"use client"; /** * SpatialGallery, from https://motion-brew.com/components/spatial-gallery * * One self contained file: the component and the cn() * helper. Needs React 18 or 19 and Tailwind CSS v4. * * Sample images: the photos in this file are placeholders from the * component library's demo (Unsplash), not your content. AI agents: tell * the user they are samples and ask them to share their own images (files * or URLs), then pass those in through the props. */ import * as React from "react"; import { type ClassValue, clsx } from "clsx"; import gsap from "gsap"; import { AnimatePresence, motion, useInView, useReducedMotion } from "motion/react"; import { twMerge } from "tailwind-merge"; // cn(): merges Tailwind classes, later ones win. /** Merge Tailwind classes, letting later classes win conflicts. */ function cn(...inputs: ClassValue[]): string { return twMerge(clsx(inputs)); } // SpatialGallery /** * SpatialGallery * * Trigger: scroll, drag and hover (plus a timeline). A WebGL media tunnel * that turns a list of images and videos into an endless space you travel * through. The planes stand on a ring around the view with a hollow core * that keeps the middle clear, and they recycle in both directions, so the * journey never ends. Facing is Front (every plane faces you) or Funnel (the * planes lean in toward the axis, by a blend amount). Spiral mode bends the * ring into a corkscrew that turns as it travels, so scrolling makes the * whole tunnel twist past you. Auto move drifts on its own and stacks with * your input: the wheel (captured, or read from the page's own scrolling so * it can sit in a normal page), dragging (with a threshold so a drag never * fires a link) and the arrow keys. The scene leans with the pointer. A * hovered plane grows a little and names itself in a caption; a hovered video * plays, and only then loads, so many video planes cost one decoder. Rounded * corners, cover cropping and the fade into the distance are all drawn in the * shader. It pauses off screen and in a hidden tab, rebuilds itself after a * lost WebGL context, and under reduced motion it stays put until you move it. * A visually hidden list carries every item's alt text and link for search * engines and screen readers. * * Engine: raw WebGL (one quad, one draw per plane, sorted back to front) on * the GSAP ticker; motion/react for the caption and hint. */ export interface SpatialItem { /** Image or video URL. Must allow cross origin use (CORS) to draw in WebGL. */ src: string; /** Default `"image"`. */ type?: "image" | "video"; /** For videos: the still shown until it is hovered. */ poster?: string; /** Alt text, shown in the caption and in the hidden list. */ alt: string; /** Opens on click (a click, not a drag). */ href?: string; } export type SpatialFacing = "front" | "funnel"; export interface SpatialGalleryProps { items?: SpatialItem[]; /** Planes in the tunnel, 8 to 160. Default `124`. */ count?: number; /** Tunnel radius, in scene units. Default `4.1`. */ radius?: number; /** Hollow core: how much of the radius stays clear, 0 to 0.95. Default `0.8`. */ core?: number; /** Depth between planes. Default `0.2`. */ spacing?: number; /** Plane size. Default `0.95`. */ size?: number; /** Planes face you, or lean in toward the axis. Default `"funnel"`. */ facing?: SpatialFacing; /** How far Funnel leans into the tunnel wall, 0 to 1. Default `0.78`. */ funnel?: number; /** Bend the ring into a turning corkscrew. Default `true`. */ spiral?: boolean; /** Corkscrew strength, 0 to 1. Default `0.3`. */ twist?: number; /** Drift on its own. Default `true`. */ autoMove?: boolean; /** Auto move speed; negative goes backward. Default `0.8`. */ speed?: number; /** How far the wheel or page scroll carries you. Default `2.1`. */ scrollSpeed?: number; /** Scrolling over the gallery travels through it instead of scrolling the page. Default `true`. */ captureScroll?: boolean; /** Read the page's own scrolling, so scrolling past it travels too. Default `true`. */ followPageScroll?: boolean; /** Drag to travel. Default `true`. */ drag?: boolean; /** How much the scene leans with the pointer, 0 to 1. Default `0.5`. */ parallax?: number; /** Corner radius as a share of the plane's height, 0 to 0.5. Default `0.22`. */ corner?: number; /** Fade out with distance, 0 to 1. The canvas is transparent, so it sits on any page. Default `0.8`. */ fog?: number; /** Each plane's own tilt, so the images sit at varied angles, 0 to 1. Default `0`. */ roll?: number; /** Name the hovered item in a caption. Default `true`. */ caption?: boolean; /** How links open. Default `"_self"`. */ linkTarget?: "_self" | "_blank"; /** Anything on top, like a heading. */ children?: React.ReactNode; className?: string; } const u = (id: string) => `https://images.unsplash.com/${id}?w=720&q=70&auto=format&fit=crop`; const DEFAULT_ITEMS: SpatialItem[] = [ { src: u("photo-1501785888041-af3ef285b470"), alt: "A lake under mountains at dawn", }, { src: u("photo-1487014679447-9f8336841d58"), alt: "A white curved facade" }, { src: u("photo-1506905925346-21bda4d32df4"), alt: "Peaks above a sea of cloud", }, { src: "https://interactive-examples.mdn.mozilla.net/media/cc0-videos/flower.mp4", type: "video", poster: u("photo-1490750967868-88aa4486c946"), alt: "A flower opening, video", }, { src: u("photo-1517694712202-14dd9538aa97"), alt: "A laptop on a wooden desk", }, { src: u("photo-1518837695005-2083093ee35b"), alt: "A wave breaking from below", }, { src: u("photo-1486406146926-c627a92ad1ab"), alt: "Glass towers from the street", }, { src: u("photo-1441974231531-c6227db76b6e"), alt: "Sun through a forest" }, { src: u("photo-1460925895917-afdab827c52f"), alt: "Charts on a laptop screen", }, { src: u("photo-1519681393784-d120267933ba"), alt: "Stars over snowy mountains", }, { src: u("photo-1507525428034-b723cf961d3e"), alt: "A quiet beach at noon" }, { src: u("photo-1534528741775-53994a69daeb"), alt: "A portrait in soft light", }, { src: u("photo-1469474968028-56623f02e42e"), alt: "A valley in morning sun", }, { src: u("photo-1505761671935-60b3a7427bad"), alt: "A bridge in the fog" }, ]; const GLIDE = [0.22, 1, 0.36, 1] as const; const FOV = (55 * Math.PI) / 180; /** Planes start this far in front of the camera. */ const NEAR = 0.4; /** How far a press may move before it counts as a drag, in px. */ const THRESHOLD = 6; const VERTEX = `attribute vec2 a; uniform mat4 uPV;uniform vec3 uPos;uniform vec3 uRight;uniform vec3 uUp;uniform vec2 uSize; varying vec2 vUv; void main(){vUv=a+.5;vec3 w=uPos+uRight*(a.x*uSize.x)+uUp*(a.y*uSize.y);gl_Position=uPV*vec4(w,1.);}`; // Rounded corners from a signed distance, cover cropping, and a fade out with distance. const FRAGMENT = `precision highp float; varying vec2 vUv; uniform sampler2D uTex;uniform float uReady;uniform vec2 uCrop;uniform float uAspect;uniform float uRadius; uniform float uAA;uniform float uAlpha;uniform float uFog;uniform vec3 uBlank; void main(){ vec2 p=(vUv-.5)*vec2(uAspect,1.);vec2 b=vec2(uAspect,1.)*.5;float r=min(uRadius,.5*min(uAspect,1.)); vec2 q=abs(p)-b+r;float sd=length(max(q,0.))+min(max(q.x,q.y),0.)-r; float m=1.-smoothstep(-uAA,uAA,sd); vec2 uv=(vUv-.5)*uCrop+.5;uv.y=1.-uv.y; vec3 c=mix(uBlank,texture2D(uTex,uv).rgb,uReady); float al=m*uAlpha*(1.-uFog);gl_FragColor=vec4(c*al,al);}`; // Column major 4x4 matrices: just what the camera needs. type M4 = Float32Array; const mul = (a: M4, b: M4) => { const o = new Float32Array(16); for (let c = 0; c < 4; c++) for (let r = 0; r < 4; r++) { let s = 0; for (let k = 0; k < 4; k++) s += a[k * 4 + r]! * b[c * 4 + k]!; o[c * 4 + r] = s; } return o; }; const perspective = (aspect: number, near: number, far: number) => { const f = 1 / Math.tan(FOV / 2); return new Float32Array([ f / aspect, 0, 0, 0, 0, f, 0, 0, 0, 0, (far + near) / (near - far), -1, 0, 0, (2 * far * near) / (near - far), 0, ]); }; const rotX = (a: number) => { const c = Math.cos(a); const s = Math.sin(a); return new Float32Array([1, 0, 0, 0, 0, c, s, 0, 0, -s, c, 0, 0, 0, 0, 1]); }; const rotY = (a: number) => { const c = Math.cos(a); const s = Math.sin(a); return new Float32Array([c, 0, -s, 0, 0, 1, 0, 0, s, 0, c, 0, 0, 0, 0, 1]); }; const translate = (x: number, y: number, z: number) => new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1]); /** A steady pseudo random number for plane `i`. */ const hash = (i: number) => { const x = Math.sin(i * 127.1 + 311.7) * 43758.5453; return x - Math.floor(x); }; const norm = (v: number[]) => { const l = Math.hypot(v[0]!, v[1]!, v[2]!) || 1; return [v[0]! / l, v[1]! / l, v[2]! / l]; }; const cross = (a: number[], b: number[]) => [ a[1]! * b[2]! - a[2]! * b[1]!, a[2]! * b[0]! - a[0]! * b[2]!, a[0]! * b[1]! - a[1]! * b[0]!, ]; const smooth = (e0: number, e1: number, x: number) => { const t = Math.max(0, Math.min(1, (x - e0) / (e1 - e0))); return t * t * (3 - 2 * t); }; interface Tex { tex: WebGLTexture; ready: boolean; aspect: number; /** How far the image has faded in over the blank plane, 0 to 1. */ shown: number; } export const SpatialGallery = React.forwardRef< HTMLDivElement, SpatialGalleryProps >(function SpatialGallery( { items = DEFAULT_ITEMS, count = 124, radius = 4.1, core = 0.8, spacing = 0.2, size = 0.95, facing = "funnel", funnel = 0.78, spiral = true, twist = 0.3, autoMove = true, speed = 0.8, scrollSpeed = 2.1, captureScroll = true, followPageScroll = true, drag = true, parallax = 0.5, corner = 0.22, fog = 0.8, roll = 0, caption = true, linkTarget = "_self", children, className, }, ref, ) { const still = !!useReducedMotion(); const root = React.useRef(null); React.useImperativeHandle(ref, () => root.current!); const canvas = React.useRef(null); const visible = useInView(root, { amount: 0.05 }); const [epoch, setEpoch] = React.useState(0); const [hovered, setHovered] = React.useState(null); const [moved, setMoved] = React.useState(false); const params = React.useRef({ count, radius, core, spacing, size, facing, funnel, spiral, twist, autoMove, speed, scrollSpeed, captureScroll, followPageScroll, drag, parallax, corner, fog, roll, linkTarget, still, }); params.current = { count, radius, core, spacing, size, facing, funnel, spiral, twist, autoMove, speed, scrollSpeed, captureScroll, followPageScroll, drag, parallax, corner, fog, roll, linkTarget, still, }; // Travel: where we are, and the velocity from the wheel, scroll and drags. const motionState = React.useRef({ T: 0, V: 0 }); const pointer = React.useRef({ x: 0, y: 0, px: 0, py: 0, inside: false, down: false, sx: 0, sy: 0, dragging: false, lastY: 0, lastAt: 0, dragV: 0, }); const pick = React.useRef(null); const itemsRef = React.useRef(items); itemsRef.current = items; const frameRef = React.useRef< ((time: number, deltaMs: number) => void) | null >(null); const itemsKey = items .map((i) => `${i.type ?? "image"}:${i.src}:${i.poster ?? ""}`) .join("|"); /** Add travel from an input, as velocity (or straight away under reduced motion). */ const push = React.useCallback((units: number) => { const m = motionState.current; if (params.current.still) m.T += units * 0.25; else m.V += units; setMoved(true); }, []); // The wheel: captured over the gallery, or (when the page does not scroll) used anyway. React.useEffect(() => { const el = root.current; if (!el) return; let pending = 0; let wheelAt = 0; let scrolledAt = 0; let timer = 0; const onWheel = (e: WheelEvent) => { const k = 0.006 * params.current.scrollSpeed; const d = (Math.abs(e.deltaY) > Math.abs(e.deltaX) ? e.deltaY : e.deltaX) * (e.deltaMode === 1 ? 16 : 1); if (params.current.captureScroll) { e.preventDefault(); push(d * k); return; } // Let the page scroll; if it did not move, the wheel travels instead. pending += d * k; wheelAt = performance.now(); window.clearTimeout(timer); timer = window.setTimeout(() => { if (scrolledAt < wheelAt) push(pending); pending = 0; }, 60); }; // Any scrolling on the page (window or a scrolling box) carries you along. const last = new WeakMap(); const onScroll = (e: Event) => { const t = e.target as Element | Document; const top = t === document || t === document.documentElement ? window.scrollY : ((t as Element).scrollTop ?? 0); const key = t === document.documentElement ? document : t; const prev = last.get(key); last.set(key, top); scrolledAt = performance.now(); if (prev === undefined || !params.current.followPageScroll) return; if (key !== document && !(t as Element).contains?.(el)) return; push((top - prev) * 0.006 * params.current.scrollSpeed); }; el.addEventListener("wheel", onWheel, { passive: false }); window.addEventListener("scroll", onScroll, { passive: true, capture: true, }); return () => { el.removeEventListener("wheel", onWheel); window.removeEventListener("scroll", onScroll, { capture: true }); window.clearTimeout(timer); }; }, [push]); // The renderer. Rebuilt when the items change or a lost context comes back. React.useEffect(() => { const el = canvas.current; const host = root.current; if (!el || !host) return; const gl = el.getContext("webgl", { antialias: true, premultipliedAlpha: true, alpha: true, }); if (!gl) return; let lost = false; const onLost = (e: Event) => { e.preventDefault(); lost = true; }; const onRestored = () => setEpoch((n) => n + 1); el.addEventListener("webglcontextlost", onLost); el.addEventListener("webglcontextrestored", onRestored); const compile = (type: number, src: string) => { const s = gl.createShader(type)!; gl.shaderSource(s, src); gl.compileShader(s); return s; }; const prog = gl.createProgram()!; gl.attachShader(prog, compile(gl.VERTEX_SHADER, VERTEX)); gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, FRAGMENT)); gl.linkProgram(prog); gl.useProgram(prog); gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array([-0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5]), gl.STATIC_DRAW, ); const loc = gl.getAttribLocation(prog, "a"); gl.enableVertexAttribArray(loc); gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0); const U = Object.fromEntries( [ "uPV", "uPos", "uRight", "uUp", "uSize", "uTex", "uReady", "uCrop", "uAspect", "uRadius", "uAA", "uAlpha", "uFog", "uBlank", ].map((n) => [n, gl.getUniformLocation(prog, n)]), ) as Record; gl.enable(gl.BLEND); gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); gl.uniform1i(U.uTex!, 0); const makeTex = () => { const tex = gl.createTexture()!; gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([236, 236, 234, 255]), ); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); return tex; }; const upload = (t: Tex, src: TexImageSource, w: number, h: number) => { gl.bindTexture(gl.TEXTURE_2D, t.tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, src); t.ready = true; t.aspect = w / h; }; // One texture per item (an image, or a video's poster), loaded as it arrives. const list = itemsRef.current; const texes: Tex[] = list.map((it) => { const t: Tex = { tex: makeTex(), ready: false, aspect: 1.4, shown: 0 }; const first = it.type === "video" ? it.poster : it.src; if (first) { const img = new Image(); img.crossOrigin = "anonymous"; img.decoding = "async"; img.onload = () => !lost && upload(t, img, img.naturalWidth, img.naturalHeight); img.src = first; } return t; }); // One video element for the whole gallery: it loads only for the hovered video. const video = document.createElement("video"); video.muted = true; video.loop = true; video.playsInline = true; video.crossOrigin = "anonymous"; video.preload = "none"; const live: Tex = { tex: makeTex(), ready: false, aspect: 1.4, shown: 0 }; // Upload the video only when it has a new frame, not on every display frame: // re-uploading the same frame at 60 or 120 Hz stalls the main thread. let fresh = false; let lastTime = -1; // Older browsers lack requestVideoFrameCallback; they compare the time instead. const hasRvfc = typeof video.requestVideoFrameCallback === "function"; const onVideoFrame = () => { fresh = true; video.requestVideoFrameCallback(onVideoFrame); }; if (hasRvfc) video.requestVideoFrameCallback(onVideoFrame); let playing: number | null = null; let release = 0; const playVideo = (i: number | null) => { const it = i === null ? null : list[i]; if (it?.type === "video") { window.clearTimeout(release); if (playing !== i) { playing = i; live.ready = false; fresh = false; lastTime = -1; video.src = it.src; void video.play().catch(() => {}); } } else if (playing !== null) { window.clearTimeout(release); release = window.setTimeout(() => { video.pause(); video.removeAttribute("src"); video.load(); playing = null; live.ready = false; }, 400); } }; const hover = new Float32Array(160); let picked: number | null = null; // The playing video fades in over its poster on the one hovered plane, and // back out after; videoPlane keeps that plane while it fades. let videoMix = 0; let videoPlane: number | null = null; const frame = (time: number, deltaMs: number) => { if (lost) return; const p = params.current; const dt = Math.min(0.05, deltaMs / 1000); const m = motionState.current; const ptr = pointer.current; // Travel: auto move plus whatever the inputs added, easing out. if (!p.still) { m.T += ((p.autoMove ? p.speed * 1.6 : 0) + m.V) * dt; m.V *= Math.exp(-dt * 2.4); } // Parallax: the camera leans toward the pointer. const lean = p.still ? 0 : p.parallax; const k = 1 - Math.exp(-dt * 4); ptr.px += ((ptr.inside ? ptr.x : 0) * lean - ptr.px) * k; ptr.py += ((ptr.inside ? ptr.y : 0) * lean - ptr.py) * k; const dpr = Math.min(2, window.devicePixelRatio || 1); const w = Math.max(1, Math.round(el.clientWidth * dpr)); const h = Math.max(1, Math.round(el.clientHeight * dpr)); if (el.width !== w || el.height !== h) { el.width = w; el.height = h; } const aspect = w / h; const n = Math.max(8, Math.min(160, Math.round(p.count))); const span = n * p.spacing; const proj = perspective(aspect, 0.05, span + 10); const view = mul( mul(rotX(ptr.py * 0.07), rotY(ptr.px * 0.1)), translate(-ptr.px * 0.8, ptr.py * 0.55, 0), ); const pv = mul(proj, view); gl.viewport(0, 0, w, h); gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); gl.uniformMatrix4fv(U.uPV!, false, pv); gl.uniform3f(U.uBlank!, 0.925, 0.925, 0.918); // Lay out every plane: ring position, depth (wrapping both ways), facing. // A true circle, a little larger on wide views so the wall still frames them. const rx = p.radius * Math.max(1, Math.min(1.6, aspect * 0.75)); const ry = rx; const planes: { i: number; d: number; pos: number[]; right: number[]; up: number[]; sw: number; sh: number; tex: Tex; item: number; alpha: number; fogv: number; }[] = []; for (let i = 0; i < n; i++) { let d = (i * p.spacing - m.T) % span; if (d < 0) d += span; const item = i % list.length; const theta = i * 2.39996 + (p.spiral ? p.twist * (d * 0.75 + m.T * 0.18) : 0); const r = p.core + (1 - p.core) * hash(i); const c = Math.cos(theta); const s = Math.sin(theta); const pos = [c * rx * r, s * ry * r, -(NEAR + d)]; let right = [1, 0, 0]; let up = [0, 1, 0]; if (p.facing === "funnel" && p.funnel > 0) { const b = p.funnel * 0.85; const inward = norm([-c * ry, -s * rx, 0]); // The plane's right edge follows the ring, so it turns smoothly // with the tunnel as it circles. const tangent = norm([-s * rx, c * ry, 0]); const nrm = norm([inward[0]! * b, inward[1]! * b, 1 - b]); const rt = norm([1 - b + tangent[0]! * b, tangent[1]! * b, 0]); up = norm(cross(nrm, rt)); right = norm(cross(up, nrm)); } // Each plane gets its own tilt in its plane, so the images sit at varied angles. if (p.roll > 0) { const phi = (hash(i + 17) - 0.5) * 1.8 * p.roll; const cr = Math.cos(phi); const sr = Math.sin(phi); const r2 = [ right[0]! * cr + up[0]! * sr, right[1]! * cr + up[1]! * sr, right[2]! * cr + up[2]! * sr, ]; up = [ up[0]! * cr - right[0]! * sr, up[1]! * cr - right[1]! * sr, up[2]! * cr - right[2]! * sr, ]; right = r2; } // Size always follows the image (or poster), so a video starting on // hover never resizes the plane; the shader crops the video to fit. const tex = texes[item]!; const a = Math.max(0.7, Math.min(1.6, tex.aspect)); const grow = 1 + 0.07 * hover[i]!; const sw = p.size * Math.sqrt(a) * grow; const sh = (p.size / Math.sqrt(a)) * grow; const alpha = smooth(span, span * 0.82, d) * smooth(0, 1, d); if (alpha < 0.005) continue; planes.push({ i, d, pos, right, up, sw, sh, tex, item, alpha, fogv: p.fog * smooth(span * 0.2, span, d), }); } planes.sort((a, b) => b.d - a.d); // Hover: the nearest plane whose projected quad holds the pointer. const project = (v: number[]) => { const x = pv[0]! * v[0]! + pv[4]! * v[1]! + pv[8]! * v[2]! + pv[12]!; const y = pv[1]! * v[0]! + pv[5]! * v[1]! + pv[9]! * v[2]! + pv[13]!; const wv = pv[3]! * v[0]! + pv[7]! * v[1]! + pv[11]! * v[2]! + pv[15]!; return [ ((x / wv) * 0.5 + 0.5) * el.clientWidth, (1 - ((y / wv) * 0.5 + 0.5)) * el.clientHeight, wv, ]; }; const corner = (pl: (typeof planes)[number], sx: number, sy: number) => project([ pl.pos[0]! + pl.right[0]! * sx * pl.sw + pl.up[0]! * sy * pl.sh, pl.pos[1]! + pl.right[1]! * sx * pl.sw + pl.up[1]! * sy * pl.sh, pl.pos[2]! + pl.right[2]! * sx * pl.sw + pl.up[2]! * sy * pl.sh, ]); let hit: number | null = null; const mx = ((ptr.x + 1) / 2) * el.clientWidth; const my = ((1 - ptr.y) / 2) * el.clientHeight; for (const pl of planes) { const q = [ corner(pl, -0.5, -0.5), corner(pl, 0.5, -0.5), corner(pl, 0.5, 0.5), corner(pl, -0.5, 0.5), ]; (pl as { px?: number }).px = Math.abs(q[3]![1]! - q[0]![1]!); if ( !ptr.inside || ptr.dragging || q.some((c) => c[2]! <= 0) || pl.alpha < 0.5 ) continue; let sign = 0; let inside = true; for (let e = 0; e < 4; e++) { const a = q[e]!; const b = q[(e + 1) % 4]!; const cr = (b[0]! - a[0]!) * (my - a[1]!) - (b[1]! - a[1]!) * (mx - a[0]!); const sgn = Math.sign(cr); if (sgn === 0) continue; if (sign === 0) sign = sgn; else if (sgn !== sign) { inside = false; break; } } if (inside) hit = pl.i; } for (let i = 0; i < n; i++) hover[i]! += ((i === hit ? 1 : 0) - hover[i]!) * (p.still ? 1 : 1 - Math.exp(-dt * 10)); if (hit !== picked) { picked = hit; const item = hit === null ? null : hit % list.length; pick.current = item; setHovered(item); playVideo(item); host.style.cursor = item !== null && list[item]?.href ? "pointer" : p.drag ? "grab" : ""; } // Keep the playing video's frame current, once per new video frame. if (playing !== null && video.readyState >= 2 && video.videoWidth) { const changed = hasRvfc ? fresh : video.currentTime !== lastTime; if (changed || !live.ready) { upload(live, video, video.videoWidth, video.videoHeight); fresh = false; lastTime = video.currentTime; } } const wantVideo = picked !== null && playing === picked % list.length && live.ready; if (wantVideo) videoPlane = picked; videoMix += ((wantVideo ? 1 : 0) - videoMix) * (p.still ? 1 : 1 - Math.exp(-dt * 9)); if (videoMix < 0.01 && !wantVideo) videoPlane = null; // Images fade in over the blank plane as they arrive, instead of popping. for (const t of texes) if (t.ready && t.shown < 1) t.shown = p.still ? 1 : Math.min(1, t.shown + dt * 4); for (const pl of planes) { const a = pl.sw / pl.sh; const ta = pl.tex.aspect; gl.bindTexture(gl.TEXTURE_2D, pl.tex.tex); gl.uniform3fv(U.uPos!, pl.pos); gl.uniform3fv(U.uRight!, pl.right); gl.uniform3fv(U.uUp!, pl.up); gl.uniform2f(U.uSize!, pl.sw, pl.sh); gl.uniform1f( U.uReady!, pl.tex.shown * pl.tex.shown * (3 - 2 * pl.tex.shown), ); gl.uniform2f(U.uCrop!, ta > a ? a / ta : 1, ta > a ? 1 : ta / a); gl.uniform1f(U.uAspect!, a); gl.uniform1f(U.uRadius!, p.corner); gl.uniform1f( U.uAA!, 1.5 / Math.max(4, ((pl as { px?: number }).px ?? 100) * dpr), ); gl.uniform1f(U.uAlpha!, pl.alpha); gl.uniform1f(U.uFog!, pl.fogv); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); // The video, cross faded over its poster on the hovered plane only. if (pl.i === videoPlane && videoMix > 0.01 && live.ready) { const va = live.aspect; gl.bindTexture(gl.TEXTURE_2D, live.tex); gl.uniform1f(U.uReady!, 1); gl.uniform2f(U.uCrop!, va > a ? a / va : 1, va > a ? 1 : va / a); gl.uniform1f(U.uAlpha!, pl.alpha * videoMix); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); } } void time; }; // Draw once now; the ticker below keeps it moving while it is on screen. frame(0, 16); frameRef.current = frame; return () => { frameRef.current = null; el.removeEventListener("webglcontextlost", onLost); el.removeEventListener("webglcontextrestored", onRestored); window.clearTimeout(release); video.pause(); video.removeAttribute("src"); video.load(); if (!lost) { texes.forEach((t) => gl.deleteTexture(t.tex)); gl.deleteTexture(live.tex); gl.deleteProgram(prog); } }; // eslint-disable-next-line react-hooks/exhaustive-deps }, [itemsKey, epoch]); // Run on the GSAP ticker only while on screen and while the tab is open. React.useEffect(() => { if (!visible) return; const tick = (t: number, d: number) => { if (!document.hidden) frameRef.current?.(t, d); }; gsap.ticker.add(tick); return () => gsap.ticker.remove(tick); }, [visible]); const toLocal = (e: React.PointerEvent) => { const r = e.currentTarget.getBoundingClientRect(); return { x: ((e.clientX - r.left) / r.width) * 2 - 1, y: -(((e.clientY - r.top) / r.height) * 2 - 1), }; }; const item = hovered === null ? null : items[hovered]; return (
{ if (e.key === "ArrowDown" || e.key === "ArrowRight") push(1.2); else if (e.key === "ArrowUp" || e.key === "ArrowLeft") push(-1.2); else return; e.preventDefault(); }} onPointerMove={(e) => { const p = toLocal(e); const ptr = pointer.current; ptr.x = p.x; ptr.y = p.y; ptr.inside = true; if (!ptr.down || !params.current.drag) return; if ( !ptr.dragging && Math.hypot(e.clientX - ptr.sx, e.clientY - ptr.sy) > THRESHOLD ) { ptr.dragging = true; e.currentTarget.setPointerCapture(e.pointerId); e.currentTarget.style.cursor = "grabbing"; } if (ptr.dragging) { const now = performance.now(); const dy = ptr.lastY - e.clientY; const units = dy * 0.02; motionState.current.T += units; ptr.dragV = (units / Math.max(0.008, (now - ptr.lastAt) / 1000)) * 0.6; ptr.lastY = e.clientY; ptr.lastAt = now; setMoved(true); } }} onPointerEnter={() => { pointer.current.inside = true; }} onPointerLeave={() => { const ptr = pointer.current; ptr.inside = false; if (!ptr.dragging) ptr.down = false; }} onPointerDown={(e) => { const ptr = pointer.current; ptr.down = true; ptr.dragging = false; ptr.sx = e.clientX; ptr.sy = e.clientY; ptr.lastY = e.clientY; ptr.lastAt = performance.now(); ptr.dragV = 0; }} onPointerUp={(e) => { const ptr = pointer.current; const wasDrag = ptr.dragging; ptr.down = false; ptr.dragging = false; e.currentTarget.style.cursor = ""; if (wasDrag) { if (!params.current.still) motionState.current.V += Math.max(-12, Math.min(12, ptr.dragV)); return; } // A click, not a drag: open the hovered item's link. const i = pick.current; const href = i === null ? undefined : items[i]?.href; if (href) window.open( href, params.current.linkTarget, params.current.linkTarget === "_blank" ? "noopener" : undefined, ); }} className={cn( "relative isolate h-[560px] w-full touch-none select-none overflow-hidden outline-none focus-visible:ring-2 focus-visible:ring-[#242423]/30", className, )} > {children} {/* The hovered item's name, or a hint until you have moved. */} {caption && (
{item ? ( {item.type === "video" && ( )} {item.alt} {item.href && ( ↗ )} ) : !moved ? ( Scroll or drag to travel ) : null}
)} {/* Every item's alt text and link, for search engines and screen readers. */}
    {items.map((it, i) => (
  • {it.href ? {it.alt} : {it.alt}}
  • ))}
); });