Cayden Website 2.0: Rewrite with t3code & hand

This commit is contained in:
Cayden Schwechten 2026-10-31 20:06:37 -05:00
parent 75a0e8f5fc
commit 243527af9f
34 changed files with 1652 additions and 1001 deletions

View file

@ -0,0 +1,766 @@
// From https://reactbits.dev/ - $ npx shadcn@latest add @react-bits/GradientWaves-TS-TW Aurora
'use client';
import { useEffect, useMemo, useRef, type CSSProperties } from 'react';
export interface GradientWavesProps {
horizonColor?: string;
waveColor?: string;
crestColor?: string;
backgroundColor?: string;
lightMode?: boolean;
speed?: number;
amplitude?: number;
waveScale?: number;
waveRatio?: number;
swell?: number;
turbulence?: number;
tilt?: number;
zoom?: number;
height?: number;
fogDepth?: number;
relief?: number;
lightAngle?: number;
sheen?: number;
brightness?: number;
opacity?: number;
grain?: number;
quality?: 'low' | 'medium' | 'high';
intro?: boolean;
mouseInteraction?: boolean;
parallaxStrength?: number;
mouseStrength?: number;
swellOnClick?: boolean;
paused?: boolean;
dpr?: number;
className?: string;
style?: CSSProperties;
}
type RGB = [number, number, number];
interface Swell {
x: number;
y: number;
at: number;
}
interface View {
zoom: number;
tilt: number;
height: number;
}
const ROOT = 'relative h-full w-full overflow-hidden';
const CANVAS = 'absolute inset-0 block h-full w-full';
const MAX_SWELLS = 4;
const SWELL_SECONDS = 3.2;
const SWELL_GAIN = 2.8;
const SWELL_WIDTH = 8;
const INTRO_SECONDS = 2.6;
const CAMERA_HEIGHT = 30;
const QUALITY: Record<string, number> = { low: 56, medium: 84, high: 120 };
const VERTEX = `#version 300 es
in vec2 aPosition;
void main() {
gl_Position = vec4(aPosition, 0.0, 1.0);
}`;
const FRAGMENT = `#version 300 es
precision highp float;
uniform vec2 uResolution;
uniform float uTime;
uniform float uClock;
uniform float uAmplitude;
uniform float uWaveScale;
uniform float uWaveRatio;
uniform float uSwell;
uniform float uTurbulence;
uniform float uHeight;
uniform float uTilt;
uniform float uZoom;
uniform vec2 uLook;
uniform float uFogDepth;
uniform float uBrightness;
uniform float uOpacity;
uniform float uGrain;
uniform vec3 uHorizon;
uniform vec3 uWave;
uniform vec3 uCrest;
uniform vec3 uBackground;
uniform float uOpaque;
uniform float uLight;
uniform vec3 uSun;
uniform float uRelief;
uniform float uSheen;
uniform float uSteps;
uniform float uStride;
uniform vec3 uIntro;
uniform vec3 uSwells[${MAX_SWELLS}];
uniform float uSwellWidth;
out vec4 outColor;
const float FAR = 4000.0;
float hash(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);
}
vec3 surface(vec2 xy) {
vec2 freq = vec2(uWaveScale / 7.0, (uWaveScale * uWaveRatio) / 3.0);
vec4 tc = vec4(uTime / 0.130, uTime / 0.810, uTime / 0.200, uTime / 0.710);
float a = xy.x + tc.x;
float swellPhase = (xy.y + a) / 20.0 + tc.y;
float bend = uSwell * cos(swellPhase) / 20.0;
float mx = a + uSwell * sin(swellPhase);
float crossPhase = xy.x / 23.0 + tc.w;
float my = xy.y - tc.z + uTurbulence * cos(crossPhase);
float twist = -uTurbulence * sin(crossPhase) / 23.0;
float cx = cos(mx * freq.x);
float cy = cos(my * freq.y);
float rise = 1.0;
if (uIntro.z > 0.0) rise = mix(1.0, smoothstep(uIntro.y * 0.45, uIntro.y * 1.6, xy.x), uIntro.z);
float amp = uAmplitude * rise;
float h = (sin(mx * freq.x) + sin(my * freq.y)) * amp + uHeight;
float dx = amp * (freq.x * cx * (1.0 + bend) + freq.y * cy * twist);
float dy = amp * (freq.x * cx * bend + freq.y * cy);
for (int k = 0; k < ${MAX_SWELLS}; k++) {
vec3 sw = uSwells[k];
if (sw.z <= 0.0) continue;
float u = (xy.x - sw.x) / uSwellWidth;
float v = (xy.y - sw.y) / (uSwellWidth * 3.5);
float bump = sw.z * exp(-u * u - v * v);
h += bump;
dx += bump * (-2.0 * u / uSwellWidth);
dy += bump * (-2.0 * v / (uSwellWidth * 3.5));
}
return vec3(h, dx, dy);
}
float march(vec3 origin, vec3 dir) {
float dist = 0.0;
for (int i = 0; i < 128; i++) {
if (float(i) >= uSteps) break;
float gap = origin.z + dist * dir.z - surface(origin.xy + dist * dir.xy).x;
if (abs(gap) < 0.002 * dist + 0.01) break;
dist += uStride * gap;
if (!(abs(dist) < FAR)) return FAR;
}
return dist;
}
void main() {
float c;
float s;
float vfov = (3.14159 / 2.3) / max(uZoom, 0.05);
vec3 cam = vec3(0.0, 0.0, ${CAMERA_HEIGHT.toFixed(1)});
vec2 uv = gl_FragCoord.xy / uResolution - 0.5;
uv.x *= uResolution.x / uResolution.y;
uv.y *= -1.0;
vec3 dir = vec3(0.0, 0.0, -1.0);
float ulen = length(uv);
float xrot = vfov * ulen;
c = cos(xrot);
s = sin(xrot);
dir = mat3(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c) * dir;
vec2 nuv = ulen > 1e-5 ? uv / ulen : vec2(1.0, 0.0);
dir = mat3(nuv.x, -nuv.y, 0.0, nuv.y, nuv.x, 0.0, 0.0, 0.0, 1.0) * dir;
c = cos(uTilt + uLook.y);
s = sin(uTilt + uLook.y);
dir = mat3(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c) * dir;
c = cos(uLook.x);
s = sin(uLook.x);
dir = mat3(c, s, 0.0, -s, c, 0.0, 0.0, 0.0, 1.0) * dir;
float dist = march(cam, dir);
vec3 pos = cam + dist * dir;
vec3 field = surface(pos.xy);
vec3 view = -dir;
float crest = clamp((field.x - uHeight) / max(2.0 * uAmplitude, 0.001) * 0.5 + 0.5, 0.0, 1.0);
vec3 body = mix(uWave, uCrest, smoothstep(0.45, 1.0, crest) * 0.5);
vec3 normal = normalize(vec3(-field.yz * (1.0 + 1.5 * uRelief), 1.0));
float diffuse = clamp(dot(normal, uSun) * 0.5 + 0.5, 0.0, 1.0);
float lightness = mix(1.0, diffuse * diffuse * (3.0 - 2.0 * diffuse), uRelief);
float sheen = pow(clamp(dot(normal, normalize(uSun + view)), 0.0, 1.0), 14.0) * uSheen * (0.4 + 0.6 * uRelief);
float rim = pow(1.0 - clamp(dot(normal, view), 0.0, 1.0), 3.0);
vec3 col;
float alpha;
float haze = 1.0 - exp(-dist / (uFogDepth * 5.0));
float fade = 1.0 - smoothstep(0.35, 1.0, haze);
if (uLight < 0.5) {
vec3 lit = mix(uHorizon * 0.18, body, lightness) + uCrest * sheen;
lit = mix(lit, uHorizon, rim * 0.15 * uRelief);
col = mix(lit, uHorizon, smoothstep(0.0, 1.0, haze)) * 0.85 * uBrightness;
alpha = fade;
} else {
vec3 hue = mix(uHorizon, body, 0.35 + 0.65 * lightness);
float density = mix(0.16, 0.9, 1.0 - lightness);
density *= 1.0 - clamp(sheen, 0.0, 1.0) * 0.85;
density *= 1.0 - 0.5 * smoothstep(0.0, 1.0, haze);
col = hue;
alpha = fade * clamp(density * uBrightness, 0.0, 1.0);
}
float reveal = uIntro.x;
col = clamp(col, 0.0, 1.0);
float grain = (hash(gl_FragCoord.xy + fract(uClock) * 64.0) - 0.5) * uGrain;
alpha = clamp(alpha * (1.0 + grain), 0.0, 1.0) * reveal * uOpacity;
if (uOpaque > 0.5) {
outColor = vec4(mix(uBackground, col, alpha), 1.0);
} else {
outColor = vec4(col * alpha, alpha);
}
}`;
const clamp = (value: number, min: number, max: number) =>
Math.min(max, Math.max(min, value));
const easeInOut = (t: number) =>
t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2;
let probe: CanvasRenderingContext2D | null = null;
const parseColor = (value: string, fallback: RGB | null): RGB | null => {
if (value === 'transparent') return null;
if (typeof document === 'undefined') return fallback;
if (!probe) probe = document.createElement('canvas').getContext('2d');
if (!probe) return fallback;
probe.fillStyle = '#000000';
probe.fillStyle = value;
const text = probe.fillStyle;
if (text.startsWith('#')) {
const hex = parseInt(text.slice(1), 16);
return [
((hex >> 16) & 255) / 255,
((hex >> 8) & 255) / 255,
(hex & 255) / 255,
];
}
const match =
/rgba?\(([\d.]+),\s*([\d.]+),\s*([\d.]+)(?:,\s*([\d.]+))?/.exec(text);
if (!match) return fallback;
if (match[4] !== undefined && Number(match[4]) === 0) return null;
return [
Number(match[1]) / 255,
Number(match[2]) / 255,
Number(match[3]) / 255,
];
};
const compile = (gl: WebGL2RenderingContext, type: number, source: string) => {
const shader = gl.createShader(type);
if (!shader) return null;
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
};
const rayAt = (point: number[], aspect: number, s: View, look: number[]) => {
const uvx = (point[0] - 0.5) * aspect;
const uvy = point[1] - 0.5;
const vfov = Math.PI / 2.3 / Math.max(s.zoom, 0.05);
const length = Math.hypot(uvx, uvy);
const turn = vfov * length;
let dir = [0, -Math.sin(turn), -Math.cos(turn)];
const nx = length > 1e-5 ? uvx / length : 1;
const ny = length > 1e-5 ? uvy / length : 0;
dir = [nx * dir[0] + ny * dir[1], -ny * dir[0] + nx * dir[1], dir[2]];
const pitch = s.tilt + look[1];
const cp = Math.cos(pitch);
const sp = Math.sin(pitch);
dir = [cp * dir[0] - sp * dir[2], dir[1], sp * dir[0] + cp * dir[2]];
const cy = Math.cos(look[0]);
const sy = Math.sin(look[0]);
dir = [cy * dir[0] - sy * dir[1], sy * dir[0] + cy * dir[1], dir[2]];
return dir;
};
const groundAt = (point: number[], aspect: number, s: View, look: number[]) => {
const dir = rayAt(point, aspect, s, look);
if (dir[2] > -0.02) return null;
const travel = (CAMERA_HEIGHT - s.height) / -dir[2];
return [dir[0] * travel, dir[1] * travel];
};
const prefersReduced = () =>
typeof window !== 'undefined' &&
(window.matchMedia?.('(prefers-reduced-motion: reduce)').matches ?? false);
export default function GradientWaves({
horizonColor = '#5227FF',
waveColor = '#FF9FFC',
crestColor = '#FFFFFF',
backgroundColor = 'transparent',
lightMode = false,
speed = 0.4,
amplitude = 2.5,
waveScale = 0.6,
waveRatio = 0.9,
swell = 35,
turbulence = 20,
tilt = 64,
zoom = 1,
height = 5.5,
fogDepth = 15,
relief = 1,
lightAngle = 120,
sheen = 0,
brightness = 1,
opacity = 1,
grain = 0.2,
quality = 'medium',
intro = true,
mouseInteraction = true,
parallaxStrength = 0.5,
mouseStrength = 0.6,
swellOnClick = true,
paused = false,
dpr = 2,
className = '',
style,
}: GradientWavesProps) {
const containerRef = useRef<HTMLDivElement>(null);
const horizon = useMemo(
(): RGB => parseColor(horizonColor, [0.32, 0.15, 1]) ?? [0.32, 0.15, 1],
[horizonColor],
);
const wave = useMemo(
(): RGB => parseColor(waveColor, [1, 0.62, 0.99]) ?? [1, 0.62, 0.99],
[waveColor],
);
const crest = useMemo(
(): RGB => parseColor(crestColor, [1, 1, 1]) ?? [1, 1, 1],
[crestColor],
);
const paper = useMemo(
() => parseColor(backgroundColor, null),
[backgroundColor],
);
const settings = {
horizon,
wave,
crest,
paper,
lightMode,
speed,
amplitude: Math.max(0, amplitude),
waveScale: Math.max(0.01, waveScale),
waveRatio: Math.max(0.01, waveRatio),
swell,
turbulence,
tilt: (clamp(tilt, 10, 85) * Math.PI) / 180,
zoom: Math.max(0.05, zoom),
height,
fogDepth: Math.max(0.5, fogDepth),
relief: clamp(relief, 0, 1),
lightAngle: (lightAngle * Math.PI) / 180,
sheen: Math.max(0, sheen),
brightness: Math.max(0, brightness),
opacity: clamp(opacity, 0, 1),
grain:
typeof grain === 'number' ? Math.max(0, grain) : grain ? 0.05 : 0,
steps: QUALITY[quality] ?? QUALITY.medium,
intro,
mouseInteraction,
parallaxStrength: Math.max(0, parallaxStrength),
mouseStrength: clamp(mouseStrength, 0, 1),
swellOnClick,
paused,
dpr: Math.max(0.5, dpr),
};
const settingsRef = useRef(settings);
settingsRef.current = settings;
const wakeRef = useRef<(() => void) | null>(null);
useEffect(() => {
wakeRef.current?.();
});
useEffect(() => {
const container = containerRef.current;
if (!container) return undefined;
const canvas = document.createElement('canvas');
canvas.className = CANVAS;
container.appendChild(canvas);
const gl = canvas.getContext('webgl2', {
alpha: true,
antialias: false,
depth: false,
stencil: false,
premultipliedAlpha: true,
powerPreference: 'high-performance',
});
if (!gl) {
canvas.remove();
return undefined;
}
const vertex = compile(gl, gl.VERTEX_SHADER, VERTEX);
const fragment = compile(gl, gl.FRAGMENT_SHADER, FRAGMENT);
const program = gl.createProgram();
if (!vertex || !fragment || !program) {
canvas.remove();
return undefined;
}
gl.attachShader(program, vertex);
gl.attachShader(program, fragment);
gl.bindAttribLocation(program, 0, 'aPosition');
gl.linkProgram(program);
gl.deleteShader(vertex);
gl.deleteShader(fragment);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
gl.deleteProgram(program);
canvas.remove();
return undefined;
}
const names = [
'uResolution',
'uTime',
'uClock',
'uAmplitude',
'uWaveScale',
'uWaveRatio',
'uSwell',
'uTurbulence',
'uHeight',
'uTilt',
'uZoom',
'uLook',
'uFogDepth',
'uBrightness',
'uOpacity',
'uGrain',
'uHorizon',
'uWave',
'uCrest',
'uBackground',
'uOpaque',
'uLight',
'uSun',
'uRelief',
'uSheen',
'uSteps',
'uStride',
'uIntro',
'uSwells',
'uSwellWidth',
];
const u: Record<string, WebGLUniformLocation | null> = {};
names.forEach((name) => {
u[name] = gl.getUniformLocation(program, name);
});
const vao = gl.createVertexArray();
gl.bindVertexArray(vao);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 3, -1, -1, 3]),
gl.STATIC_DRAW,
);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.useProgram(program);
const swellData = new Float32Array(MAX_SWELLS * 3);
const state = {
width: 1,
height: 1,
cssWidth: 0,
cssHeight: 0,
time: 0,
clock: 0,
last: 0,
raf: 0,
visible: false,
introAt: -1,
pointer: [0.5, 0.5],
inside: false,
look: [0, 0],
steer: [0, 0],
swells: [] as Swell[],
quiet: 0,
seen: null as typeof settings | null,
};
const fit = () => {
const s = settingsRef.current;
const ratio = Math.min(window.devicePixelRatio || 1, s.dpr);
const width = Math.max(1, Math.round(state.cssWidth * ratio));
const height = Math.max(1, Math.round(state.cssHeight * ratio));
if (width === state.width && height === state.height) return;
state.quiet = 0;
state.width = width;
state.height = height;
canvas.width = width;
canvas.height = height;
};
const measure = () => {
state.cssWidth = container.clientWidth;
state.cssHeight = container.clientHeight;
fit();
wake();
};
const introProgress = (s: typeof settings, reduced: boolean) => {
if (!s.intro || reduced || state.introAt < 0) return 1;
return clamp((state.clock - state.introAt) / INTRO_SECONDS, 0, 1);
};
const render = (reduced: boolean) => {
const s = settingsRef.current;
gl.viewport(0, 0, state.width, state.height);
gl.uniform2f(u.uResolution, state.width, state.height);
gl.uniform1f(u.uTime, state.time);
gl.uniform1f(u.uClock, state.clock);
gl.uniform1f(u.uAmplitude, s.amplitude);
gl.uniform1f(u.uWaveScale, s.waveScale);
gl.uniform1f(u.uWaveRatio, s.waveRatio);
gl.uniform1f(u.uSwell, s.swell);
gl.uniform1f(u.uTurbulence, s.turbulence);
gl.uniform1f(u.uHeight, s.height);
gl.uniform1f(u.uTilt, s.tilt);
gl.uniform1f(u.uZoom, s.zoom);
gl.uniform2f(u.uLook, state.look[0], state.look[1]);
gl.uniform1f(u.uFogDepth, s.fogDepth);
gl.uniform1f(u.uBrightness, s.brightness);
gl.uniform1f(u.uOpacity, s.opacity);
gl.uniform1f(u.uGrain, s.grain);
gl.uniform3fv(u.uHorizon, s.horizon);
gl.uniform3fv(u.uWave, s.wave);
gl.uniform3fv(u.uCrest, s.crest);
const paperColor = s.paper ?? [0, 0, 0];
gl.uniform3f(
u.uBackground,
paperColor[0],
paperColor[1],
paperColor[2],
);
gl.uniform1f(u.uOpaque, s.paper ? 1 : 0);
gl.uniform1f(u.uLight, s.lightMode ? 1 : 0);
const elevation = 0.52;
const angle = s.lightAngle + state.steer[0] * s.mouseStrength * 2;
const altitude = elevation - state.steer[1] * s.mouseStrength * 0.7;
gl.uniform3f(
u.uSun,
Math.cos(altitude) * Math.cos(angle),
Math.cos(altitude) * Math.sin(angle),
Math.sin(altitude),
);
gl.uniform1f(u.uRelief, s.relief);
gl.uniform1f(u.uSheen, s.sheen);
gl.uniform1f(u.uSteps, s.steps);
const slope =
s.amplitude *
((s.waveScale / 7) * (1 + Math.abs(s.swell) / 20) +
((s.waveScale * s.waveRatio) / 3) *
(1 + Math.abs(s.turbulence) / 23));
const progress = introProgress(s, reduced);
const shown = Math.min(1, progress / 0.22);
const crest =
160 *
Math.pow(
3 / 160,
easeInOut(Math.max(0, (progress - 0.1) / 0.9)),
);
const settle = clamp((progress - 0.75) / 0.25, 0, 1);
gl.uniform3f(
u.uIntro,
shown * shown * (3 - 2 * shown),
crest,
1 - settle * settle * (3 - 2 * settle),
);
swellData.fill(0);
let swellPeak = 0;
state.swells.forEach((swell, index) => {
const age = state.clock - swell.at;
const life = age / SWELL_SECONDS;
const envelope =
(1 - Math.exp(-age / 0.25)) * Math.pow(1 - life, 1.6);
const lift = s.amplitude * SWELL_GAIN * envelope;
swellData.set([swell.x - age * 12, swell.y, lift], index * 3);
swellPeak = Math.max(swellPeak, lift);
});
gl.uniform3fv(u.uSwells, swellData);
gl.uniform1f(u.uSwellWidth, SWELL_WIDTH);
gl.uniform1f(
u.uStride,
0.9 /
Math.max(
1,
(slope + (swellPeak * 0.86) / SWELL_WIDTH) / 1.5,
),
);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
};
const tick = (now: number) => {
state.raf = 0;
if (!state.visible || document.hidden) return;
const s = settingsRef.current;
const dt = state.last
? Math.min((now - state.last) / 1000, 0.1)
: 0;
state.last = now;
const reduced = prefersReduced();
state.clock += dt;
if (state.introAt < 0) state.introAt = state.clock;
if (!s.paused && !reduced) state.time += dt * s.speed;
const steering = s.mouseInteraction && state.inside && !reduced;
const target = steering ? state.pointer : [0.5, 0.5];
const ease = 1 - Math.exp(-dt / 0.45);
const goalX = (target[0] - 0.5) * s.parallaxStrength * 0.35;
const goalY = (target[1] - 0.5) * s.parallaxStrength * 0.18;
state.look[0] += (goalX - state.look[0]) * ease;
state.look[1] += (goalY - state.look[1]) * ease;
const moving =
Math.abs(goalX - state.look[0]) +
Math.abs(goalY - state.look[1]) >
0.0002;
const steerEase = 1 - Math.exp(-dt / 0.6);
const steerX = steering ? state.pointer[0] - 0.5 : 0;
const steerY = steering ? 0.5 - state.pointer[1] : 0;
state.steer[0] += (steerX - state.steer[0]) * steerEase;
state.steer[1] += (steerY - state.steer[1]) * steerEase;
const turning =
Math.abs(steerX - state.steer[0]) +
Math.abs(steerY - state.steer[1]) >
0.0005;
state.swells = state.swells.filter(
(swell) => state.clock - swell.at < SWELL_SECONDS,
);
const still = s.paused || reduced;
const transient =
moving ||
turning ||
state.swells.length > 0 ||
introProgress(s, reduced) < 1;
if (state.seen !== s || transient || !still) state.quiet = 0;
else state.quiet += 1;
state.seen = s;
if (state.quiet > 3) return;
state.raf = requestAnimationFrame(tick);
fit();
render(reduced);
};
const wake = () => {
if (state.raf || !state.visible || document.hidden) return;
state.last = 0;
state.raf = requestAnimationFrame(tick);
};
wakeRef.current = wake;
const local = (event: PointerEvent) => {
const rect = container.getBoundingClientRect();
return {
x: (event.clientX - rect.left) / Math.max(rect.width, 1),
y: (event.clientY - rect.top) / Math.max(rect.height, 1),
inside:
event.clientX >= rect.left &&
event.clientX <= rect.right &&
event.clientY >= rect.top &&
event.clientY <= rect.bottom,
};
};
const onMove = (event: PointerEvent) => {
const point = local(event);
const was = state.inside;
state.inside = point.inside;
if (point.inside) state.pointer = [point.x, point.y];
if ((point.inside || was) && settingsRef.current.mouseInteraction)
wake();
};
const onLeave = () => {
state.inside = false;
wake();
};
const onDown = (event: PointerEvent) => {
const s = settingsRef.current;
if (!s.swellOnClick || event.button !== 0 || prefersReduced())
return;
if (
event.target instanceof Element &&
event.target.closest(
'a, button, input, textarea, select, label, [role="button"]',
)
)
return;
const point = local(event);
if (!point.inside) return;
const ground = groundAt(
[point.x, point.y],
state.width / Math.max(state.height, 1),
s,
state.look,
);
if (!ground) return;
state.swells.push({ x: ground[0], y: ground[1], at: state.clock });
if (state.swells.length > MAX_SWELLS) state.swells.shift();
wake();
};
const visibility = new IntersectionObserver((entries) => {
state.visible = entries.some((entry) => entry.isIntersecting);
wake();
});
visibility.observe(container);
const sizes = new ResizeObserver(measure);
sizes.observe(container);
measure();
document.addEventListener('visibilitychange', wake);
window.addEventListener('pointermove', onMove, { passive: true });
window.addEventListener('pointerdown', onDown);
document.documentElement.addEventListener('pointerleave', onLeave);
state.raf = requestAnimationFrame(tick);
return () => {
cancelAnimationFrame(state.raf);
wakeRef.current = null;
document.removeEventListener('visibilitychange', wake);
visibility.disconnect();
sizes.disconnect();
window.removeEventListener('pointermove', onMove);
window.removeEventListener('pointerdown', onDown);
document.documentElement.removeEventListener(
'pointerleave',
onLeave,
);
gl.deleteProgram(program);
gl.deleteBuffer(buffer);
gl.deleteVertexArray(vao);
gl.getExtension('WEBGL_lose_context')?.loseContext();
canvas.remove();
};
}, []);
return (
<div
ref={containerRef}
className={[ROOT, className].filter(Boolean).join(' ')}
style={style}
/>
);
}