@nous-research/ui 0.11.0 → 0.13.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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client'\n\nimport { useEffect, useRef } from 'react'\nimport * as THREE from 'three'\n\nimport { useGpuTier } from '../../../hooks/use-gpu-tier'\nimport { useSmoothControls } from '../../../hooks/use-smooth-controls'\nimport { cn } from '../../../utils'\n\nimport { BLEND_MODES } from './blend-modes'\n\nconst vert = /*glsl*/ `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n`\n\nconst frag = /*glsl*/ `\n uniform float uTime, uAlpha, uIntensity, uChroma, uSpeed, uSparsity;\n uniform vec3 uColor;\n varying vec2 vUv;\n\n float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }\n\n vec2 hash2(vec2 p) {\n vec3 q = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));\n q += dot(q, q.yzx + 33.33);\n return fract((q.xx + q.yz) * q.zy);\n }\n\n float dither(vec2 p, float a) {\n return step(mod(floor(p.x) + floor(p.y) * 2.0, 4.0) / 4.0, a);\n }\n\n void main() {\n vec3 col = vec3(0.0);\n float t = uTime * uSpeed;\n float tSlow = floor(t / 3.0);\n float dit = dither(gl_FragCoord.xy * 0.5, 0.7);\n\n for (float i = 0.0; i < 6.0; i++) {\n float seed = i * 137.3;\n float epoch = floor((t + hash(vec2(seed, 77.7)) * 200.0) / (4.0 + hash(vec2(seed, 0.0)) * 6.0));\n float life = fract((t + hash(vec2(seed, 77.7)) * 200.0) / (4.0 + hash(vec2(seed, 0.0)) * 6.0));\n\n if (hash(vec2(epoch, seed)) > 1.0 - uSparsity * 0.7) continue;\n\n vec2 center = vec2(hash(vec2(epoch, seed + 13.1)), hash(vec2(epoch, seed + 27.3)));\n vec2 size = vec2(0.015 + hash(vec2(epoch, seed + 41.5)) * 0.08, 0.008 + hash(vec2(epoch, seed + 53.7)) * 0.04);\n vec2 d = abs(vUv - center);\n\n if (d.x < size.x && d.y < size.y) {\n float fade = smoothstep(0.0, 0.05, life) * smoothstep(1.0, 0.95, life);\n vec2 gUV = vUv + (hash2(vec2(epoch, seed + 200.0)) - 0.5) * 0.08 * uIntensity;\n float shift = uChroma * 0.015 * (sin(t * 2.0 + hash(vec2(epoch, seed)) * 6.28) * 0.3 + 0.7);\n\n col += uColor * vec3(\n hash(gUV * 50.0 + vec2(shift, 0.0) + epoch),\n hash(gUV * 50.0 + epoch),\n hash(gUV * 50.0 - vec2(shift, 0.0) + epoch)\n ) * dither(gl_FragCoord.xy * 0.5, fade * 0.8 + 0.2) * uIntensity * 0.7;\n }\n }\n\n for (float i = 0.0; i < 12.0; i++) {\n float seed = i * 211.7 + 1000.0;\n float epoch = floor((t + hash(vec2(seed, 77.7)) * 150.0) / (3.0 + hash(vec2(seed, 0.0)) * 5.0));\n float life = fract((t + hash(vec2(seed, 77.7)) * 150.0) / (3.0 + hash(vec2(seed, 0.0)) * 5.0));\n\n if (hash(vec2(epoch, seed)) > 1.0 - uSparsity * 0.5) continue;\n\n vec2 pos = vec2(hash(vec2(epoch, seed + 13.1)), hash(vec2(epoch, seed + 27.3)));\n float px = 0.003 + hash(vec2(epoch, seed + 41.5)) * 0.008;\n\n if (abs(vUv.x - pos.x) < px && abs(vUv.y - pos.y) < px) {\n float fade = smoothstep(0.0, 0.1, life) * smoothstep(1.0, 0.9, life);\n vec3 c = uColor;\n float cs = hash(vec2(epoch, seed + 700.0));\n\n if (cs < 0.2) c.r *= 1.8 * uChroma;\n else if (cs < 0.4) c.b *= 1.8 * uChroma;\n\n col += c * dither(gl_FragCoord.xy * 0.5, fade * 0.9) * uIntensity;\n }\n }\n\n float tearSize = 25.0 + uSparsity * 10.0;\n float tearThresh = 0.85 + uSparsity * 0.1;\n\n float hY = floor(vUv.y * tearSize);\n if (step(tearThresh, hash(vec2(hY, tSlow))) > 0.0) {\n float shift = (hash(vec2(hY, tSlow + 50.0)) - 0.5) * 0.25 * uIntensity;\n col += uColor * step(0.4, hash(vec2(vUv.x + shift, hY + tSlow))) * dit * uIntensity * 0.5;\n }\n\n float vX = floor(vUv.x * tearSize);\n if (step(tearThresh, hash(vec2(vX, tSlow + 100.0))) > 0.0) {\n float shift = (hash(vec2(vX, tSlow + 150.0)) - 0.5) * 0.25 * uIntensity;\n col += uColor * step(0.4, hash(vec2(vX + tSlow, vUv.y + shift))) * dit * uIntensity * 0.5;\n }\n\n gl_FragColor = vec4(col * uAlpha, max(col.r, max(col.g, col.b)) * uAlpha);\n }\n`\n\nexport function Glitch({ className, style }: GlitchProps) {\n const gpuTier = useGpuTier()\n\n const c = useSmoothControls(\n 'Effects/Glitch',\n {\n alpha: { max: 2, min: 0, step: 0.01, value: 0.25 },\n blend: { options: BLEND_MODES, value: 'difference' },\n chroma: { max: 3, min: 0, step: 0.01, value: 1.17 },\n color: { value: '#ffe6cb' },\n enabled: { value: true },\n intensity: { max: 1, min: 0, step: 0.01, value: 0.59 },\n sparsity: { max: 1, min: 0, step: 0.01, value: 0.21 },\n speed: { max: 10, min: 0.1, step: 0.1, value: 1 }\n },\n { collapsed: true }\n )\n\n const ref = useRef<HTMLCanvasElement>(null)\n const cRef = useRef(c)\n cRef.current = c\n\n const enabled = c.enabled && gpuTier > 0\n\n useEffect(() => {\n if (!ref.current || !enabled) {\n return\n }\n\n const renderer = new THREE.WebGLRenderer({\n alpha: true,\n canvas: ref.current\n })\n\n const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)\n const geo = new THREE.PlaneGeometry(2, 2)\n const scene = new THREE.Scene()\n\n const mat = new THREE.ShaderMaterial({\n fragmentShader: frag,\n transparent: true,\n uniforms: {\n uAlpha: { value: c.alpha },\n uChroma: { value: c.chroma },\n uColor: { value: new THREE.Color(c.color) },\n uIntensity: { value: c.intensity },\n uSparsity: { value: c.sparsity },\n uSpeed: { value: c.speed },\n uTime: { value: 0 }\n },\n vertexShader: vert\n })\n\n scene.add(new THREE.Mesh(geo, mat))\n\n const resize = () => {\n renderer.setSize(innerWidth, innerHeight)\n renderer.setPixelRatio(Math.min(devicePixelRatio, 2))\n }\n\n resize()\n window.addEventListener('resize', resize)\n\n let raf: number,\n time = 0\n\n const interval = gpuTier === 1 ? 100 : 0\n\n const loop = () => {\n raf = interval\n ? (setTimeout(loop, interval) as unknown as number)\n : requestAnimationFrame(loop)\n\n time += interval ? interval / 1000 : 0.016\n\n const v = cRef.current\n\n mat.uniforms.uTime.value = time\n mat.uniforms.uAlpha.value = v.alpha\n mat.uniforms.uChroma.value = v.chroma\n mat.uniforms.uIntensity.value = v.intensity\n mat.uniforms.uSparsity.value = v.sparsity\n mat.uniforms.uSpeed.value = v.speed\n mat.uniforms.uColor.value.set(v.color)\n\n renderer.render(scene, camera)\n }\n\n loop()\n\n return () => {\n window.removeEventListener('resize', resize)\n\n if (interval) {\n clearTimeout(raf)\n } else {\n cancelAnimationFrame(raf)\n }\n\n mat.dispose()\n geo.dispose()\n renderer.dispose()\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [enabled, gpuTier])\n\n if (!enabled) {\n return null\n }\n\n return (\n <canvas\n className={cn('h-full w-full', className)}\n ref={ref}\n style={{\n mixBlendMode: c.blend as React.CSSProperties['mixBlendMode'],\n ...style\n }}\n />\n )\n}\n\ninterface GlitchProps {\n className?: string\n style?: React.CSSProperties\n}"]}
1
+ 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client'\n\nimport { useEffect, useRef } from 'react'\nimport * as THREE from 'three'\n\nimport { $gpuTier, useGpuTier } from '../../../hooks/use-gpu-tier'\nimport { runRenderLoop } from '../../../hooks/use-render-loop'\nimport { useSmoothControls } from '../../../hooks/use-smooth-controls'\nimport { cn } from '../../../utils'\n\nimport { BLEND_MODES } from './blend-modes'\n\nconst vert = /*glsl*/ `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n`\n\nconst frag = /*glsl*/ `\n uniform float uTime, uAlpha, uIntensity, uChroma, uSpeed, uSparsity;\n uniform vec3 uColor;\n varying vec2 vUv;\n\n float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }\n\n vec2 hash2(vec2 p) {\n vec3 q = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));\n q += dot(q, q.yzx + 33.33);\n return fract((q.xx + q.yz) * q.zy);\n }\n\n float dither(vec2 p, float a) {\n return step(mod(floor(p.x) + floor(p.y) * 2.0, 4.0) / 4.0, a);\n }\n\n void main() {\n vec3 col = vec3(0.0);\n float t = uTime * uSpeed;\n float tSlow = floor(t / 3.0);\n float dit = dither(gl_FragCoord.xy * 0.5, 0.7);\n\n for (float i = 0.0; i < 6.0; i++) {\n float seed = i * 137.3;\n float epoch = floor((t + hash(vec2(seed, 77.7)) * 200.0) / (4.0 + hash(vec2(seed, 0.0)) * 6.0));\n float life = fract((t + hash(vec2(seed, 77.7)) * 200.0) / (4.0 + hash(vec2(seed, 0.0)) * 6.0));\n\n if (hash(vec2(epoch, seed)) > 1.0 - uSparsity * 0.7) continue;\n\n vec2 center = vec2(hash(vec2(epoch, seed + 13.1)), hash(vec2(epoch, seed + 27.3)));\n vec2 size = vec2(0.015 + hash(vec2(epoch, seed + 41.5)) * 0.08, 0.008 + hash(vec2(epoch, seed + 53.7)) * 0.04);\n vec2 d = abs(vUv - center);\n\n if (d.x < size.x && d.y < size.y) {\n float fade = smoothstep(0.0, 0.05, life) * smoothstep(1.0, 0.95, life);\n vec2 gUV = vUv + (hash2(vec2(epoch, seed + 200.0)) - 0.5) * 0.08 * uIntensity;\n float shift = uChroma * 0.015 * (sin(t * 2.0 + hash(vec2(epoch, seed)) * 6.28) * 0.3 + 0.7);\n\n col += uColor * vec3(\n hash(gUV * 50.0 + vec2(shift, 0.0) + epoch),\n hash(gUV * 50.0 + epoch),\n hash(gUV * 50.0 - vec2(shift, 0.0) + epoch)\n ) * dither(gl_FragCoord.xy * 0.5, fade * 0.8 + 0.2) * uIntensity * 0.7;\n }\n }\n\n for (float i = 0.0; i < 12.0; i++) {\n float seed = i * 211.7 + 1000.0;\n float epoch = floor((t + hash(vec2(seed, 77.7)) * 150.0) / (3.0 + hash(vec2(seed, 0.0)) * 5.0));\n float life = fract((t + hash(vec2(seed, 77.7)) * 150.0) / (3.0 + hash(vec2(seed, 0.0)) * 5.0));\n\n if (hash(vec2(epoch, seed)) > 1.0 - uSparsity * 0.5) continue;\n\n vec2 pos = vec2(hash(vec2(epoch, seed + 13.1)), hash(vec2(epoch, seed + 27.3)));\n float px = 0.003 + hash(vec2(epoch, seed + 41.5)) * 0.008;\n\n if (abs(vUv.x - pos.x) < px && abs(vUv.y - pos.y) < px) {\n float fade = smoothstep(0.0, 0.1, life) * smoothstep(1.0, 0.9, life);\n vec3 c = uColor;\n float cs = hash(vec2(epoch, seed + 700.0));\n\n if (cs < 0.2) c.r *= 1.8 * uChroma;\n else if (cs < 0.4) c.b *= 1.8 * uChroma;\n\n col += c * dither(gl_FragCoord.xy * 0.5, fade * 0.9) * uIntensity;\n }\n }\n\n float tearSize = 25.0 + uSparsity * 10.0;\n float tearThresh = 0.85 + uSparsity * 0.1;\n\n float hY = floor(vUv.y * tearSize);\n if (step(tearThresh, hash(vec2(hY, tSlow))) > 0.0) {\n float shift = (hash(vec2(hY, tSlow + 50.0)) - 0.5) * 0.25 * uIntensity;\n col += uColor * step(0.4, hash(vec2(vUv.x + shift, hY + tSlow))) * dit * uIntensity * 0.5;\n }\n\n float vX = floor(vUv.x * tearSize);\n if (step(tearThresh, hash(vec2(vX, tSlow + 100.0))) > 0.0) {\n float shift = (hash(vec2(vX, tSlow + 150.0)) - 0.5) * 0.25 * uIntensity;\n col += uColor * step(0.4, hash(vec2(vX + tSlow, vUv.y + shift))) * dit * uIntensity * 0.5;\n }\n\n gl_FragColor = vec4(col * uAlpha, max(col.r, max(col.g, col.b)) * uAlpha);\n }\n`\n\nexport function Glitch({ className, style }: GlitchProps) {\n const gpuTier = useGpuTier()\n\n const c = useSmoothControls(\n 'Effects/Glitch',\n {\n alpha: { max: 2, min: 0, step: 0.01, value: 0.25 },\n blend: { options: BLEND_MODES, value: 'difference' },\n chroma: { max: 3, min: 0, step: 0.01, value: 1.17 },\n color: { value: '#ffe6cb' },\n enabled: { value: true },\n intensity: { max: 1, min: 0, step: 0.01, value: 0.59 },\n sparsity: { max: 1, min: 0, step: 0.01, value: 0.21 },\n speed: { max: 10, min: 0.1, step: 0.1, value: 1 }\n },\n { collapsed: true }\n )\n\n const ref = useRef<HTMLCanvasElement>(null)\n const cRef = useRef(c)\n cRef.current = c\n\n const enabled = c.enabled && gpuTier > 0\n\n useEffect(() => {\n if (!ref.current || !enabled) {\n return\n }\n\n let renderer: THREE.WebGLRenderer\n\n try {\n renderer = new THREE.WebGLRenderer({\n alpha: true,\n canvas: ref.current\n })\n } catch {\n // See note in noise.tsx — eager gpu-tier detection should keep us\n // out of here, but if the driver fails the renderer constructor\n // anyway, downgrade so other overlays stop trying too.\n $gpuTier.set(0)\n\n return\n }\n\n const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)\n const geo = new THREE.PlaneGeometry(2, 2)\n const scene = new THREE.Scene()\n\n const mat = new THREE.ShaderMaterial({\n fragmentShader: frag,\n transparent: true,\n uniforms: {\n uAlpha: { value: c.alpha },\n uChroma: { value: c.chroma },\n uColor: { value: new THREE.Color(c.color) },\n uIntensity: { value: c.intensity },\n uSparsity: { value: c.sparsity },\n uSpeed: { value: c.speed },\n uTime: { value: 0 }\n },\n vertexShader: vert\n })\n\n scene.add(new THREE.Mesh(geo, mat))\n\n const resize = () => {\n renderer.setSize(innerWidth, innerHeight)\n // Cap DPR at 1.5 — at full retina (2x) the glitch shader is one\n // of the heaviest fillrate consumers in the app, and the visual\n // difference is tiny because it's a chromatic-noise effect.\n renderer.setPixelRatio(Math.min(devicePixelRatio, 1.5))\n }\n\n resize()\n window.addEventListener('resize', resize)\n\n let time = 0\n\n // gpu-tier 1 → ~10fps (legacy), gpu-tier 2 → ~30fps (was 60fps).\n // Glitch is a background ambient effect; users won't notice 30 vs\n // 60 but the GPU absolutely will.\n const minIntervalMs = gpuTier === 1 ? 100 : 33\n\n const dispose = runRenderLoop({\n el: ref.current,\n minIntervalMs,\n onFrame: deltaSeconds => {\n time += deltaSeconds\n\n const v = cRef.current\n\n mat.uniforms.uTime.value = time\n mat.uniforms.uAlpha.value = v.alpha\n mat.uniforms.uChroma.value = v.chroma\n mat.uniforms.uIntensity.value = v.intensity\n mat.uniforms.uSparsity.value = v.sparsity\n mat.uniforms.uSpeed.value = v.speed\n mat.uniforms.uColor.value.set(v.color)\n\n renderer.render(scene, camera)\n }\n })\n\n return () => {\n window.removeEventListener('resize', resize)\n dispose()\n\n mat.dispose()\n geo.dispose()\n renderer.dispose()\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [enabled, gpuTier])\n\n if (!enabled) {\n return null\n }\n\n return (\n <canvas\n className={cn('h-full w-full', className)}\n ref={ref}\n style={{\n mixBlendMode: c.blend as React.CSSProperties['mixBlendMode'],\n ...style\n }}\n />\n )\n}\n\ninterface GlitchProps {\n className?: string\n style?: React.CSSProperties\n}"]}
@@ -1 +1 @@
1
- {"version":3,"file":"greys.d.ts","sourceRoot":"","sources":["../../../../src/ui/components/overlays/greys.tsx"],"names":[],"mappings":"AAmKA,wBAAgB,KAAK,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,EAAE,UAAU,kDAyMrD;AAED,UAAU,UAAU;IAClB,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,KAAK,CAAC,EAAE,KAAK,CAAC,aAAa,CAAA;CAC5B"}
1
+ {"version":3,"file":"greys.d.ts","sourceRoot":"","sources":["../../../../src/ui/components/overlays/greys.tsx"],"names":[],"mappings":"AAoKA,wBAAgB,KAAK,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,EAAE,UAAU,kDAwNrD;AAED,UAAU,UAAU;IAClB,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,KAAK,CAAC,EAAE,KAAK,CAAC,aAAa,CAAA;CAC5B"}
@@ -2,7 +2,8 @@
2
2
  import { jsx as _jsx } from "react/jsx-runtime";
3
3
  import { useEffect, useRef, useState } from 'react';
4
4
  import * as THREE from 'three';
5
- import { useGpuTier } from '../../../hooks/use-gpu-tier';
5
+ import { $gpuTier, useGpuTier } from '../../../hooks/use-gpu-tier';
6
+ import { runRenderLoop } from '../../../hooks/use-render-loop';
6
7
  import { useSmoothControls } from '../../../hooks/use-smooth-controls';
7
8
  import { cn } from '../../../utils';
8
9
  import { BLEND_MODES } from './blend-modes';
@@ -184,10 +185,20 @@ export function Greys({ className, style }) {
184
185
  if (!canvasRef.current || !enabled) {
185
186
  return;
186
187
  }
187
- const renderer = new THREE.WebGLRenderer({
188
- alpha: true,
189
- canvas: canvasRef.current
190
- });
188
+ let renderer;
189
+ try {
190
+ renderer = new THREE.WebGLRenderer({
191
+ alpha: true,
192
+ canvas: canvasRef.current
193
+ });
194
+ }
195
+ catch {
196
+ // See note in noise.tsx — eager gpu-tier detection should keep us
197
+ // out of here, but if the driver fails the renderer constructor
198
+ // anyway, downgrade so other overlays stop trying too.
199
+ $gpuTier.set(0);
200
+ return;
201
+ }
191
202
  const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
192
203
  const geo = new THREE.PlaneGeometry(2, 2);
193
204
  const [rtSource, rtA, rtB] = [0, 1, 2].map(() => new THREE.WebGLRenderTarget(innerWidth, innerHeight, {
@@ -243,47 +254,53 @@ export function Greys({ className, style }) {
243
254
  const outScene = mkScene(outputFrag, outU, true);
244
255
  const resize = () => {
245
256
  renderer.setSize(innerWidth, innerHeight);
246
- renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
257
+ // Cap at 1.5x — Greys does triple-buffered ping-pong rendering at
258
+ // every frame, so retina x2 is brutal on fillrate.
259
+ renderer.setPixelRatio(Math.min(devicePixelRatio, 1.5));
247
260
  [rtSource, rtA, rtB].forEach(rt => rt.setSize(innerWidth, innerHeight));
248
261
  moshU.uRes.value.set(innerWidth, innerHeight);
249
262
  };
250
263
  resize();
251
264
  window.addEventListener('resize', resize);
252
- let raf, ping = true, time = 0;
253
- const loop = () => {
254
- raf = requestAnimationFrame(loop);
255
- time += 0.016;
256
- const v = cRef.current;
257
- srcU.uTime.value = time;
258
- srcU.uSpeed.value = v.speed;
259
- srcU.uZoom.value = v.zoom;
260
- srcU.uRotate.value = v.rotate;
261
- srcU.uFolds.value = v.folds;
262
- srcU.uDrift.value = v.drift;
263
- moshU.uTime.value = time;
264
- moshU.uIntensity.value = v.intensity;
265
- moshU.uMotion.value = v.motion;
266
- moshU.uSpeed.value = v.speed;
267
- moshU.uZoom.value = v.zoom;
268
- outU.uTime.value = time;
269
- outU.uAlpha.value = v.alpha;
270
- outU.uHue.value = v.hue;
271
- outU.uColor.value.set(typeof v.color === 'string' ? v.color : '#fff');
272
- renderer.setRenderTarget(rtSource);
273
- renderer.render(srcScene, camera);
274
- const [read, write] = ping ? [rtA, rtB] : [rtB, rtA];
275
- moshU.uPrev.value = read.texture;
276
- renderer.setRenderTarget(write);
277
- renderer.render(moshScene, camera);
278
- outU.uInput.value = write.texture;
279
- renderer.setRenderTarget(null);
280
- renderer.render(outScene, camera);
281
- ping = !ping;
282
- };
283
- loop();
265
+ let ping = true, time = 0;
266
+ // 30fps cap feedback effect, no perceptual loss vs 60fps but
267
+ // halves the cost of the heaviest overlay we ship.
268
+ const dispose = runRenderLoop({
269
+ el: canvasRef.current,
270
+ minIntervalMs: 33,
271
+ onFrame: deltaSeconds => {
272
+ time += deltaSeconds;
273
+ const v = cRef.current;
274
+ srcU.uTime.value = time;
275
+ srcU.uSpeed.value = v.speed;
276
+ srcU.uZoom.value = v.zoom;
277
+ srcU.uRotate.value = v.rotate;
278
+ srcU.uFolds.value = v.folds;
279
+ srcU.uDrift.value = v.drift;
280
+ moshU.uTime.value = time;
281
+ moshU.uIntensity.value = v.intensity;
282
+ moshU.uMotion.value = v.motion;
283
+ moshU.uSpeed.value = v.speed;
284
+ moshU.uZoom.value = v.zoom;
285
+ outU.uTime.value = time;
286
+ outU.uAlpha.value = v.alpha;
287
+ outU.uHue.value = v.hue;
288
+ outU.uColor.value.set(typeof v.color === 'string' ? v.color : '#fff');
289
+ renderer.setRenderTarget(rtSource);
290
+ renderer.render(srcScene, camera);
291
+ const [read, write] = ping ? [rtA, rtB] : [rtB, rtA];
292
+ moshU.uPrev.value = read.texture;
293
+ renderer.setRenderTarget(write);
294
+ renderer.render(moshScene, camera);
295
+ outU.uInput.value = write.texture;
296
+ renderer.setRenderTarget(null);
297
+ renderer.render(outScene, camera);
298
+ ping = !ping;
299
+ }
300
+ });
284
301
  return () => {
285
302
  window.removeEventListener('resize', resize);
286
- cancelAnimationFrame(raf);
303
+ dispose();
287
304
  textures.forEach(t => t.dispose());
288
305
  [geo, rtSource, rtA, rtB, renderer].forEach(x => x.dispose());
289
306
  };
@@ -1 +1 @@
1
- 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texture2D(uTex0, uv);\n if (i == 1) return texture2D(uTex1, uv);\n if (i == 2) return texture2D(uTex2, uv);\n return texture2D(uTex3, uv);\n }\n\n void main() {\n vec2 uv = rot(vUv - .5, uTime * uRotate * .05);\n if (uFolds > 1.) uv = kaleid(uv, uFolds);\n\n float dt = uTime * uDrift * .1;\n uv = uv / uZoom + .5 + vec2(sin(dt * .7) * cos(dt * .3), cos(dt * .5) * sin(dt * .9)) * .15 * uDrift;\n\n float cycle = mod(uTime * uSpeed * .01, 4.);\n int i0 = int(floor(cycle)), i1 = int(mod(float(i0) + 1., 4.));\n float t = smoothstep(0., 1., fract(cycle));\n\n vec3 base = mix(gray(vec3(1.) - tex(i0, uv).rgb), gray(vec3(1.) - tex(i1, uv).rgb), t);\n vec2 uvF = vec2(1. - uv.x, uv.y);\n vec3 flip = mix(gray(vec3(1.) - tex(i0, uvF).rgb), gray(vec3(1.) - tex(i1, uvF).rgb), t);\n\n gl_FragColor = vec4(mix(base, flip, .3 + sin(uTime * .2) * .2), 1.);\n }\n`\n\nconst moshFrag = /*glsl*/ `\n uniform sampler2D uCurrent, uPrev, uTex0, uTex1, uTex2, uTex3;\n uniform float uTime, uIntensity, uMotion, uZoom, uSpeed;\n uniform vec2 uRes;\n varying vec2 vUv;\n\n float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }\n vec2 hash2(vec2 p) { return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453); }\n\n float noise(vec2 p) {\n vec2 i = floor(p), f = fract(p) * fract(p) * (3. - 2. * fract(p));\n return mix(mix(hash(i), hash(i + vec2(1., 0.)), f.x), mix(hash(i + vec2(0., 1.)), hash(i + vec2(1., 1.)), f.x), f.y);\n }\n\n vec3 gray(vec3 c) { return vec3(dot(c, vec3(.299, .587, .114))); }\n\n vec2 distort(vec2 uv, float k, float t) {\n float n1 = noise(uv * 8. + t * .5), n2 = noise(uv * 12. + t * .7), flow = noise(uv * 4. + t * .3);\n return uv + vec2(cos(n1 * 6.28 + t * 1.2), sin(n2 * 6.28 + t * .9)) * .02 * k\n + vec2(cos(flow * 6.28 + uv.y * 10.), sin(flow * 6.28 + uv.x * 10.)) * .015 * k;\n }\n\n vec3 tex(int i, vec2 uv) {\n vec2 zuv = (uv - .5) / uZoom + .5;\n if (i == 0) return gray(vec3(1.) - texture2D(uTex0, zuv).rgb);\n if (i == 1) return gray(vec3(1.) - texture2D(uTex1, zuv).rgb);\n if (i == 2) return gray(vec3(1.) - texture2D(uTex2, zuv).rgb);\n return gray(vec3(1.) - texture2D(uTex3, zuv).rgb);\n }\n\n void main() {\n vec2 uv = vUv;\n float t = uTime * uSpeed, tS = floor(t * .1), pS = 80.;\n float amt = uIntensity * uMotion * .8 * (.7 + (sin(t * .5) * .5 + .5) * .3);\n\n vec2 mUV = distort(uv, uIntensity * .4, t);\n\n float hS = floor(uv.y * pS), hA = smoothstep(0., .8, hash(vec2(hS, tS)));\n float hO = (hash(vec2(hS, tS + 50.)) - .5) * .25 * hA * amt;\n float vS = floor(uv.x * pS), vA = smoothstep(0., .8, hash(vec2(vS, tS + 100.)));\n float vO = (hash(vec2(vS, tS + 150.)) - .5) * .25 * vA * amt;\n mUV += vec2(hO, vO);\n\n float bS = pS * .25;\n float hBA = step(.5, hash(vec2(floor(uv.y * bS), tS + 200.)));\n float hBO = (hash(vec2(floor(uv.y * bS), 200.)) - .5) * .35 * hBA * amt;\n float vBA = step(.5, hash(vec2(floor(uv.x * bS), tS + 300.)));\n float vBO = (hash(vec2(floor(uv.x * bS), 250.)) - .5) * .35 * vBA * amt;\n mUV += vec2(hBO, vBO);\n\n vec2 blk = floor(uv * pS * .15);\n mUV += (hash2(vec2(blk.x, blk.y + 500.)) - .5) * .4 * step(.7, hash(vec2(blk.x, blk.y + tS))) * amt;\n mUV = clamp(mUV, 0., 1.);\n\n vec3 prev = texture2D(uPrev, mUV).rgb;\n prev = mix(prev, texture2D(uPrev, clamp(uv + vec2(hBO, vBO), 0., 1.)).rgb, max(hBA, vBA) * .9);\n\n float tY = floor(uv.y * pS * .4);\n if (hash(vec2(tY, tS + 400.)) > .75) {\n prev = mix(prev, texture2D(uPrev, clamp(vec2(uv.x + (hash(vec2(tY, 400.)) - .5) * .5 * amt, uv.y), 0., 1.)).rgb, .85);\n }\n\n if (hA > 0. && amt > .01) {\n prev = mix(prev, gray(texture2D(uPrev, clamp(vec2(uv.x + (gray(prev).r - uv.x) * amt + hO, uv.y), 0., 1.)).rgb), hA);\n }\n\n float d = mix(mix(.97, .99, noise(uv * 8. + t * .2)), 0., step(.994, hash(vec2(tS, 0.))));\n gl_FragColor = vec4(mix(texture2D(uCurrent, uv).rgb, prev, d), 1.);\n }\n`\n\nconst outputFrag = /*glsl*/ `\n uniform sampler2D uInput;\n uniform float uTime, uAlpha, uHue;\n uniform vec3 uColor;\n varying vec2 vUv;\n\n float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }\n\n vec3 hueShift(vec3 c, float h) {\n float a = h * 6.28318, s = sin(a), co = cos(a);\n vec3 w = vec3(.299, .587, .114);\n return clamp(vec3(\n dot(c, w) + dot(c, vec3(.701, -.587, -.114) * co + vec3(.168, .330, -.497) * s),\n dot(c, w) + dot(c, vec3(-.299, .413, -.114) * co + vec3(.328, .035, -.363) * s),\n dot(c, w) + dot(c, vec3(-.299, -.587, .886) * co + vec3(-.497, .330, .168) * s)\n ), 0., 1.);\n }\n\n void main() {\n vec3 m = texture2D(uInput, vUv).rgb;\n m *= 1. - step(.5, fract(vUv.y * 200.)) * .06 * step(.97, hash(vec2(floor(vUv.y * 30.), floor(uTime * .5))));\n\n float lum = dot(m, vec3(.299, .587, .114));\n gl_FragColor = vec4(hueShift(mix(vec3(lum), uColor * lum * 2., length(uColor)), uHue) * uAlpha, smoothstep(.08, .18, lum * uAlpha));\n }\n`\n\nconst TEXTURES = [\n '/anatomy/grays-0.jpg',\n '/anatomy/grays-3.jpg',\n '/anatomy/grays-6.jpg',\n '/anatomy/grays-9.jpg'\n]\n\nexport function Greys({ className, style }: GreysProps) {\n const gpuTier = useGpuTier()\n const [blendOverride, setBlendOverride] = useState<string | null>(null)\n const canvasRef = useRef<HTMLCanvasElement>(null)\n\n const c = useSmoothControls(\n 'Effects/Greys',\n {\n alpha: { max: 1, min: 0, step: 0.01, value: 0.19 },\n blend: { options: BLEND_MODES, value: 'color-burn' },\n color: { value: '#ffac02' },\n drift: { max: 2, min: 0, step: 0.1, value: 0.5 },\n enabled: { value: false },\n folds: { max: 12, min: 1, step: 1, value: 1 },\n hue: { max: 1, min: 0, step: 0.01, value: 0.37 },\n intensity: { max: 3, min: 0, step: 0.1, value: 0.1 },\n motion: { max: 2, min: 0, step: 0.1, value: 0.1 },\n rotate: { max: 2, min: -2, step: 0.1, value: 0.3 },\n speed: { max: 1, min: 0.01, step: 0.01, value: 0.21 },\n zoom: { max: 4, min: 0.5, step: 0.1, value: 0.7 }\n },\n { collapsed: true }\n )\n\n const cRef = useRef(c)\n cRef.current = c\n\n useEffect(() => {\n const onKey = (e: KeyboardEvent) =>\n e.key.toLowerCase() === 'x' &&\n setBlendOverride(p => (p === 'screen' ? null : 'screen'))\n\n window.addEventListener('keydown', onKey)\n\n return () => window.removeEventListener('keydown', onKey)\n }, [])\n\n const enabled = c.enabled && gpuTier === 2\n\n useEffect(() => {\n if (!canvasRef.current || !enabled) {\n return\n }\n\n const renderer = new THREE.WebGLRenderer({\n alpha: true,\n canvas: canvasRef.current\n })\n\n const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)\n const geo = new THREE.PlaneGeometry(2, 2)\n\n const [rtSource, rtA, rtB] = [0, 1, 2].map(\n () =>\n new THREE.WebGLRenderTarget(innerWidth, innerHeight, {\n magFilter: THREE.NearestFilter,\n minFilter: THREE.NearestFilter\n })\n )\n\n const textures = TEXTURES.map(p => {\n const t = new THREE.TextureLoader().load(p)\n t.wrapS = t.wrapT = THREE.ClampToEdgeWrapping\n t.minFilter = t.magFilter = THREE.LinearFilter\n\n return t\n })\n\n const texU = Object.fromEntries(\n textures.map((t, i) => [`uTex${i}`, { value: t }])\n )\n\n const srcU = {\n ...texU,\n uDrift: { value: 0 },\n uFolds: { value: 0 },\n uRotate: { value: 0 },\n uSpeed: { value: 0 },\n uTime: { value: 0 },\n uZoom: { value: 0 }\n }\n\n const moshU = {\n ...texU,\n uCurrent: { value: rtSource.texture },\n uIntensity: { value: 0 },\n uMotion: { value: 0 },\n uPrev: { value: rtA.texture },\n uRes: { value: new THREE.Vector2(innerWidth, innerHeight) },\n uSpeed: { value: 0 },\n uTime: { value: 0 },\n uZoom: { value: 0 }\n }\n\n const outU = {\n uAlpha: { value: 0 },\n uColor: { value: new THREE.Color() },\n uHue: { value: 0 },\n uInput: { value: rtB.texture },\n uTime: { value: 0 }\n }\n\n const mkScene = (frag: string, uniforms: object, transparent = false) => {\n const s = new THREE.Scene()\n s.add(\n new THREE.Mesh(\n geo.clone(),\n new THREE.ShaderMaterial({\n fragmentShader: frag,\n transparent,\n uniforms: uniforms as Record<string, THREE.IUniform<any>>,\n vertexShader: vert\n })\n )\n )\n\n return s\n }\n\n const srcScene = mkScene(sourceFrag, srcU)\n const moshScene = mkScene(moshFrag, moshU)\n const outScene = mkScene(outputFrag, outU, true)\n\n const resize = () => {\n renderer.setSize(innerWidth, innerHeight)\n renderer.setPixelRatio(Math.min(devicePixelRatio, 2))\n ;[rtSource, rtA, rtB].forEach(rt => rt.setSize(innerWidth, innerHeight))\n moshU.uRes.value.set(innerWidth, innerHeight)\n }\n\n resize()\n window.addEventListener('resize', resize)\n\n let raf: number,\n ping = true,\n time = 0\n\n const loop = () => {\n raf = requestAnimationFrame(loop)\n time += 0.016\n\n const v = cRef.current\n\n srcU.uTime.value = time\n srcU.uSpeed.value = v.speed\n srcU.uZoom.value = v.zoom\n srcU.uRotate.value = v.rotate\n srcU.uFolds.value = v.folds\n srcU.uDrift.value = v.drift\n\n moshU.uTime.value = time\n moshU.uIntensity.value = v.intensity\n moshU.uMotion.value = v.motion\n moshU.uSpeed.value = v.speed\n moshU.uZoom.value = v.zoom\n\n outU.uTime.value = time\n outU.uAlpha.value = v.alpha\n outU.uHue.value = v.hue\n outU.uColor.value.set(typeof v.color === 'string' ? v.color : '#fff')\n\n renderer.setRenderTarget(rtSource)\n renderer.render(srcScene, camera)\n\n const [read, write] = ping ? [rtA, rtB] : [rtB, rtA]\n moshU.uPrev.value = read.texture\n renderer.setRenderTarget(write)\n renderer.render(moshScene, camera)\n\n outU.uInput.value = write.texture\n renderer.setRenderTarget(null)\n renderer.render(outScene, camera)\n\n ping = !ping\n }\n\n loop()\n\n return () => {\n window.removeEventListener('resize', resize)\n cancelAnimationFrame(raf)\n textures.forEach(t => t.dispose())\n ;[geo, rtSource, rtA, rtB, renderer].forEach(x => x.dispose())\n }\n }, [enabled])\n\n if (!enabled) {\n return null\n }\n\n return (\n <canvas\n className={cn('h-full w-full', className)}\n ref={canvasRef}\n style={{\n mixBlendMode: (blendOverride ??\n c.blend) as React.CSSProperties['mixBlendMode'],\n ...style\n }}\n />\n )\n}\n\ninterface GreysProps {\n className?: string\n style?: React.CSSProperties\n}"]}
1
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vec2(cos(a), sin(a));\n }\n\n vec4 tex(int i, vec2 uv) {\n if (i == 0) return texture2D(uTex0, uv);\n if (i == 1) return texture2D(uTex1, uv);\n if (i == 2) return texture2D(uTex2, uv);\n return texture2D(uTex3, uv);\n }\n\n void main() {\n vec2 uv = rot(vUv - .5, uTime * uRotate * .05);\n if (uFolds > 1.) uv = kaleid(uv, uFolds);\n\n float dt = uTime * uDrift * .1;\n uv = uv / uZoom + .5 + vec2(sin(dt * .7) * cos(dt * .3), cos(dt * .5) * sin(dt * .9)) * .15 * uDrift;\n\n float cycle = mod(uTime * uSpeed * .01, 4.);\n int i0 = int(floor(cycle)), i1 = int(mod(float(i0) + 1., 4.));\n float t = smoothstep(0., 1., fract(cycle));\n\n vec3 base = mix(gray(vec3(1.) - tex(i0, uv).rgb), gray(vec3(1.) - tex(i1, uv).rgb), t);\n vec2 uvF = vec2(1. - uv.x, uv.y);\n vec3 flip = mix(gray(vec3(1.) - tex(i0, uvF).rgb), gray(vec3(1.) - tex(i1, uvF).rgb), t);\n\n gl_FragColor = vec4(mix(base, flip, .3 + sin(uTime * .2) * .2), 1.);\n }\n`\n\nconst moshFrag = /*glsl*/ `\n uniform sampler2D uCurrent, uPrev, uTex0, uTex1, uTex2, uTex3;\n uniform float uTime, uIntensity, uMotion, uZoom, uSpeed;\n uniform vec2 uRes;\n varying vec2 vUv;\n\n float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }\n vec2 hash2(vec2 p) { return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453); }\n\n float noise(vec2 p) {\n vec2 i = floor(p), f = fract(p) * fract(p) * (3. - 2. * fract(p));\n return mix(mix(hash(i), hash(i + vec2(1., 0.)), f.x), mix(hash(i + vec2(0., 1.)), hash(i + vec2(1., 1.)), f.x), f.y);\n }\n\n vec3 gray(vec3 c) { return vec3(dot(c, vec3(.299, .587, .114))); }\n\n vec2 distort(vec2 uv, float k, float t) {\n float n1 = noise(uv * 8. + t * .5), n2 = noise(uv * 12. + t * .7), flow = noise(uv * 4. + t * .3);\n return uv + vec2(cos(n1 * 6.28 + t * 1.2), sin(n2 * 6.28 + t * .9)) * .02 * k\n + vec2(cos(flow * 6.28 + uv.y * 10.), sin(flow * 6.28 + uv.x * 10.)) * .015 * k;\n }\n\n vec3 tex(int i, vec2 uv) {\n vec2 zuv = (uv - .5) / uZoom + .5;\n if (i == 0) return gray(vec3(1.) - texture2D(uTex0, zuv).rgb);\n if (i == 1) return gray(vec3(1.) - texture2D(uTex1, zuv).rgb);\n if (i == 2) return gray(vec3(1.) - texture2D(uTex2, zuv).rgb);\n return gray(vec3(1.) - texture2D(uTex3, zuv).rgb);\n }\n\n void main() {\n vec2 uv = vUv;\n float t = uTime * uSpeed, tS = floor(t * .1), pS = 80.;\n float amt = uIntensity * uMotion * .8 * (.7 + (sin(t * .5) * .5 + .5) * .3);\n\n vec2 mUV = distort(uv, uIntensity * .4, t);\n\n float hS = floor(uv.y * pS), hA = smoothstep(0., .8, hash(vec2(hS, tS)));\n float hO = (hash(vec2(hS, tS + 50.)) - .5) * .25 * hA * amt;\n float vS = floor(uv.x * pS), vA = smoothstep(0., .8, hash(vec2(vS, tS + 100.)));\n float vO = (hash(vec2(vS, tS + 150.)) - .5) * .25 * vA * amt;\n mUV += vec2(hO, vO);\n\n float bS = pS * .25;\n float hBA = step(.5, hash(vec2(floor(uv.y * bS), tS + 200.)));\n float hBO = (hash(vec2(floor(uv.y * bS), 200.)) - .5) * .35 * hBA * amt;\n float vBA = step(.5, hash(vec2(floor(uv.x * bS), tS + 300.)));\n float vBO = (hash(vec2(floor(uv.x * bS), 250.)) - .5) * .35 * vBA * amt;\n mUV += vec2(hBO, vBO);\n\n vec2 blk = floor(uv * pS * .15);\n mUV += (hash2(vec2(blk.x, blk.y + 500.)) - .5) * .4 * step(.7, hash(vec2(blk.x, blk.y + tS))) * amt;\n mUV = clamp(mUV, 0., 1.);\n\n vec3 prev = texture2D(uPrev, mUV).rgb;\n prev = mix(prev, texture2D(uPrev, clamp(uv + vec2(hBO, vBO), 0., 1.)).rgb, max(hBA, vBA) * .9);\n\n float tY = floor(uv.y * pS * .4);\n if (hash(vec2(tY, tS + 400.)) > .75) {\n prev = mix(prev, texture2D(uPrev, clamp(vec2(uv.x + (hash(vec2(tY, 400.)) - .5) * .5 * amt, uv.y), 0., 1.)).rgb, .85);\n }\n\n if (hA > 0. && amt > .01) {\n prev = mix(prev, gray(texture2D(uPrev, clamp(vec2(uv.x + (gray(prev).r - uv.x) * amt + hO, uv.y), 0., 1.)).rgb), hA);\n }\n\n float d = mix(mix(.97, .99, noise(uv * 8. + t * .2)), 0., step(.994, hash(vec2(tS, 0.))));\n gl_FragColor = vec4(mix(texture2D(uCurrent, uv).rgb, prev, d), 1.);\n }\n`\n\nconst outputFrag = /*glsl*/ `\n uniform sampler2D uInput;\n uniform float uTime, uAlpha, uHue;\n uniform vec3 uColor;\n varying vec2 vUv;\n\n float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }\n\n vec3 hueShift(vec3 c, float h) {\n float a = h * 6.28318, s = sin(a), co = cos(a);\n vec3 w = vec3(.299, .587, .114);\n return clamp(vec3(\n dot(c, w) + dot(c, vec3(.701, -.587, -.114) * co + vec3(.168, .330, -.497) * s),\n dot(c, w) + dot(c, vec3(-.299, .413, -.114) * co + vec3(.328, .035, -.363) * s),\n dot(c, w) + dot(c, vec3(-.299, -.587, .886) * co + vec3(-.497, .330, .168) * s)\n ), 0., 1.);\n }\n\n void main() {\n vec3 m = texture2D(uInput, vUv).rgb;\n m *= 1. - step(.5, fract(vUv.y * 200.)) * .06 * step(.97, hash(vec2(floor(vUv.y * 30.), floor(uTime * .5))));\n\n float lum = dot(m, vec3(.299, .587, .114));\n gl_FragColor = vec4(hueShift(mix(vec3(lum), uColor * lum * 2., length(uColor)), uHue) * uAlpha, smoothstep(.08, .18, lum * uAlpha));\n }\n`\n\nconst TEXTURES = [\n '/anatomy/grays-0.jpg',\n '/anatomy/grays-3.jpg',\n '/anatomy/grays-6.jpg',\n '/anatomy/grays-9.jpg'\n]\n\nexport function Greys({ className, style }: GreysProps) {\n const gpuTier = useGpuTier()\n const [blendOverride, setBlendOverride] = useState<string | null>(null)\n const canvasRef = useRef<HTMLCanvasElement>(null)\n\n const c = useSmoothControls(\n 'Effects/Greys',\n {\n alpha: { max: 1, min: 0, step: 0.01, value: 0.19 },\n blend: { options: BLEND_MODES, value: 'color-burn' },\n color: { value: '#ffac02' },\n drift: { max: 2, min: 0, step: 0.1, value: 0.5 },\n enabled: { value: false },\n folds: { max: 12, min: 1, step: 1, value: 1 },\n hue: { max: 1, min: 0, step: 0.01, value: 0.37 },\n intensity: { max: 3, min: 0, step: 0.1, value: 0.1 },\n motion: { max: 2, min: 0, step: 0.1, value: 0.1 },\n rotate: { max: 2, min: -2, step: 0.1, value: 0.3 },\n speed: { max: 1, min: 0.01, step: 0.01, value: 0.21 },\n zoom: { max: 4, min: 0.5, step: 0.1, value: 0.7 }\n },\n { collapsed: true }\n )\n\n const cRef = useRef(c)\n cRef.current = c\n\n useEffect(() => {\n const onKey = (e: KeyboardEvent) =>\n e.key.toLowerCase() === 'x' &&\n setBlendOverride(p => (p === 'screen' ? null : 'screen'))\n\n window.addEventListener('keydown', onKey)\n\n return () => window.removeEventListener('keydown', onKey)\n }, [])\n\n const enabled = c.enabled && gpuTier === 2\n\n useEffect(() => {\n if (!canvasRef.current || !enabled) {\n return\n }\n\n let renderer: THREE.WebGLRenderer\n\n try {\n renderer = new THREE.WebGLRenderer({\n alpha: true,\n canvas: canvasRef.current\n })\n } catch {\n // See note in noise.tsx — eager gpu-tier detection should keep us\n // out of here, but if the driver fails the renderer constructor\n // anyway, downgrade so other overlays stop trying too.\n $gpuTier.set(0)\n\n return\n }\n\n const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)\n const geo = new THREE.PlaneGeometry(2, 2)\n\n const [rtSource, rtA, rtB] = [0, 1, 2].map(\n () =>\n new THREE.WebGLRenderTarget(innerWidth, innerHeight, {\n magFilter: THREE.NearestFilter,\n minFilter: THREE.NearestFilter\n })\n )\n\n const textures = TEXTURES.map(p => {\n const t = new THREE.TextureLoader().load(p)\n t.wrapS = t.wrapT = THREE.ClampToEdgeWrapping\n t.minFilter = t.magFilter = THREE.LinearFilter\n\n return t\n })\n\n const texU = Object.fromEntries(\n textures.map((t, i) => [`uTex${i}`, { value: t }])\n )\n\n const srcU = {\n ...texU,\n uDrift: { value: 0 },\n uFolds: { value: 0 },\n uRotate: { value: 0 },\n uSpeed: { value: 0 },\n uTime: { value: 0 },\n uZoom: { value: 0 }\n }\n\n const moshU = {\n ...texU,\n uCurrent: { value: rtSource.texture },\n uIntensity: { value: 0 },\n uMotion: { value: 0 },\n uPrev: { value: rtA.texture },\n uRes: { value: new THREE.Vector2(innerWidth, innerHeight) },\n uSpeed: { value: 0 },\n uTime: { value: 0 },\n uZoom: { value: 0 }\n }\n\n const outU = {\n uAlpha: { value: 0 },\n uColor: { value: new THREE.Color() },\n uHue: { value: 0 },\n uInput: { value: rtB.texture },\n uTime: { value: 0 }\n }\n\n const mkScene = (frag: string, uniforms: object, transparent = false) => {\n const s = new THREE.Scene()\n s.add(\n new THREE.Mesh(\n geo.clone(),\n new THREE.ShaderMaterial({\n fragmentShader: frag,\n transparent,\n uniforms: uniforms as Record<string, THREE.IUniform<any>>,\n vertexShader: vert\n })\n )\n )\n\n return s\n }\n\n const srcScene = mkScene(sourceFrag, srcU)\n const moshScene = mkScene(moshFrag, moshU)\n const outScene = mkScene(outputFrag, outU, true)\n\n const resize = () => {\n renderer.setSize(innerWidth, innerHeight)\n // Cap at 1.5x — Greys does triple-buffered ping-pong rendering at\n // every frame, so retina x2 is brutal on fillrate.\n renderer.setPixelRatio(Math.min(devicePixelRatio, 1.5))\n ;[rtSource, rtA, rtB].forEach(rt => rt.setSize(innerWidth, innerHeight))\n moshU.uRes.value.set(innerWidth, innerHeight)\n }\n\n resize()\n window.addEventListener('resize', resize)\n\n let ping = true,\n time = 0\n\n // 30fps cap — feedback effect, no perceptual loss vs 60fps but\n // halves the cost of the heaviest overlay we ship.\n const dispose = runRenderLoop({\n el: canvasRef.current,\n minIntervalMs: 33,\n onFrame: deltaSeconds => {\n time += deltaSeconds\n\n const v = cRef.current\n\n srcU.uTime.value = time\n srcU.uSpeed.value = v.speed\n srcU.uZoom.value = v.zoom\n srcU.uRotate.value = v.rotate\n srcU.uFolds.value = v.folds\n srcU.uDrift.value = v.drift\n\n moshU.uTime.value = time\n moshU.uIntensity.value = v.intensity\n moshU.uMotion.value = v.motion\n moshU.uSpeed.value = v.speed\n moshU.uZoom.value = v.zoom\n\n outU.uTime.value = time\n outU.uAlpha.value = v.alpha\n outU.uHue.value = v.hue\n outU.uColor.value.set(typeof v.color === 'string' ? v.color : '#fff')\n\n renderer.setRenderTarget(rtSource)\n renderer.render(srcScene, camera)\n\n const [read, write] = ping ? [rtA, rtB] : [rtB, rtA]\n moshU.uPrev.value = read.texture\n renderer.setRenderTarget(write)\n renderer.render(moshScene, camera)\n\n outU.uInput.value = write.texture\n renderer.setRenderTarget(null)\n renderer.render(outScene, camera)\n\n ping = !ping\n }\n })\n\n return () => {\n window.removeEventListener('resize', resize)\n dispose()\n textures.forEach(t => t.dispose())\n ;[geo, rtSource, rtA, rtB, renderer].forEach(x => x.dispose())\n }\n }, [enabled])\n\n if (!enabled) {\n return null\n }\n\n return (\n <canvas\n className={cn('h-full w-full', className)}\n ref={canvasRef}\n style={{\n mixBlendMode: (blendOverride ??\n c.blend) as React.CSSProperties['mixBlendMode'],\n ...style\n }}\n />\n )\n}\n\ninterface GreysProps {\n className?: string\n style?: React.CSSProperties\n}"]}
@@ -1 +1 @@
1
- {"version":3,"file":"noise.d.ts","sourceRoot":"","sources":["../../../../src/ui/components/overlays/noise.tsx"],"names":[],"mappings":"AAqCA,wBAAgB,KAAK,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,EAAE,UAAU,kDAiHrD;AAED,UAAU,UAAU;IAClB,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,KAAK,CAAC,EAAE,KAAK,CAAC,aAAa,CAAA;CAC5B"}
1
+ {"version":3,"file":"noise.d.ts","sourceRoot":"","sources":["../../../../src/ui/components/overlays/noise.tsx"],"names":[],"mappings":"AAqCA,wBAAgB,KAAK,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,EAAE,UAAU,kDAmIrD;AAED,UAAU,UAAU;IAClB,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,KAAK,CAAC,EAAE,KAAK,CAAC,aAAa,CAAA;CAC5B"}
@@ -2,7 +2,7 @@
2
2
  import { jsx as _jsx } from "react/jsx-runtime";
3
3
  import { useEffect, useRef } from 'react';
4
4
  import * as THREE from 'three';
5
- import { useGpuTier } from '../../../hooks/use-gpu-tier';
5
+ import { $gpuTier, useGpuTier } from '../../../hooks/use-gpu-tier';
6
6
  import { useSmoothControls } from '../../../hooks/use-smooth-controls';
7
7
  import { cn, hexToVec3 } from '../../../utils';
8
8
  import { BLEND_MODES } from './blend-modes';
@@ -41,18 +41,32 @@ export function Noise({ className, style }) {
41
41
  size: { max: 10, min: 0.1, step: 0.1, value: 1 }
42
42
  }, { collapsed: true });
43
43
  const canvasRef = useRef(null);
44
- const cRef = useRef(c);
45
- cRef.current = c;
46
44
  const enabled = c.enabled && gpuTier > 0;
45
+ // The noise shader is fully deterministic: given the same uniforms it
46
+ // produces an identical output every frame. The previous version ran
47
+ // it at 60fps forever, which on a retina display with mix-blend-mode
48
+ // is enough to peg the GPU/compositor for the entire lifetime of the
49
+ // page (this is the dominant contributor to the "fans go crazy after
50
+ // a few hours of idle" symptom).
51
+ //
52
+ // Instead we render exactly once on mount, and re-render only when
53
+ // the user-controllable uniforms change or the viewport resizes.
47
54
  useEffect(() => {
48
55
  if (!canvasRef.current || !enabled) {
49
56
  return;
50
57
  }
51
- const renderer = new THREE.WebGLRenderer({
52
- alpha: true,
53
- canvas: canvasRef.current,
54
- premultipliedAlpha: false
55
- });
58
+ let renderer;
59
+ try {
60
+ renderer = new THREE.WebGLRenderer({
61
+ alpha: true,
62
+ canvas: canvasRef.current,
63
+ premultipliedAlpha: false
64
+ });
65
+ }
66
+ catch {
67
+ $gpuTier.set(0);
68
+ return;
69
+ }
56
70
  renderer.setClearColor(0x000000, 0);
57
71
  const scene = new THREE.Scene();
58
72
  const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
@@ -71,42 +85,49 @@ export function Noise({ className, style }) {
71
85
  vertexShader: vert
72
86
  });
73
87
  scene.add(new THREE.Mesh(geo, mat));
88
+ // Cap pixel ratio at 1.5 — noise is intentionally pixelated, so the
89
+ // extra retina samples are wasted fillrate.
90
+ const dpr = Math.min(devicePixelRatio, 1.5);
91
+ const render = () => {
92
+ mat.uniforms.uColor.value = hexToVec3(c.color);
93
+ mat.uniforms.uDensity.value = c.density;
94
+ mat.uniforms.uOpacity.value = c.opacity;
95
+ mat.uniforms.uSize.value = c.size;
96
+ mat.uniforms.uDpr.value = dpr;
97
+ renderer.render(scene, camera);
98
+ };
74
99
  const resize = () => {
75
100
  renderer.setSize(innerWidth, innerHeight);
76
- renderer.setPixelRatio(devicePixelRatio);
77
- mat.uniforms.uRes.value.set(innerWidth * devicePixelRatio, innerHeight * devicePixelRatio);
78
- mat.uniforms.uDpr.value = devicePixelRatio;
101
+ renderer.setPixelRatio(dpr);
102
+ mat.uniforms.uRes.value.set(innerWidth * dpr, innerHeight * dpr);
103
+ render();
79
104
  };
80
105
  resize();
81
106
  window.addEventListener('resize', resize);
82
- let raf;
83
- const interval = gpuTier === 1 ? 100 : 0;
84
- const loop = () => {
85
- raf = interval
86
- ? setTimeout(loop, interval)
87
- : requestAnimationFrame(loop);
88
- const v = cRef.current;
89
- mat.uniforms.uSize.value = v.size;
90
- mat.uniforms.uDensity.value = v.density;
91
- mat.uniforms.uColor.value = hexToVec3(v.color);
92
- mat.uniforms.uOpacity.value = v.opacity;
93
- renderer.render(scene, camera);
107
+ // Re-render when the tab becomes visible again, in case the GL
108
+ // context was discarded by the browser while the page was
109
+ // backgrounded otherwise we can come back to a transparent canvas.
110
+ const onVisibility = () => {
111
+ if (!document.hidden)
112
+ render();
94
113
  };
95
- loop();
114
+ document.addEventListener('visibilitychange', onVisibility);
96
115
  return () => {
97
116
  window.removeEventListener('resize', resize);
98
- if (interval) {
99
- clearTimeout(raf);
100
- }
101
- else {
102
- cancelAnimationFrame(raf);
103
- }
117
+ document.removeEventListener('visibilitychange', onVisibility);
104
118
  mat.dispose();
105
119
  geo.dispose();
106
120
  renderer.dispose();
107
121
  };
108
122
  // eslint-disable-next-line react-hooks/exhaustive-deps
109
- }, [enabled, gpuTier]);
123
+ }, [
124
+ enabled,
125
+ gpuTier,
126
+ c.color,
127
+ c.density,
128
+ c.opacity,
129
+ c.size
130
+ ]);
110
131
  if (!enabled) {
111
132
  return null;
112
133
  }
@@ -1 +1 @@
1
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uDensity, n)) * uOpacity;\n }\n`\n\nexport function Noise({ className, style }: NoiseProps) {\n const gpuTier = useGpuTier()\n\n const c = useSmoothControls(\n 'Effects/Noise',\n {\n blend: { options: BLEND_MODES, value: 'color-dodge' as const },\n color: { value: '#eaeaea' },\n density: { max: 1, min: 0, step: 0.01, value: 0.11 },\n enabled: { value: true },\n opacity: { max: 1, min: 0, step: 0.01, value: 0.55 },\n size: { max: 10, min: 0.1, step: 0.1, value: 1 }\n },\n { collapsed: true }\n )\n\n const canvasRef = useRef<HTMLCanvasElement>(null)\n const cRef = useRef(c)\n cRef.current = c\n\n const enabled = c.enabled && gpuTier > 0\n\n useEffect(() => {\n if (!canvasRef.current || !enabled) {\n return\n }\n\n const renderer = new THREE.WebGLRenderer({\n alpha: true,\n canvas: canvasRef.current,\n premultipliedAlpha: false\n })\n\n renderer.setClearColor(0x000000, 0)\n\n const scene = new THREE.Scene()\n const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)\n const geo = new THREE.PlaneGeometry(2, 2)\n\n const mat = new THREE.ShaderMaterial({\n fragmentShader: frag,\n transparent: true,\n uniforms: {\n uColor: { value: hexToVec3(c.color) },\n uDensity: { value: c.density },\n uDpr: { value: 1 },\n uOpacity: { value: c.opacity },\n uRes: { value: new THREE.Vector2() },\n uSize: { value: c.size }\n },\n vertexShader: vert\n })\n\n scene.add(new THREE.Mesh(geo, mat))\n\n const resize = () => {\n renderer.setSize(innerWidth, innerHeight)\n renderer.setPixelRatio(devicePixelRatio)\n mat.uniforms.uRes.value.set(\n innerWidth * devicePixelRatio,\n innerHeight * devicePixelRatio\n )\n mat.uniforms.uDpr.value = devicePixelRatio\n }\n\n resize()\n window.addEventListener('resize', resize)\n\n let raf: number\n const interval = gpuTier === 1 ? 100 : 0\n\n const loop = () => {\n raf = interval\n ? (setTimeout(loop, interval) as unknown as number)\n : requestAnimationFrame(loop)\n\n const v = cRef.current\n mat.uniforms.uSize.value = v.size\n mat.uniforms.uDensity.value = v.density\n mat.uniforms.uColor.value = hexToVec3(v.color)\n mat.uniforms.uOpacity.value = v.opacity\n renderer.render(scene, camera)\n }\n\n loop()\n\n return () => {\n window.removeEventListener('resize', resize)\n\n if (interval) {\n clearTimeout(raf)\n } else {\n cancelAnimationFrame(raf)\n }\n\n mat.dispose()\n geo.dispose()\n renderer.dispose()\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [enabled, gpuTier])\n\n if (!enabled) {\n return null\n }\n\n return (\n <canvas\n className={cn('h-full w-full', className)}\n ref={canvasRef}\n style={{ mixBlendMode: c.blend, ...style }}\n />\n )\n}\n\ninterface NoiseProps {\n className?: string\n style?: React.CSSProperties\n}\n"]}
1
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client'\n\nimport { useEffect, useRef } from 'react'\nimport * as THREE from 'three'\n\nimport { $gpuTier, useGpuTier } from '../../../hooks/use-gpu-tier'\nimport { useSmoothControls } from '../../../hooks/use-smooth-controls'\nimport { cn, hexToVec3 } from '../../../utils'\n\nimport { BLEND_MODES } from './blend-modes'\n\nconst vert = /*glsl*/ `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n`\n\nconst frag = /*glsl*/ `\n uniform vec2 uRes;\n uniform float uDpr, uSize, uDensity, uOpacity;\n uniform vec3 uColor;\n varying vec2 vUv;\n\n float hash(vec2 p) {\n vec3 p3 = fract(vec3(p.xyx) * 0.1031);\n p3 += dot(p3, p3.yzx + 33.33);\n return fract((p3.x + p3.y) * p3.z);\n }\n\n void main() {\n float n = hash(floor(vUv * uRes / (uSize * uDpr)));\n gl_FragColor = vec4(uColor, step(1.0 - uDensity, n)) * uOpacity;\n }\n`\n\nexport function Noise({ className, style }: NoiseProps) {\n const gpuTier = useGpuTier()\n\n const c = useSmoothControls(\n 'Effects/Noise',\n {\n blend: { options: BLEND_MODES, value: 'color-dodge' as const },\n color: { value: '#eaeaea' },\n density: { max: 1, min: 0, step: 0.01, value: 0.11 },\n enabled: { value: true },\n opacity: { max: 1, min: 0, step: 0.01, value: 0.55 },\n size: { max: 10, min: 0.1, step: 0.1, value: 1 }\n },\n { collapsed: true }\n )\n\n const canvasRef = useRef<HTMLCanvasElement>(null)\n\n const enabled = c.enabled && gpuTier > 0\n\n // The noise shader is fully deterministic: given the same uniforms it\n // produces an identical output every frame. The previous version ran\n // it at 60fps forever, which on a retina display with mix-blend-mode\n // is enough to peg the GPU/compositor for the entire lifetime of the\n // page (this is the dominant contributor to the \"fans go crazy after\n // a few hours of idle\" symptom).\n //\n // Instead we render exactly once on mount, and re-render only when\n // the user-controllable uniforms change or the viewport resizes.\n useEffect(() => {\n if (!canvasRef.current || !enabled) {\n return\n }\n\n let renderer: THREE.WebGLRenderer\n\n try {\n renderer = new THREE.WebGLRenderer({\n alpha: true,\n canvas: canvasRef.current,\n premultipliedAlpha: false\n })\n } catch {\n $gpuTier.set(0)\n\n return\n }\n\n renderer.setClearColor(0x000000, 0)\n\n const scene = new THREE.Scene()\n const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)\n const geo = new THREE.PlaneGeometry(2, 2)\n\n const mat = new THREE.ShaderMaterial({\n fragmentShader: frag,\n transparent: true,\n uniforms: {\n uColor: { value: hexToVec3(c.color) },\n uDensity: { value: c.density },\n uDpr: { value: 1 },\n uOpacity: { value: c.opacity },\n uRes: { value: new THREE.Vector2() },\n uSize: { value: c.size }\n },\n vertexShader: vert\n })\n\n scene.add(new THREE.Mesh(geo, mat))\n\n // Cap pixel ratio at 1.5 — noise is intentionally pixelated, so the\n // extra retina samples are wasted fillrate.\n const dpr = Math.min(devicePixelRatio, 1.5)\n\n const render = () => {\n mat.uniforms.uColor.value = hexToVec3(c.color)\n mat.uniforms.uDensity.value = c.density\n mat.uniforms.uOpacity.value = c.opacity\n mat.uniforms.uSize.value = c.size\n mat.uniforms.uDpr.value = dpr\n renderer.render(scene, camera)\n }\n\n const resize = () => {\n renderer.setSize(innerWidth, innerHeight)\n renderer.setPixelRatio(dpr)\n mat.uniforms.uRes.value.set(innerWidth * dpr, innerHeight * dpr)\n render()\n }\n\n resize()\n window.addEventListener('resize', resize)\n\n // Re-render when the tab becomes visible again, in case the GL\n // context was discarded by the browser while the page was\n // backgrounded otherwise we can come back to a transparent canvas.\n const onVisibility = () => {\n if (!document.hidden) render()\n }\n\n document.addEventListener('visibilitychange', onVisibility)\n\n return () => {\n window.removeEventListener('resize', resize)\n document.removeEventListener('visibilitychange', onVisibility)\n\n mat.dispose()\n geo.dispose()\n renderer.dispose()\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [\n enabled,\n gpuTier,\n c.color,\n c.density,\n c.opacity,\n c.size\n ])\n\n if (!enabled) {\n return null\n }\n\n return (\n <canvas\n className={cn('h-full w-full', className)}\n ref={canvasRef}\n style={{ mixBlendMode: c.blend, ...style }}\n />\n )\n}\n\ninterface NoiseProps {\n className?: string\n style?: React.CSSProperties\n}\n"]}
@@ -1,4 +1,4 @@
1
- export declare function SceneCanvas({ camera, children, className, contained, noEvents, style }: SceneCanvasProps): import("react/jsx-runtime").JSX.Element;
1
+ export declare function SceneCanvas({ camera, children, className, contained, frameloop, noEvents, style }: SceneCanvasProps): import("react/jsx-runtime").JSX.Element;
2
2
  interface SceneCanvasProps {
3
3
  camera?: {
4
4
  far?: number;
@@ -9,6 +9,14 @@ interface SceneCanvasProps {
9
9
  children: () => React.ReactNode;
10
10
  className?: string;
11
11
  contained?: boolean;
12
+ /**
13
+ * R3F frame-loop mode. Defaults to `'always'` for backwards
14
+ * compatibility, but `'demand'` is strongly preferred for static
15
+ * scenes (use `invalidate()` from `useThree` to request frames). The
16
+ * canvas additionally pauses (forces `'never'`) while the document
17
+ * is hidden, regardless of this setting.
18
+ */
19
+ frameloop?: 'always' | 'demand' | 'never';
12
20
  noEvents?: boolean;
13
21
  style?: React.CSSProperties;
14
22
  }
@@ -1 +1 @@
1
- {"version":3,"file":"scene-canvas.d.ts","sourceRoot":"","sources":["../../../src/ui/components/scene-canvas.tsx"],"names":[],"mappings":"AAqHA,wBAAgB,WAAW,CAAC,EAC1B,MAAM,EACN,QAAQ,EACR,SAAS,EACT,SAAS,EACT,QAAQ,EACR,KAAK,EACN,EAAE,gBAAgB,2CAwFlB;AAED,UAAU,gBAAgB;IACxB,MAAM,CAAC,EAAE;QACP,GAAG,CAAC,EAAE,MAAM,CAAA;QACZ,IAAI,CAAC,EAAE,MAAM,CAAA;QACb,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;QACnC,IAAI,CAAC,EAAE,MAAM,CAAA;KACd,CAAA;IACD,QAAQ,EAAE,MAAM,KAAK,CAAC,SAAS,CAAA;IAC/B,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,SAAS,CAAC,EAAE,OAAO,CAAA;IACnB,QAAQ,CAAC,EAAE,OAAO,CAAA;IAClB,KAAK,CAAC,EAAE,KAAK,CAAC,aAAa,CAAA;CAC5B"}
1
+ {"version":3,"file":"scene-canvas.d.ts","sourceRoot":"","sources":["../../../src/ui/components/scene-canvas.tsx"],"names":[],"mappings":"AAqHA,wBAAgB,WAAW,CAAC,EAC1B,MAAM,EACN,QAAQ,EACR,SAAS,EACT,SAAS,EACT,SAAoB,EACpB,QAAQ,EACR,KAAK,EACN,EAAE,gBAAgB,2CA0GlB;AAED,UAAU,gBAAgB;IACxB,MAAM,CAAC,EAAE;QACP,GAAG,CAAC,EAAE,MAAM,CAAA;QACZ,IAAI,CAAC,EAAE,MAAM,CAAA;QACb,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;QACnC,IAAI,CAAC,EAAE,MAAM,CAAA;KACd,CAAA;IACD,QAAQ,EAAE,MAAM,KAAK,CAAC,SAAS,CAAA;IAC/B,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,SAAS,CAAC,EAAE,OAAO,CAAA;IACnB;;;;;;OAMG;IACH,SAAS,CAAC,EAAE,QAAQ,GAAG,QAAQ,GAAG,OAAO,CAAA;IACzC,QAAQ,CAAC,EAAE,OAAO,CAAA;IAClB,KAAK,CAAC,EAAE,KAAK,CAAC,aAAa,CAAA;CAC5B"}
@@ -70,7 +70,7 @@ function PositionedGroup({ baseZoom, bounds, children }) {
70
70
  });
71
71
  return _jsx("group", { ref: ref, children: children });
72
72
  }
73
- export function SceneCanvas({ camera, children, className, contained, noEvents, style }) {
73
+ export function SceneCanvas({ camera, children, className, contained, frameloop = 'always', noEvents, style }) {
74
74
  const [container, setContainer] = useState(null);
75
75
  const baseZoom = camera?.zoom ?? 150;
76
76
  const bounds = useBounds(contained ? (container?.parentElement ?? null) : null);
@@ -88,13 +88,24 @@ export function SceneCanvas({ camera, children, className, contained, noEvents,
88
88
  window.removeEventListener('pointerup', unlock);
89
89
  };
90
90
  }, [container, contained, noEvents]);
91
+ // Pause the R3F render loop when the tab is hidden. Even on
92
+ // `frameloop="always"` scenes we don't want the GPU running while the
93
+ // user can't see anything — this is the dominant fix for the "fans
94
+ // crank up after hours of idle" symptom.
95
+ const [pageHidden, setPageHidden] = useState(typeof document !== 'undefined' && document.hidden);
96
+ useEffect(() => {
97
+ const onVisibility = () => setPageHidden(document.hidden);
98
+ document.addEventListener('visibilitychange', onVisibility);
99
+ return () => document.removeEventListener('visibilitychange', onVisibility);
100
+ }, []);
101
+ const effectiveFrameloop = pageHidden ? 'never' : frameloop;
91
102
  const cam = useMemo(() => ({
92
103
  far: camera?.far ?? 100,
93
104
  near: camera?.near ?? -100,
94
105
  position: camera?.position ?? [0, 0, 10],
95
106
  zoom: baseZoom * (contained ? 1 : 2)
96
107
  }), [baseZoom, camera, contained]);
97
- const canvas = (_jsx(Canvas, { camera: cam, className: className, dpr: [1, 2], eventPrefix: contained ? 'client' : 'offset', eventSource: contained ? (container ?? undefined) : undefined, gl: GL, orthographic: true, style: contained
108
+ const canvas = (_jsx(Canvas, { camera: cam, className: className, dpr: [1, 2], eventPrefix: contained ? 'client' : 'offset', eventSource: contained ? (container ?? undefined) : undefined, frameloop: effectiveFrameloop, gl: GL, orthographic: true, style: contained
98
109
  ? {
99
110
  height: '100dvh',
100
111
  inset: 0,
@@ -1 +1 @@
1
- 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Even on\n // `frameloop=\"always\"` scenes we don't want the GPU running while the\n // user can't see anything — this is the dominant fix for the \"fans\n // crank up after hours of idle\" symptom.\n const [pageHidden, setPageHidden] = useState(\n typeof document !== 'undefined' && document.hidden\n )\n\n useEffect(() => {\n const onVisibility = () => setPageHidden(document.hidden)\n document.addEventListener('visibilitychange', onVisibility)\n\n return () => document.removeEventListener('visibilitychange', onVisibility)\n }, [])\n\n const effectiveFrameloop = pageHidden ? 'never' : frameloop\n\n const cam = useMemo(\n () => ({\n far: camera?.far ?? 100,\n near: camera?.near ?? -100,\n position: camera?.position ?? ([0, 0, 10] as [number, number, number]),\n zoom: baseZoom * (contained ? 1 : 2)\n }),\n [baseZoom, camera, contained]\n )\n\n const canvas = (\n <Canvas\n camera={cam}\n className={className}\n dpr={[1, 2]}\n eventPrefix={contained ? 'client' : 'offset'}\n eventSource={contained ? (container ?? undefined) : undefined}\n frameloop={effectiveFrameloop}\n gl={GL}\n orthographic\n style={\n contained\n ? {\n height: '100dvh',\n inset: 0,\n pointerEvents: 'none',\n position: 'fixed',\n width: '100dvw',\n zIndex: 0,\n ...style\n }\n : { height: '100%', width: '100%', ...style }\n }\n >\n {contained ? (\n <PositionedGroup baseZoom={baseZoom} bounds={bounds}>\n {children()}\n </PositionedGroup>\n ) : (\n children()\n )}\n </Canvas>\n )\n\n return contained ? (\n <Suspense>\n <div\n ref={setContainer}\n style={{\n height: '100%',\n inset: 0,\n pointerEvents: noEvents ? 'none' : 'auto',\n position: 'absolute',\n width: '100%',\n zIndex: 1\n }}\n />\n {canvas}\n </Suspense>\n ) : (\n canvas\n )\n}\n\ninterface SceneCanvasProps {\n camera?: {\n far?: number\n near?: number\n position?: [number, number, number]\n zoom?: number\n }\n children: () => React.ReactNode\n className?: string\n contained?: boolean\n /**\n * R3F frame-loop mode. Defaults to `'always'` for backwards\n * compatibility, but `'demand'` is strongly preferred for static\n * scenes (use `invalidate()` from `useThree` to request frames). The\n * canvas additionally pauses (forces `'never'`) while the document\n * is hidden, regardless of this setting.\n */\n frameloop?: 'always' | 'demand' | 'never'\n noEvents?: boolean\n style?: React.CSSProperties\n}\n"]}
@@ -1 +1 @@
1
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