: n, loop: wraps, index, defaultIndex, onIndexChange, step: L?.step ?? 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 or set of pictures: draw the current frame again.
  const { draw } = engine
  useLayoutEffect(() => {
    layout.current = width ? measure(width, aspect) : null
    draw()
  }, [draw, width, aspect, grain, wind, glReady, n, wraps])

  // If focus sat in a picture that just left the middle, keep it in the carousel.
  useEffect(() => {
    const el = stage.current
    const active = document.activeElement
    if (!el || !active || active === el || !el.contains(active)) return
    if (!cards.current[current]?.contains(active)) el.focus({ preventScroll: true })
  }, [current])

  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 title = images[current]?.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'
  // The fallback fades its cards out towards the stage's edges, where the sand would be.
  const z = L ? Math.round((1 - L.z0) * 50) : 25
  const mask = `linear-gradient(to right, transparent, #000 ${z}%, #000 ${100 - z}%, transparent)`

  return (
    <div onKeyDown={keys} className={cn('w-full', className)} {...rest}>
      <div
        {...engine.bind}
        ref={(el) => {
          stage.current = el
          engine.bind.ref(el)
        }}
        id={id}
        role="group"
        aria-roledescription="carousel"
        aria-label={label}
        tabIndex={0}
        style={{ height: L?.height ?? 480 }}
        className={cn(
          'relative 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-2 focus-visible:outline-ring',
        )}
      >
        <div
          style={{ maskImage: mask, WebkitMaskImage: mask }}
          className={cn('absolute inset-0 transition-opacity duration-300 ease-out-quint motion-reduce:transition-none', glReady && 'opacity-0')}
        >
          {L &&
            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: L.cw, height: L.ch, top: L.pad, marginLeft: -L.cw / 2 }}
                  className={cn(
                    'absolute left-1/2 overflow-hidden rounded-[calc(var(--radius)+2px)] bg-muted will-change-transform',
                    !on && 'invisible cursor-pointer',
                  )}
                >
                  <img
                    inert={!on}
                    src={im.src}
                    alt={im.alt}
                    draggable={false}
                    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)]" />
                </div>
              )
            })}
        </div>
      </div>

      {n > 1 ? (
        <div className="mx-auto mt-3 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">
            <p className="flex items-baseline justify-between gap-3 text-[11px] leading-none">
              <span aria-hidden className="truncate text-[13px] font-medium tracking-[-0.005em] text-foreground">
                {title ?? String(current + 1).padStart(2, '0')}
              </span>
              <span aria-hidden className="font-mono font-medium tracking-[0.04em] text-muted-foreground tabular-nums">
                {String(current + 1).padStart(2, '0')}/{String(n).padStart(2, '0')}
              </span>
            </p>
            {/* A hairline rule with a primary tick, one picture's share of it long, that follows the position. */}
            <div aria-hidden className="relative h-1 overflow-hidden rounded-full bg-muted">
              <span ref={tick} style={{ width: `${100 / n}%` }} className="absolute inset-y-0 left-0 block rounded-full bg-primary" />
            </div>
          </div>
          <button type="button" aria-label={t.next} aria-controls={id} aria-disabled={atEnd} onClick={() => atEnd || engine.move(1)} className={button}>
            <ChevronRight className="size-[18px]" strokeWidth={2} aria-hidden />
          </button>
        </div>
      ) : null}
      <p aria-live="polite" className="sr-only">
        {`${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,
  )
}

Installér

npx shadcn@latest add https://mikkelmanniche.dk/lab/r/sand-edge.json

Med registret tilføjet (components.json)

npx shadcn@latest add @manniche/sand-edge

Filer

  • sand-edge.tsx
  • use-carousel-engine.ts
  • use-gl-stage.ts
  • use-reduced-motion.ts

Manniche Lab · open source

Gratis værktøjer til AI-agenter og webudvikling.