ref(frontend) several minor updates

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lumither committed 2025-10-08 12:42:54 -04:00
1 parent 88c2ad8664
commit cd39abbd45
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'use client';
import React from 'react';
import { motion } from 'motion/react';
import { cn } from '@/src/utils';
export const BoxesCore = ({ className, ...rest }: { className?: string }) => {
const rows = new Array(250).fill(1);
const cols = new Array(200).fill(1);
let colors = [
'#93c5fd',
'#f9a8d4',
'#86efac',
'#fde047',
'#fca5a5',
'#d8b4fe',
'#93c5fd',
'#a5b4fc',
'#c4b5fd'
];
const getRandomColor = () => {
return colors[Math.floor(Math.random() * colors.length)];
};
return (
<div
style={ {
transform: `translate(-40%,-60%) skewX(-48deg) skewY(14deg) scale(0.675) rotate(0deg) translateZ(0)`
} }
className={ cn(
'absolute -top-1/4 left-1/4 z-0 flex h-full w-full -translate-x-1/2 -translate-y-1/2 p-4',
className
) }
{ ...rest }
>
{ rows.map((_, i) => (
<motion.div
key={ `row` + i }
className="relative h-8 w-16 border-l border-slate-700"
>
{ cols.map((_, j) => (
<motion.div
whileHover={ {
backgroundColor: `${ getRandomColor() }`,
transition: { duration: 0 }
} }
animate={ {
transition: { duration: 2 }
} }
key={ `col` + j }
className="relative h-8 w-16 border-t border-r border-slate-700"
>
{ j % 2 === 0 && i % 2 === 0 ? (
<svg
xmlns="http://www.w3.org/2000/svg"
fill="none"
viewBox="0 0 24 24"
strokeWidth="1.5"
stroke="currentColor"
className="pointer-events-none absolute -top-[14px] -left-[22px] h-6 w-10 stroke-[1px] text-slate-700"
>
<path
strokeLinecap="round"
strokeLinejoin="round"
d="M12 6v12m6-6H6"
/>
</svg>
) : null }
</motion.div>
)) }
</motion.div>
)) }
</div>
);
};
export const Boxes = React.memo(BoxesCore);
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'use client';
import React, { useEffect, useRef } from 'react';
// WebGL-based rewrite of the grid/hover effect originally implemented with many DOM nodes.
// Key design goals:
// - zero per-cell DOM; a single full-screen draw with a fragment shader
// - hover color derived deterministically from a small palette
// - optional CSS transform to match the original perspective/skew
// - high-DPI aware; resizes with container
export default function BoxesGL({
className,
style,
rows = 250,
cols = 200,
lineWidth = 1.0, // device pixels
transformLikeOriginal = true
}: {
className?: string
style?: React.CSSProperties
rows?: number
cols?: number
lineWidth?: number
transformLikeOriginal?: boolean
}) {
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const rafRef = useRef<number | null>(null);
const mouseRef = useRef<{ x: number; y: number } | null>(null);
useEffect(() => {
const canvas = canvasRef.current!;
const gl = canvas.getContext('webgl2', { antialias: false, premultipliedAlpha: true });
if (!gl) {
console.warn('WebGL2 not available');
// Fail closed; nothing to do if WebGL2 is unavailable
return;
}
// Create program (fullscreen triangle)
const vs = gl.createShader(gl.VERTEX_SHADER)!;
gl.shaderSource(
vs,
`#version 300 es\n
const vec2 verts[3] = vec2[3](
vec2(-1.0, -1.0),
vec2(3.0, -1.0),
vec2(-1.0, 3.0)
);
void main(){
gl_Position = vec4(verts[gl_VertexID], 0.0, 1.0);
}
`
);
gl.compileShader(vs);
const fs = gl.createShader(gl.FRAGMENT_SHADER)!;
gl.shaderSource(
fs,
`#version 300 es\n
precision highp float;
out vec4 o;
uniform vec2 u_resolution; // canvas size in device pixels
uniform vec2 u_mouse; // mouse in device pixels, (-1,-1) if outside
uniform float u_time; // seconds
uniform float u_rows;
uniform float u_cols;
uniform float u_lineWidth; // in device pixels
// Border color and plus sign color (matches tailwind slate-700-ish)
const vec3 BORDER = vec3(0.22, 0.27, 0.33);
const vec3 PLUS = vec3(0.22, 0.27, 0.33);
// A small pastel palette like the original
vec3 palette(int idx){
// 9-color palette
if(idx==0) return vec3(0.576,0.773,0.992);
if(idx==1) return vec3(0.976,0.659,0.831);
if(idx==2) return vec3(0.525,0.937,0.675);
if(idx==3) return vec3(0.992,0.878,0.278);
if(idx==4) return vec3(0.988,0.648,0.648);
if(idx==5) return vec3(0.847,0.706,0.996);
if(idx==6) return vec3(0.576,0.773,0.992);
if(idx==7) return vec3(0.647,0.706,0.988);
return vec3(0.769,0.710,0.992);
}
// Hash helpers for stable per-cell randomness
float hash11(float x){
x = fract(x * 0.1031);
x *= x + 33.33;
return fract(1e4 * x * (x + 0.33));
}
float hash21(vec2 p){
vec3 p3 = fract(vec3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
void main(){
vec2 frag = gl_FragCoord.xy; // device pixels
vec2 gridSize = vec2(u_cols, u_rows);
vec2 cellSize = u_resolution / gridSize; // pixels per cell
// Compute integer cell coordinates and local position within cell [0,1)
vec2 uvGrid = frag / u_resolution * gridSize;
vec2 cellId = floor(uvGrid);
vec2 cellUV = fract(uvGrid);
// Grid lines: draw top+right borders to mimic original (border-t, border-r, border-l on first col)
float lw = u_lineWidth / max(cellSize.x, 1.0); // convert to relative width in [0,1] axis
float lwY = u_lineWidth / max(cellSize.y, 1.0);
float lineTop = step(1.0 - lwY, cellUV.y);
float lineRight= step(1.0 - lw , cellUV.x);
float lineLeft = step(cellUV.x, lw) * step(0.5, step(0.0, cellId.x)); // left border for all cols via small bias
float lineMask = max(lineTop, max(lineRight, lineLeft));
// Determine hovered cell index
vec2 hoverCell = vec2(-1.0);
bool hovering = u_mouse.x >= 0.0 && u_mouse.y >= 0.0;
if(hovering){
vec2 hoverUVGrid = u_mouse / u_resolution * gridSize;
hoverCell = floor(hoverUVGrid);
}
bool isHover = hovering && all(equal(hoverCell, cellId));
// Background: transparent unless hovered. On hover, fill with palette color chosen by cell hash.
vec3 bg = vec3(0.0);
float alpha = 0.0;
if(isHover){
// Stable color per cell, with slight time wobble to avoid banding on long hovers
float h = hash21(cellId + vec2(floor(u_time*0.25)));
int idx = int(floor(h * 9.0)) % 9;
bg = palette(idx);
alpha = 1.0;
}
// Plus sign for even-even cells: thin cross centered
bool evenEven = mod(cellId.x, 2.0) < 0.5 && mod(cellId.y, 2.0) < 0.5;
float plusThicknessX = 0.5 * u_lineWidth / max(cellSize.x, 1.0);
float plusThicknessY = 0.5 * u_lineWidth / max(cellSize.y, 1.0);
float cross = 0.0;
if(evenEven){
float vert = step(0.5 - plusThicknessX, abs(cellUV.x - 0.5));
float hori = step(0.5 - plusThicknessY, abs(cellUV.y - 0.5));
cross = 1.0 - max(vert, hori);
}
vec3 color = mix(bg, BORDER, max(lineMask, 0.0));
color = mix(color, PLUS, cross);
float a = max(alpha, max(lineMask, cross));
o = vec4(color, a);
}
`
);
gl.compileShader(fs);
const prog = gl.createProgram()!;
gl.attachShader(prog, vs);
gl.attachShader(prog, fs);
gl.linkProgram(prog);
// Check compile/link for diagnostics (silent in prod; could surface to console in dev)
if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
console.warn('WebGL program link error:', gl.getProgramInfoLog(prog));
}
gl.useProgram(prog);
const uResolution = gl.getUniformLocation(prog, 'u_resolution');
const uMouse = gl.getUniformLocation(prog, 'u_mouse');
const uTime = gl.getUniformLocation(prog, 'u_time');
const uRows = gl.getUniformLocation(prog, 'u_rows');
const uCols = gl.getUniformLocation(prog, 'u_cols');
const uLineWidth = gl.getUniformLocation(prog, 'u_lineWidth');
// Single draw call state
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
gl.viewport(0, 0, canvas.width, canvas.height);
// Resize handling (devicePixelRatio-aware)
const resize = () => {
const dpr = Math.max(window.devicePixelRatio || 1, 1);
const { clientWidth, clientHeight } = canvas;
const w = Math.max(1, Math.floor(clientWidth * dpr));
const h = Math.max(1, Math.floor(clientHeight * dpr));
if (canvas.width !== w || canvas.height !== h) {
canvas.width = w;
canvas.height = h;
gl.viewport(0, 0, w, h);
}
};
const observer = new ResizeObserver(resize);
observer.observe(canvas);
resize();
// Mouse tracking in device pixels
const onMove = (e: PointerEvent) => {
const rect = canvas.getBoundingClientRect();
const dpr = Math.max(window.devicePixelRatio || 1, 1);
const x = (e.clientX - rect.left) * dpr;
const y = (rect.bottom - e.clientY) * dpr; // flip Y to GL coords
mouseRef.current = { x, y };
};
const onLeave = () => {
mouseRef.current = null;
};
canvas.addEventListener('pointermove', onMove);
canvas.addEventListener('pointerleave', onLeave);
const t0 = performance.now();
const tick = () => {
const t = (performance.now() - t0) / 1000;
gl.useProgram(prog);
gl.uniform2f(uResolution, canvas.width, canvas.height);
const m = mouseRef.current;
if (m) gl.uniform2f(uMouse, m.x, m.y);
else gl.uniform2f(uMouse, -1, -1);
gl.uniform1f(uTime, t);
gl.uniform1f(uRows, rows);
gl.uniform1f(uCols, cols);
gl.uniform1f(uLineWidth, lineWidth);
gl.drawArrays(gl.TRIANGLES, 0, 3);
rafRef.current = requestAnimationFrame(tick);
};
tick();
return () => {
if (rafRef.current) cancelAnimationFrame(rafRef.current);
observer.disconnect();
canvas.removeEventListener('pointermove', onMove);
canvas.removeEventListener('pointerleave', onLeave);
gl.deleteProgram(prog);
gl.deleteShader(vs);
gl.deleteShader(fs);
};
}, [ rows, cols, lineWidth ]);
return (
<div
className={ [
'absolute -top-1/4 left-1/4 z-0 flex h-full w-full -translate-x-1/2 -translate-y-1/2 p-4',
className || ''
].join(' ') }
style={ style }
>
<canvas
ref={ canvasRef }
style={ {
width: '100%',
height: '100%',
// apply the same visual transform as the original DOM version
transform: transformLikeOriginal
? 'translate(-40%,-60%) skewX(-48deg) skewY(14deg) scale(0.675) rotate(0deg) translateZ(0)'
: undefined
} }
/>
</div>
);
}