react-native-effects 0.1.0 → 0.3.0
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.
- package/README.md +75 -13
- package/lib/module/components/ShaderView/index.js +122 -27
- package/lib/module/components/ShaderView/index.js.map +1 -1
- package/lib/module/components/ShaderViewWithPanGesture/index.js +196 -0
- package/lib/module/components/ShaderViewWithPanGesture/index.js.map +1 -0
- package/lib/module/hooks/useParamsSynchronizable.js +37 -0
- package/lib/module/hooks/useParamsSynchronizable.js.map +1 -0
- package/lib/module/hooks/useWGPUSetup.js +62 -13
- package/lib/module/hooks/useWGPUSetup.js.map +1 -1
- package/lib/module/index.js +3 -1
- package/lib/module/index.js.map +1 -1
- package/lib/module/shaders/uniforms.js +4 -3
- package/lib/module/shaders/uniforms.js.map +1 -1
- package/lib/module/utils/gpuDevice.js +38 -0
- package/lib/module/utils/gpuDevice.js.map +1 -0
- package/lib/typescript/src/components/Aurora.d.ts +1 -1
- package/lib/typescript/src/components/Aurora.d.ts.map +1 -1
- package/lib/typescript/src/components/CalicoSwirl.d.ts +1 -1
- package/lib/typescript/src/components/CalicoSwirl.d.ts.map +1 -1
- package/lib/typescript/src/components/Campfire.d.ts +1 -1
- package/lib/typescript/src/components/Campfire.d.ts.map +1 -1
- package/lib/typescript/src/components/CircularGradient.d.ts +1 -1
- package/lib/typescript/src/components/CircularGradient.d.ts.map +1 -1
- package/lib/typescript/src/components/Iridescence.d.ts +1 -1
- package/lib/typescript/src/components/Iridescence.d.ts.map +1 -1
- package/lib/typescript/src/components/LinearGradient.d.ts +1 -1
- package/lib/typescript/src/components/LinearGradient.d.ts.map +1 -1
- package/lib/typescript/src/components/LiquidChrome.d.ts +1 -1
- package/lib/typescript/src/components/LiquidChrome.d.ts.map +1 -1
- package/lib/typescript/src/components/ShaderView/index.d.ts +1 -1
- package/lib/typescript/src/components/ShaderView/index.d.ts.map +1 -1
- package/lib/typescript/src/components/ShaderView/types.d.ts +20 -0
- package/lib/typescript/src/components/ShaderView/types.d.ts.map +1 -1
- package/lib/typescript/src/components/ShaderViewWithPanGesture/index.d.ts +35 -0
- package/lib/typescript/src/components/ShaderViewWithPanGesture/index.d.ts.map +1 -0
- package/lib/typescript/src/components/Silk.d.ts +1 -1
- package/lib/typescript/src/components/Silk.d.ts.map +1 -1
- package/lib/typescript/src/hooks/useParamsSynchronizable.d.ts +22 -0
- package/lib/typescript/src/hooks/useParamsSynchronizable.d.ts.map +1 -0
- package/lib/typescript/src/hooks/useWGPUSetup.d.ts +5 -2
- package/lib/typescript/src/hooks/useWGPUSetup.d.ts.map +1 -1
- package/lib/typescript/src/index.d.ts +6 -2
- package/lib/typescript/src/index.d.ts.map +1 -1
- package/lib/typescript/src/shaders/uniforms.d.ts +3 -3
- package/lib/typescript/src/shaders/uniforms.d.ts.map +1 -1
- package/lib/typescript/src/utils/gpuDevice.d.ts +13 -0
- package/lib/typescript/src/utils/gpuDevice.d.ts.map +1 -0
- package/package.json +31 -30
- package/src/components/ShaderView/index.tsx +140 -32
- package/src/components/ShaderView/types.ts +21 -0
- package/src/components/ShaderViewWithPanGesture/index.tsx +225 -0
- package/src/hooks/useParamsSynchronizable.ts +52 -0
- package/src/hooks/useWGPUSetup.tsx +69 -21
- package/src/index.tsx +10 -1
- package/src/shaders/uniforms.ts +4 -3
- package/src/utils/gpuDevice.ts +38 -0
- package/lib/module/utils/initWebGPU.js +0 -40
- package/lib/module/utils/initWebGPU.js.map +0 -1
- package/lib/typescript/src/utils/initWebGPU.d.ts +0 -23
- package/lib/typescript/src/utils/initWebGPU.d.ts.map +0 -1
- package/src/utils/initWebGPU.ts +0 -47
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "react-native-effects",
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"version": "0.
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"version": "0.3.0",
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"description": "WebGPU-powered visual effects running on a background thread in React Native",
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"main": "./lib/module/index.js",
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"types": "./lib/typescript/src/index.d.ts",
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@@ -65,45 +65,46 @@
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"registry": "https://registry.npmjs.org/"
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},
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"devDependencies": {
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"@commitlint/config-conventional": "^
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"@eslint/compat": "^1.
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"@eslint/eslintrc": "^3.3.
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"@eslint/js": "^9.
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"@react-native/babel-preset": "0.
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"@react-native/eslint-config": "0.
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"@
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"@commitlint/config-conventional": "^21.0.2",
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"@eslint/compat": "^2.1.0",
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"@eslint/eslintrc": "^3.3.5",
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"@eslint/js": "^9.39.4",
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"@react-native/babel-preset": "0.85.3",
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"@react-native/eslint-config": "0.85.3",
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"@react-native/jest-preset": "0.85.3",
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"@release-it/conventional-changelog": "^11.0.1",
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"@types/jest": "^29.5.14",
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"@types/react": "^19.
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"@webgpu/types": "0.1.
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"commitlint": "^
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"del-cli": "^
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"eslint": "^9.
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"@types/react": "^19.2.17",
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"@webgpu/types": "0.1.70",
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"commitlint": "^21.0.2",
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"del-cli": "^7.0.0",
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"eslint": "^9.39.4",
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"eslint-config-prettier": "^10.1.8",
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"eslint-plugin-prettier": "^5.5.
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"eslint-plugin-prettier": "^5.5.6",
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"jest": "^29.7.0",
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"lefthook": "^2.
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"prettier": "^
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"react": "19.2.
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"react-native": "0.
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"react-native-builder-bob": "^0.
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"react-native-gesture-handler": "2.
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"react-native-reanimated": "4.3.
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"react-native-
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"react-native-worklets": "0.8.
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"release-it": "^
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"turbo": "^2.
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"typescript": "^
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"lefthook": "^2.1.9",
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"prettier": "^3.8.3",
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"react": "19.2.3",
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"react-native": "0.85.3",
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"react-native-builder-bob": "^0.41.0",
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"react-native-gesture-handler": "2.31.1",
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"react-native-reanimated": "4.3.1",
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"react-native-webgpu": "0.5.15",
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"react-native-worklets": "0.8.3",
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"release-it": "^20.2.0",
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"turbo": "^2.9.16",
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"typescript": "^6.0.3"
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},
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"peerDependencies": {
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"react": "*",
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"react-native": "*",
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"react-native-gesture-handler": ">=2.0.0",
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"react-native-
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"react-native-webgpu": ">=0.5.0",
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"react-native-worklets": ">=0.8.0"
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},
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"resolutions": {
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"metro": "patch:metro@npm%3A0.
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"metro-runtime": "patch:metro-runtime@npm%3A0.
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"metro": "patch:metro@npm%3A0.84.4#./.yarn/patches/metro-npm-0.84.4.patch",
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"metro-runtime": "patch:metro-runtime@npm%3A0.84.4#./.yarn/patches/metro-runtime-npm-0.84.4.patch"
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},
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"workspaces": [
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"example"
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"useTabs": false
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},
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"jest": {
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"preset": "react-native",
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"preset": "@react-native/jest-preset",
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"modulePathIgnorePatterns": [
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"<rootDir>/example/node_modules",
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"<rootDir>/lib/"
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import { PixelRatio, StyleSheet } from 'react-native';
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import { Canvas } from 'react-native-
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import { useEffect, useRef } from 'react';
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import { AppState, PixelRatio, StyleSheet } from 'react-native';
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import { Canvas, installWebGPU } from 'react-native-webgpu';
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import { useEffect, useRef, useState } from 'react';
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import { createSynchronizable, scheduleOnRuntime } from 'react-native-worklets';
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import { colorToVec4 } from '../../utils/colors';
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import { useWGPUSetup } from '../../hooks/useWGPUSetup';
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@@ -24,10 +24,27 @@ export default function ShaderView({
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speed = 1.0,
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params = [],
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isStatic = false,
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transparent = false,
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paramsSynchronizable,
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style,
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...viewProps
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}: ShaderViewProps) {
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const { canvasRef, runtime, resources } = useWGPUSetup();
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const { canvasRef, runtime, resources, onCanvasLayout } = useWGPUSetup();
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// Pause the render loop while the app is backgrounded. The rAF loop otherwise
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// keeps churning frames against a surface that's offscreen (and often
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// transiently invalid), wasting battery/GPU. We only pause on a true
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// 'background' transition — iOS 'inactive' (app switcher peek, notification
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// pulldown) is left running to avoid flicker on brief, foreground interruptions.
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const [appActive, setAppActive] = useState(
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() => (AppState.currentState ?? 'active') !== 'background'
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);
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useEffect(() => {
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const subscription = AppState.addEventListener('change', (state) => {
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setAppActive(state !== 'background');
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});
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return () => subscription.remove();
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}, []);
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const propsSync = useRef(
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createSynchronizable<Float64Array>(new Float64Array(SYNC_SIZE))
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};
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}, [propsSync]);
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// Start render loop when GPU resources are ready
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// Start render loop when GPU resources are ready and the app is foregrounded.
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// When the app backgrounds, `appActive` flips false and this effect's cleanup
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// tears the loop down (via the `cancelled` token below); on return to the
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// foreground it re-runs and starts a fresh loop.
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useEffect(() => {
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if (!resources) {
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if (!resources || !appActive) {
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return;
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}
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const { device, context, presentationFormat } = resources;
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const dpr = PixelRatio.get();
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// Per-run cancellation token. On Fast Refresh / dep change / unmount, React
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// runs this effect's cleanup, which flips the flag and stops *this* loop —
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// otherwise the old worklet RAF loop keeps running forever alongside the new
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// one, stacking a duplicate render loop on every Metro reload.
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const cancelled = createSynchronizable<Float64Array>(new Float64Array(1));
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scheduleOnRuntime(runtime, () => {
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'worklet';
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// Worklet runtimes start without the WebGPU flag constants
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// (GPUBufferUsage, GPUTextureUsage, ...). installWebGPU() captures them
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// into this runtime so they're available below. Idempotent / safe no-op
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// if already installed.
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installWebGPU();
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// Create pipeline once
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const pipeline = device.createRenderPipeline({
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layout: 'auto',
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const uniformData = new Float32Array(UNIFORM_FLOAT_COUNT);
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let accumulatedTime = 0;
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let lastTimestamp = 0;
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let warned = false;
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let bufferDestroyed = false;
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// Free this loop's uniform buffer when the loop ends (alive=0 / superseded
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// by Fast Refresh / unmount). On a fragmentShader change the effect
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// re-runs and schedules a fresh loop with a new buffer while the device
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// persists, so without this the old buffer leaks every shader swap.
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function destroyBuffer() {
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if (bufferDestroyed) {
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return;
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}
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bufferDestroyed = true;
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try {
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uniformBuffer.destroy();
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} catch {
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// The device may already have been destroyed on unmount — the buffer
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// is gone either way, so there's nothing to recover.
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return;
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}
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}
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function render(timestamp: number) {
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const props = propsSync.getDirty();
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if (props[IDX_ALIVE] === 0) {
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destroyBuffer();
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return;
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}
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// This loop was superseded (Fast Refresh / unmount) — bail without
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// scheduling another frame so it can be garbage-collected.
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if (cancelled.getDirty()[0] === 1) {
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destroyBuffer();
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}
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const height = canvas.height || 1;
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const aspect = width / height;
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// Fill uniform data (
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// Fill uniform data (7 × vec4 = 28 floats)
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// resolution: vec4<f32>
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uniformData[0] = width;
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uniformData[1] = height;
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uniformData[19] = props[IDX_PARAMS + 3]!;
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// params1: vec4<f32>
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// params1: vec4<f32> — static params[4..7]
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uniformData[20] = props[IDX_PARAMS + 4]!;
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uniformData[21] = props[IDX_PARAMS + 5]!;
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uniformData[22] = props[IDX_PARAMS + 6]!;
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uniformData[23] = props[IDX_PARAMS + 7]!;
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storeOp: 'store',
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},
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],
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});
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passEncoder.setPipeline(pipeline);
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passEncoder.setBindGroup(0, bindGroup);
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passEncoder.draw(3);
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passEncoder.end();
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device.queue.submit([commandEncoder.finish()]);
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context.present();
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// live: vec4<f32> — off-thread input (touch/scroll/audio) from
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// paramsSynchronizable, written into its own slot so it never collides
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// with the static params. Stays (0,0,0,0) when no channel is attached.
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if (paramsSynchronizable) {
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const live = paramsSynchronizable.getDirty();
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uniformData[24] = live[0]!;
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|
+
uniformData[25] = live[1]!;
|
|
251
|
+
uniformData[26] = live[2]!;
|
|
252
|
+
uniformData[27] = live[3]!;
|
|
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|
+
}
|
|
206
254
|
|
|
255
|
+
// GPU work can throw when the surface is transiently invalid — the app
|
|
256
|
+
// backgrounded, the view detached, or the device was lost. Swallow the
|
|
257
|
+
// failed frame so the loop survives and recovers when the surface comes
|
|
258
|
+
// back (rather than the worklet crashing or the loop dying silently).
|
|
259
|
+
try {
|
|
260
|
+
device.queue.writeBuffer(uniformBuffer, 0, uniformData);
|
|
261
|
+
|
|
262
|
+
const commandEncoder = device.createCommandEncoder();
|
|
263
|
+
const textureView = context.getCurrentTexture().createView();
|
|
264
|
+
const passEncoder = commandEncoder.beginRenderPass({
|
|
265
|
+
colorAttachments: [
|
|
266
|
+
{
|
|
267
|
+
view: textureView,
|
|
268
|
+
clearValue: transparent ? [0, 0, 0, 0] : [0, 0, 0, 1],
|
|
269
|
+
loadOp: 'clear',
|
|
270
|
+
storeOp: 'store',
|
|
271
|
+
},
|
|
272
|
+
],
|
|
273
|
+
});
|
|
274
|
+
|
|
275
|
+
passEncoder.setPipeline(pipeline);
|
|
276
|
+
passEncoder.setBindGroup(0, bindGroup);
|
|
277
|
+
passEncoder.draw(3);
|
|
278
|
+
passEncoder.end();
|
|
279
|
+
|
|
280
|
+
device.queue.submit([commandEncoder.finish()]);
|
|
281
|
+
context.present();
|
|
282
|
+
} catch (e) {
|
|
283
|
+
// Warn once to avoid spamming the console every frame on a persistent
|
|
284
|
+
// failure (e.g. a lost device).
|
|
285
|
+
if (!warned) {
|
|
286
|
+
warned = true;
|
|
287
|
+
console.warn('[react-native-effects] render frame failed:', e);
|
|
288
|
+
}
|
|
289
|
+
}
|
|
290
|
+
|
|
291
|
+
// Always reschedule animated loops, even after a caught failure, so the
|
|
292
|
+
// effect self-heals once the surface is valid again.
|
|
207
293
|
if (!isStatic) {
|
|
208
294
|
requestAnimationFrame(render);
|
|
209
295
|
}
|
|
@@ -211,10 +297,32 @@ export default function ShaderView({
|
|
|
211
297
|
|
|
212
298
|
requestAnimationFrame(render);
|
|
213
299
|
});
|
|
214
|
-
|
|
300
|
+
|
|
301
|
+
return () => {
|
|
302
|
+
cancelled.setBlocking(() => Float64Array.of(1));
|
|
303
|
+
};
|
|
304
|
+
}, [
|
|
305
|
+
resources,
|
|
306
|
+
appActive,
|
|
307
|
+
runtime,
|
|
308
|
+
propsSync,
|
|
309
|
+
paramsSynchronizable,
|
|
310
|
+
fragmentShader,
|
|
311
|
+
isStatic,
|
|
312
|
+
transparent,
|
|
313
|
+
]);
|
|
215
314
|
|
|
216
315
|
return (
|
|
217
|
-
<Canvas
|
|
316
|
+
<Canvas
|
|
317
|
+
ref={canvasRef}
|
|
318
|
+
transparent={transparent}
|
|
319
|
+
style={[styles.canvas, style]}
|
|
320
|
+
{...viewProps}
|
|
321
|
+
onLayout={(event) => {
|
|
322
|
+
onCanvasLayout(event);
|
|
323
|
+
viewProps.onLayout?.(event);
|
|
324
|
+
}}
|
|
325
|
+
/>
|
|
218
326
|
);
|
|
219
327
|
}
|
|
220
328
|
|
|
@@ -1,6 +1,19 @@
|
|
|
1
1
|
import type { ViewProps } from 'react-native';
|
|
2
|
+
import type { Synchronizable } from 'react-native-worklets';
|
|
2
3
|
import type { ColorInput } from '../../utils/colors';
|
|
3
4
|
|
|
5
|
+
/**
|
|
6
|
+
* A 4-float synchronizable whose values are written into the dedicated `u.live`
|
|
7
|
+
* uniform slot every frame. It has its own slot, so it never collides with the
|
|
8
|
+
* 8 static `params` (`u.params0`/`u.params1`).
|
|
9
|
+
*
|
|
10
|
+
* This is the bridge for live, per-frame input (touch position, scroll
|
|
11
|
+
* progress, velocity) coming from the JS thread into the off-thread render
|
|
12
|
+
* loop. Create one with `useParamsSynchronizable` and update it from
|
|
13
|
+
* gesture/scroll handlers. See `ShaderViewWithPanGesture`.
|
|
14
|
+
*/
|
|
15
|
+
export type ParamsSynchronizable = Synchronizable<Float64Array>;
|
|
16
|
+
|
|
4
17
|
export type ShaderViewProps = ViewProps & {
|
|
5
18
|
/** WGSL fragment shader source (must declare the Uniforms struct) */
|
|
6
19
|
fragmentShader: string;
|
|
@@ -12,4 +25,12 @@ export type ShaderViewProps = ViewProps & {
|
|
|
12
25
|
params?: number[];
|
|
13
26
|
/** Render once then stop the RAF loop. Default: false */
|
|
14
27
|
isStatic?: boolean;
|
|
28
|
+
/** Use transparent background (clear to alpha 0). Default: false */
|
|
29
|
+
transparent?: boolean;
|
|
30
|
+
/**
|
|
31
|
+
* Optional live input. Its 4 floats are written into the dedicated `u.live`
|
|
32
|
+
* slot every frame — independent of the static `params`. Use for
|
|
33
|
+
* touch/scroll/audio. Create it with `useParamsSynchronizable`.
|
|
34
|
+
*/
|
|
35
|
+
paramsSynchronizable?: ParamsSynchronizable;
|
|
15
36
|
};
|
|
@@ -0,0 +1,225 @@
|
|
|
1
|
+
import { useCallback, useRef } from 'react';
|
|
2
|
+
import { StyleSheet, View, type LayoutChangeEvent } from 'react-native';
|
|
3
|
+
import { Gesture, GestureDetector } from 'react-native-gesture-handler';
|
|
4
|
+
import {
|
|
5
|
+
createSynchronizable,
|
|
6
|
+
type Synchronizable,
|
|
7
|
+
} from 'react-native-worklets';
|
|
8
|
+
import ShaderView from '../ShaderView';
|
|
9
|
+
import { useParamsSynchronizable } from '../../hooks/useParamsSynchronizable';
|
|
10
|
+
import type { ShaderViewProps } from '../ShaderView/types';
|
|
11
|
+
|
|
12
|
+
/**
|
|
13
|
+
* A {@link ShaderView} that feeds touch input into the shader's `u.live`:
|
|
14
|
+
*
|
|
15
|
+
* - `live.x` → pointer X, normalized 0..1 (left → right)
|
|
16
|
+
* - `live.y` → pointer Y, normalized 0..1 (bottom → top, matching UV space)
|
|
17
|
+
* - `live.z` → 1.0 while touching, 0.0 when released
|
|
18
|
+
* - `live.w` → 0.0 (reserved)
|
|
19
|
+
*
|
|
20
|
+
* Dragging moves the pointer **relatively** — it pushes from where the pointer
|
|
21
|
+
* already is rather than jumping under the finger — and a fling lets it glide to
|
|
22
|
+
* a stop. The position is **remembered**: it stays wherever it ended and is
|
|
23
|
+
* never reset; only the "touched" flag (`live.z`) toggles on release. A
|
|
24
|
+
* shader can read `live.xy` as a stable resting position and use `live.z`
|
|
25
|
+
* purely for touch-driven emphasis, so the effect never snaps back.
|
|
26
|
+
*
|
|
27
|
+
* The resting value before the first touch is `[0, 0, 0, 0]` by default; pass
|
|
28
|
+
* `initialParamsSynchronizable` to seed it — e.g. `[0.5, 0.5, 0, 0]` to start a
|
|
29
|
+
* pointer at screen center.
|
|
30
|
+
*
|
|
31
|
+
* The drag runs as a **worklet on the UI thread** and writes the synchronizable
|
|
32
|
+
* directly, so pointer updates never hop to the JS thread — matching the rest of
|
|
33
|
+
* the library, which renders off the JS thread. The render runtime reads the
|
|
34
|
+
* same synchronizable each frame.
|
|
35
|
+
*/
|
|
36
|
+
export type ShaderViewWithPanGestureProps = Omit<
|
|
37
|
+
ShaderViewProps,
|
|
38
|
+
'paramsSynchronizable'
|
|
39
|
+
> & {
|
|
40
|
+
/**
|
|
41
|
+
* Initial value for the gesture channel (`u.live`) before the first touch.
|
|
42
|
+
* Defaults to `[0, 0, 0, 0]`. Use e.g. `[0.5, 0.5, 0, 0]` to rest a pointer at
|
|
43
|
+
* screen center.
|
|
44
|
+
*/
|
|
45
|
+
initialParamsSynchronizable?: readonly [number, number, number, number];
|
|
46
|
+
};
|
|
47
|
+
|
|
48
|
+
export default function ShaderViewWithPanGesture({
|
|
49
|
+
style,
|
|
50
|
+
initialParamsSynchronizable = [0, 0, 0, 0],
|
|
51
|
+
...props
|
|
52
|
+
}: ShaderViewWithPanGestureProps) {
|
|
53
|
+
const { paramsSynchronizable } = useParamsSynchronizable(
|
|
54
|
+
initialParamsSynchronizable
|
|
55
|
+
);
|
|
56
|
+
|
|
57
|
+
// View size, read inside the gesture worklets to normalize pointer coords.
|
|
58
|
+
const sizeRef = useRef<Synchronizable<Float64Array> | null>(null);
|
|
59
|
+
if (sizeRef.current === null) {
|
|
60
|
+
sizeRef.current = createSynchronizable<Float64Array>(Float64Array.of(1, 1));
|
|
61
|
+
}
|
|
62
|
+
const sizeSynchronizable = sizeRef.current;
|
|
63
|
+
|
|
64
|
+
// Generation of the current post-release glide; bumped to cancel an old one.
|
|
65
|
+
const momentumRef = useRef<Synchronizable<Float64Array> | null>(null);
|
|
66
|
+
if (momentumRef.current === null) {
|
|
67
|
+
momentumRef.current = createSynchronizable<Float64Array>(
|
|
68
|
+
Float64Array.of(0)
|
|
69
|
+
);
|
|
70
|
+
}
|
|
71
|
+
const momentumSynchronizable = momentumRef.current;
|
|
72
|
+
|
|
73
|
+
// Pointer position when the current drag began — the pan moves the pointer
|
|
74
|
+
// relative to this, so a drag pushes from where it was rather than jumping.
|
|
75
|
+
const panStartRef = useRef<Synchronizable<Float64Array> | null>(null);
|
|
76
|
+
if (panStartRef.current === null) {
|
|
77
|
+
panStartRef.current = createSynchronizable<Float64Array>(
|
|
78
|
+
Float64Array.of(0, 0)
|
|
79
|
+
);
|
|
80
|
+
}
|
|
81
|
+
const panStartSynchronizable = panStartRef.current;
|
|
82
|
+
|
|
83
|
+
const onLayout = useCallback(
|
|
84
|
+
(e: LayoutChangeEvent) => {
|
|
85
|
+
const { width, height } = e.nativeEvent.layout;
|
|
86
|
+
sizeSynchronizable.setBlocking(() =>
|
|
87
|
+
Float64Array.of(width || 1, height || 1)
|
|
88
|
+
);
|
|
89
|
+
},
|
|
90
|
+
[sizeSynchronizable]
|
|
91
|
+
);
|
|
92
|
+
|
|
93
|
+
// Worklet: runs on the UI thread and writes the normalized pointer straight
|
|
94
|
+
// into the synchronizable the render runtime reads, so a pointer move never
|
|
95
|
+
// touches the JS thread.
|
|
96
|
+
const writePointer = (nx: number, ny: number, active: number) => {
|
|
97
|
+
'worklet';
|
|
98
|
+
const x = Math.min(1, Math.max(0, nx));
|
|
99
|
+
const y = Math.min(1, Math.max(0, ny));
|
|
100
|
+
paramsSynchronizable.setBlocking(() => Float64Array.of(x, y, active, 0));
|
|
101
|
+
};
|
|
102
|
+
|
|
103
|
+
const stopMomentum = () => {
|
|
104
|
+
'worklet';
|
|
105
|
+
const next = (momentumSynchronizable.getDirty()[0] || 0) + 1;
|
|
106
|
+
momentumSynchronizable.setBlocking(() => Float64Array.of(next));
|
|
107
|
+
};
|
|
108
|
+
|
|
109
|
+
// Drop the touched flag in place — safety net for a gesture cancelled with no
|
|
110
|
+
// onEnd, so the flag never sticks.
|
|
111
|
+
const releaseFlag = () => {
|
|
112
|
+
'worklet';
|
|
113
|
+
const p = paramsSynchronizable.getDirty();
|
|
114
|
+
const x = p[0] || 0;
|
|
115
|
+
const y = p[1] || 0;
|
|
116
|
+
paramsSynchronizable.setBlocking(() => Float64Array.of(x, y, 0, 0));
|
|
117
|
+
};
|
|
118
|
+
|
|
119
|
+
// After release, drift from the last position along the fling velocity and
|
|
120
|
+
// decay to a stop — a little inertia. Runs on the UI thread via rAF, like the
|
|
121
|
+
// render loop, writing each frame into the same synchronizable.
|
|
122
|
+
const startMomentum = (velX: number, velY: number) => {
|
|
123
|
+
'worklet';
|
|
124
|
+
const s = sizeSynchronizable.getDirty();
|
|
125
|
+
const w = s[0] || 1;
|
|
126
|
+
const h = s[1] || 1;
|
|
127
|
+
|
|
128
|
+
// Flick speed in normalized units/sec, scaled to a subtle glide (Y flipped).
|
|
129
|
+
const SCALE = 0.12;
|
|
130
|
+
let vx = (velX / w) * SCALE;
|
|
131
|
+
let vy = (-velY / h) * SCALE;
|
|
132
|
+
|
|
133
|
+
const p = paramsSynchronizable.getDirty();
|
|
134
|
+
let x = p[0] || 0;
|
|
135
|
+
let y = p[1] || 0;
|
|
136
|
+
|
|
137
|
+
// Claim this glide; a newer one bumps the generation and this loop bails.
|
|
138
|
+
const gen = (momentumSynchronizable.getDirty()[0] || 0) + 1;
|
|
139
|
+
momentumSynchronizable.setBlocking(() => Float64Array.of(gen));
|
|
140
|
+
|
|
141
|
+
const FRICTION = 2; // 1/s — higher stops sooner
|
|
142
|
+
let last = -1;
|
|
143
|
+
|
|
144
|
+
// Plain closure (no 'worklet') so its accumulators and self-reference
|
|
145
|
+
// survive across frames; a serialized worklet would snapshot them by value.
|
|
146
|
+
const step = (now: number) => {
|
|
147
|
+
if ((momentumSynchronizable.getDirty()[0] || 0) !== gen) {
|
|
148
|
+
return;
|
|
149
|
+
}
|
|
150
|
+
const dt = last < 0 ? 0 : (now - last) / 1000;
|
|
151
|
+
last = now;
|
|
152
|
+
|
|
153
|
+
x = Math.min(1, Math.max(0, x + vx * dt));
|
|
154
|
+
y = Math.min(1, Math.max(0, y + vy * dt));
|
|
155
|
+
const decay = Math.exp(-FRICTION * dt);
|
|
156
|
+
vx = vx * decay;
|
|
157
|
+
vy = vy * decay;
|
|
158
|
+
|
|
159
|
+
paramsSynchronizable.setBlocking(() => Float64Array.of(x, y, 0, 0));
|
|
160
|
+
|
|
161
|
+
if (Math.abs(vx) + Math.abs(vy) > 0.0008) {
|
|
162
|
+
requestAnimationFrame(step);
|
|
163
|
+
}
|
|
164
|
+
};
|
|
165
|
+
requestAnimationFrame(step);
|
|
166
|
+
};
|
|
167
|
+
|
|
168
|
+
// Drag moves the pointer *relatively*: grab anywhere and push it from where it
|
|
169
|
+
// is, rather than snapping it under the finger. A plain tap leaves it put.
|
|
170
|
+
const pan = Gesture.Pan()
|
|
171
|
+
.onBegin(() => {
|
|
172
|
+
'worklet';
|
|
173
|
+
stopMomentum();
|
|
174
|
+
const p = paramsSynchronizable.getDirty();
|
|
175
|
+
const sx = p[0] || 0;
|
|
176
|
+
const sy = p[1] || 0;
|
|
177
|
+
panStartSynchronizable.setBlocking(() => Float64Array.of(sx, sy));
|
|
178
|
+
writePointer(sx, sy, 1);
|
|
179
|
+
})
|
|
180
|
+
.onUpdate((e) => {
|
|
181
|
+
'worklet';
|
|
182
|
+
const s = sizeSynchronizable.getDirty();
|
|
183
|
+
const w = s[0] || 1;
|
|
184
|
+
const h = s[1] || 1;
|
|
185
|
+
const start = panStartSynchronizable.getDirty();
|
|
186
|
+
// Add the drag delta; Y is flipped to match the shader's UV space.
|
|
187
|
+
writePointer(
|
|
188
|
+
(start[0] || 0) + e.translationX / w,
|
|
189
|
+
(start[1] || 0) - e.translationY / h,
|
|
190
|
+
1
|
|
191
|
+
);
|
|
192
|
+
})
|
|
193
|
+
.onEnd((e) => {
|
|
194
|
+
'worklet';
|
|
195
|
+
const p = paramsSynchronizable.getDirty();
|
|
196
|
+
writePointer(p[0] || 0, p[1] || 0, 0);
|
|
197
|
+
startMomentum(e.velocityX, e.velocityY);
|
|
198
|
+
})
|
|
199
|
+
.onFinalize(() => {
|
|
200
|
+
'worklet';
|
|
201
|
+
releaseFlag();
|
|
202
|
+
});
|
|
203
|
+
|
|
204
|
+
return (
|
|
205
|
+
<GestureDetector gesture={pan}>
|
|
206
|
+
<View
|
|
207
|
+
style={[styles.fill, style]}
|
|
208
|
+
onLayout={onLayout}
|
|
209
|
+
collapsable={false}
|
|
210
|
+
>
|
|
211
|
+
<ShaderView
|
|
212
|
+
{...props}
|
|
213
|
+
paramsSynchronizable={paramsSynchronizable}
|
|
214
|
+
style={StyleSheet.absoluteFill}
|
|
215
|
+
/>
|
|
216
|
+
</View>
|
|
217
|
+
</GestureDetector>
|
|
218
|
+
);
|
|
219
|
+
}
|
|
220
|
+
|
|
221
|
+
const styles = StyleSheet.create({
|
|
222
|
+
fill: {
|
|
223
|
+
flex: 1,
|
|
224
|
+
},
|
|
225
|
+
});
|
|
@@ -0,0 +1,52 @@
|
|
|
1
|
+
import { useCallback, useRef } from 'react';
|
|
2
|
+
import { createSynchronizable } from 'react-native-worklets';
|
|
3
|
+
import type { ParamsSynchronizable } from '../components/ShaderView/types';
|
|
4
|
+
|
|
5
|
+
/**
|
|
6
|
+
* Creates a {@link ParamsSynchronizable} — a 4-float channel written into the
|
|
7
|
+
* dedicated `u.live` slot of a {@link ShaderView} every frame. It has its own
|
|
8
|
+
* uniform slot, so it leaves all 8 static `params` untouched.
|
|
9
|
+
*
|
|
10
|
+
* The returned `setParamsSynchronizable` runs on the JS thread (call it from gesture or scroll
|
|
11
|
+
* handlers); the values are read by the off-thread render loop. By convention
|
|
12
|
+
* the four floats carry `(x, y, active, extra)` for pointer input, or
|
|
13
|
+
* `(progress, ...)` for scroll-driven effects — but the meaning is up to the
|
|
14
|
+
* shader consuming `u.live`.
|
|
15
|
+
*
|
|
16
|
+
* Pass `initial` to seed the channel's starting value (read once on first
|
|
17
|
+
* render), so the shader has a sane resting state before the first update —
|
|
18
|
+
* e.g. `[0.5, 0.5, 0, 0]` to start a pointer at screen center. Defaults to all
|
|
19
|
+
* zeros.
|
|
20
|
+
*/
|
|
21
|
+
export function useParamsSynchronizable(
|
|
22
|
+
initial: readonly [number, number, number, number] = [0, 0, 0, 0]
|
|
23
|
+
): {
|
|
24
|
+
paramsSynchronizable: ParamsSynchronizable;
|
|
25
|
+
setParamsSynchronizable: (
|
|
26
|
+
x: number,
|
|
27
|
+
y: number,
|
|
28
|
+
active: number,
|
|
29
|
+
extra: number
|
|
30
|
+
) => void;
|
|
31
|
+
} {
|
|
32
|
+
// Lazily create once; `initial` is only a seed, so it is read on first render
|
|
33
|
+
// and ignored thereafter.
|
|
34
|
+
const ref = useRef<ParamsSynchronizable | null>(null);
|
|
35
|
+
if (ref.current === null) {
|
|
36
|
+
ref.current = createSynchronizable<Float64Array>(
|
|
37
|
+
Float64Array.of(initial[0], initial[1], initial[2], initial[3])
|
|
38
|
+
);
|
|
39
|
+
}
|
|
40
|
+
const paramsSynchronizable = ref.current;
|
|
41
|
+
|
|
42
|
+
const setParamsSynchronizable = useCallback(
|
|
43
|
+
(x: number, y: number, active: number, extra: number) => {
|
|
44
|
+
paramsSynchronizable.setBlocking(() =>
|
|
45
|
+
Float64Array.of(x, y, active, extra)
|
|
46
|
+
);
|
|
47
|
+
},
|
|
48
|
+
[paramsSynchronizable]
|
|
49
|
+
);
|
|
50
|
+
|
|
51
|
+
return { paramsSynchronizable, setParamsSynchronizable };
|
|
52
|
+
}
|