halftone generator v1 + new 3d shapes effect start (#19539)

## Summary
- refresh the website halftone studio with new rendering controls, UI
updates, and export/runtime plumbing
- improve halftone output quality by opening highlights, grouping
shadows, and reducing visible row artifacts
- update home/problem illustration assets, 3D model references, and
related illustration components to use the new visuals
- adjust footer and layout-related website wiring to support the updated
illustration experience

## Testing
- Not run (not requested)

---------

Co-authored-by: Abdullah <125115953+mabdullahabaid@users.noreply.github.com>
This commit is contained in:
Thomas des Francs
2026-04-10 11:37:13 +02:00
committed by GitHub
parent 63c407e2f7
commit e03ac126ab
32 changed files with 16471 additions and 1197 deletions
@@ -0,0 +1,695 @@
'use client';
import { useEffect, useRef } from 'react';
import * as THREE from 'three';
const VIRTUAL_RENDER_HEIGHT = 768;
const passThroughVertexShader = /* glsl */ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 1.0);
}
`;
const blurFragmentShader = /* glsl */ `
precision highp float;
uniform sampler2D tInput;
uniform vec2 dir;
uniform vec2 res;
varying vec2 vUv;
void main() {
vec4 sum = vec4(0.0);
vec2 px = dir / res;
float w[5];
w[0] = 0.227027;
w[1] = 0.1945946;
w[2] = 0.1216216;
w[3] = 0.054054;
w[4] = 0.016216;
sum += texture2D(tInput, vUv) * w[0];
for (int i = 1; i < 5; i++) {
float fi = float(i) * 3.0;
sum += texture2D(tInput, vUv + px * fi) * w[i];
sum += texture2D(tInput, vUv - px * fi) * w[i];
}
gl_FragColor = sum;
}
`;
const imagePassthroughFragmentShader = /* glsl */ `
precision highp float;
uniform sampler2D tImage;
uniform vec2 imageSize;
uniform vec2 viewportSize;
uniform float zoom;
varying vec2 vUv;
void main() {
float imageAspect = imageSize.x / imageSize.y;
float viewAspect = viewportSize.x / viewportSize.y;
vec2 uv = vUv;
// Contain: show full image, letterbox/pillarbox as needed
if (imageAspect > viewAspect) {
float scale = viewAspect / imageAspect;
uv.y = (uv.y - 0.5) / scale + 0.5;
} else {
float scale = imageAspect / viewAspect;
uv.x = (uv.x - 0.5) / scale + 0.5;
}
uv = (uv - 0.5) / zoom + 0.5;
float inBounds = step(0.0, uv.x) * step(uv.x, 1.0)
* step(0.0, uv.y) * step(uv.y, 1.0);
vec4 color = texture2D(tImage, clamp(uv, 0.0, 1.0));
gl_FragColor = vec4(color.rgb, inBounds);
}
`;
const halftoneFragmentShader = /* glsl */ `
precision highp float;
uniform sampler2D tScene;
uniform sampler2D tGlow;
uniform vec2 resolution;
uniform float numRows;
uniform float glowStr;
uniform float contrast;
uniform float power;
uniform float shading;
uniform float baseInk;
uniform float maxBar;
uniform float rowMerge;
uniform float cellRatio;
uniform float cutoff;
uniform float highlightOpen;
uniform float shadowGrouping;
uniform float shadowCrush;
uniform vec3 dashColor;
uniform float time;
uniform float waveAmount;
uniform float waveSpeed;
uniform float distanceScale;
uniform vec2 interactionUv;
uniform vec2 interactionVelocity;
uniform vec2 dragOffset;
uniform float hoverLightStrength;
uniform float hoverLightRadius;
uniform float hoverFlowStrength;
uniform float hoverFlowRadius;
uniform float dragFlowStrength;
uniform float dragFlowRadius;
uniform float cropToBounds;
varying vec2 vUv;
void main() {
// Crop to image bounds: discard fragments outside source image (image mode only)
if (cropToBounds > 0.5) {
vec4 boundsCheck = texture2D(tScene, vUv);
if (boundsCheck.a < 0.01) {
gl_FragColor = vec4(0.0);
return;
}
}
float baseRowH = resolution.y / (numRows * distanceScale);
vec2 pointerPx = interactionUv * resolution;
vec2 fragDelta = gl_FragCoord.xy - pointerPx;
float fragDist = length(fragDelta);
vec2 radialDir = fragDist > 0.001 ? fragDelta / fragDist : vec2(0.0, 1.0);
float velocityMagnitude = length(interactionVelocity);
vec2 motionDir = velocityMagnitude > 0.001
? interactionVelocity / velocityMagnitude
: vec2(0.0, 0.0);
float motionBias = velocityMagnitude > 0.001
? dot(-radialDir, motionDir) * 0.5 + 0.5
: 0.5;
float hoverLightMask = 0.0;
if (hoverLightStrength > 0.0) {
float lightRadiusPx = hoverLightRadius * resolution.y;
hoverLightMask = smoothstep(lightRadiusPx, 0.0, fragDist);
}
float hoverFlowMask = 0.0;
if (hoverFlowStrength > 0.0) {
float hoverRadiusPx = hoverFlowRadius * resolution.y;
hoverFlowMask = smoothstep(hoverRadiusPx, 0.0, fragDist);
}
float dragFlowMask = 0.0;
if (dragFlowStrength > 0.0) {
float dragRadiusPx = dragFlowRadius * resolution.y;
dragFlowMask = smoothstep(dragRadiusPx, 0.0, fragDist);
}
vec2 hoverDisplacement =
radialDir * hoverFlowStrength * hoverFlowMask * baseRowH * 0.55 +
motionDir * hoverFlowStrength * hoverFlowMask * (0.4 + motionBias) * baseRowH * 1.15;
vec2 dragDisplacement = dragOffset * dragFlowMask * dragFlowStrength * 0.8;
vec2 effectCoord = gl_FragCoord.xy + hoverDisplacement + dragDisplacement;
float densityBoost =
hoverFlowStrength * hoverFlowMask * 0.22 +
dragFlowStrength * dragFlowMask * 0.16;
float rowH = baseRowH / (1.0 + densityBoost);
float offsetY = effectCoord.y;
float row = floor(offsetY / rowH);
float rowFrac = offsetY / rowH - row;
float rowV = (row + 0.5) * rowH / resolution.y;
float dy = abs(rowFrac - 0.5);
float waveOffset = waveAmount * sin(time * waveSpeed + row * 0.5) * rowH;
float effectiveX = effectCoord.x + waveOffset;
float localCellRatio = cellRatio * (
1.0 +
hoverFlowStrength * hoverFlowMask * 0.08 +
dragFlowStrength * dragFlowMask * 0.1 * motionBias
);
float cellW = rowH * localCellRatio;
float cellIdx = floor(effectiveX / cellW);
float cellFrac = (effectiveX - cellIdx * cellW) / cellW;
float cellU = (cellIdx + 0.5) * cellW / resolution.x;
vec2 sampleUv = vec2(
clamp(cellU, 0.0, 1.0),
clamp(rowV, 0.0, 1.0)
);
vec4 sceneSample = texture2D(tScene, sampleUv);
vec4 glowCell = texture2D(tGlow, sampleUv);
float mask = smoothstep(0.02, 0.08, sceneSample.a);
float lum = dot(sceneSample.rgb, vec3(0.299, 0.587, 0.114));
float avgLum = dot(glowCell.rgb, vec3(0.299, 0.587, 0.114));
float detail = lum - avgLum;
float litLum = lum + max(detail, 0.0) * shading
- max(-detail, 0.0) * shading * 0.55;
float lightLift =
hoverLightStrength * hoverLightMask * mix(0.78, 1.18, motionBias) * 0.34;
float lightFocus = hoverLightStrength * hoverLightMask * 0.12;
litLum = clamp(litLum + lightLift, 0.0, 1.0);
litLum = clamp((litLum - cutoff) / max(1.0 - cutoff, 0.001), 0.0, 1.0);
litLum = pow(litLum, max(contrast - lightFocus, 0.25));
float darkness = 1.0 - litLum;
float groupedLum = clamp((avgLum - cutoff) / max(1.0 - cutoff, 0.001), 0.0, 1.0);
groupedLum = pow(groupedLum, max(contrast * 0.9, 0.25));
float groupedDarkness = 1.0 - groupedLum;
darkness = mix(darkness, max(darkness, groupedDarkness), shadowGrouping);
darkness = clamp(
(darkness - highlightOpen) / max(1.0 - highlightOpen, 0.001),
0.0,
1.0
);
float shadowMask = smoothstep(0.42, 0.96, darkness);
darkness = mix(
darkness,
mix(darkness, 1.0, shadowMask),
shadowCrush
);
float inkBase = baseInk * smoothstep(0.03, 0.24, darkness);
float ink = mix(inkBase, 1.0, darkness);
float fill = pow(ink, 1.05) * power;
fill = clamp(fill, 0.0, 1.0) * mask;
float dynamicBarHalf = mix(0.08, maxBar, smoothstep(0.03, 0.85, ink));
float dynamicBarHalfY = min(
dynamicBarHalf + rowMerge * smoothstep(0.42, 0.98, ink),
0.78
);
float dx2 = abs(cellFrac - 0.5);
float halfFill = fill * 0.5;
float bodyHalfW = max(halfFill - dynamicBarHalf * (rowH / cellW), 0.0);
float capRX = dynamicBarHalf * rowH;
float capRY = dynamicBarHalfY * rowH;
float inDash = 0.0;
if (dx2 <= bodyHalfW) {
float edgeDist = dynamicBarHalfY - dy;
inDash = smoothstep(-0.03, 0.03, edgeDist);
} else {
float cdx = (dx2 - bodyHalfW) * cellW;
float cdy = dy * rowH;
float ellipseDist = sqrt(
(cdx * cdx) / max(capRX * capRX, 0.0001) +
(cdy * cdy) / max(capRY * capRY, 0.0001)
);
inDash = 1.0 - smoothstep(1.0 - 0.08, 1.0 + 0.08, ellipseDist);
}
inDash *= step(0.001, ink) * mask;
inDash *= 1.0 + 0.03 * sin(time * 0.8 + row * 0.1);
vec4 glow = texture2D(tGlow, vUv);
float glowLum = dot(glow.rgb, vec3(0.299, 0.587, 0.114));
float halo = glowLum * glowStr * 0.25 * (1.0 - inDash);
float sharp = smoothstep(0.3, 0.5, inDash + halo);
vec3 color = dashColor * sharp;
gl_FragColor = vec4(color, sharp);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`;
const IMAGE_SRC = '/images/home/problem/arthur-roblet.png';
const IMAGE_ZOOM = 1;
const NUM_ROWS = 45;
const CONTRAST = 1.3;
const POWER = 1.1;
const SHADING = 1.6;
const BASE_INK = 0.16;
const MAX_BAR = 0.24;
const CELL_RATIO = 2.2;
const CUTOFF = 0.02;
const DASH_COLOR = '#4A38F5';
const HOVER_EASE = 0.08;
const DRAG_SENS = 0.008;
const DRAG_FRICTION = 0.08;
const HOVER_WARP_STRENGTH = 3;
const HOVER_WARP_RADIUS = 0.15;
const DRAG_WARP_STRENGTH = 5;
const FOLLOW_HOVER_ENABLED = true;
const FOLLOW_DRAG_ENABLED = false;
type InteractionState = {
dragging: boolean;
mouseX: number;
mouseY: number;
pointerX: number;
pointerY: number;
rotationX: number;
rotationY: number;
targetRotationX: number;
targetRotationY: number;
velocityX: number;
velocityY: number;
};
function createRenderTarget(width: number, height: number) {
return new THREE.WebGLRenderTarget(width, height, {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
});
}
function createInteractionState(): InteractionState {
return {
dragging: false,
mouseX: 0.5,
mouseY: 0.5,
pointerX: 0,
pointerY: 0,
rotationX: 0,
rotationY: 0,
targetRotationX: 0,
targetRotationY: 0,
velocityX: 0,
velocityY: 0,
};
}
async function loadImage(imageUrl: string) {
return await new Promise<HTMLImageElement>((resolve, reject) => {
const image = new Image();
image.decoding = 'async';
image.onload = () => resolve(image);
image.onerror = () =>
reject(new Error(`Failed to load image: ${imageUrl}`));
image.src = imageUrl;
});
}
async function mountHalftoneCanvas(
container: HTMLDivElement,
imageUrl: string,
) {
const getWidth = () => Math.max(container.clientWidth, 1);
const getHeight = () => Math.max(container.clientHeight, 1);
const getVirtualHeight = () => Math.max(VIRTUAL_RENDER_HEIGHT, getHeight());
const getVirtualWidth = () =>
Math.max(
Math.round(getVirtualHeight() * (getWidth() / Math.max(getHeight(), 1))),
1,
);
const image = await loadImage(imageUrl);
const renderer = new THREE.WebGLRenderer({ antialias: false, alpha: true });
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.setPixelRatio(1);
renderer.setClearColor(0x000000, 0);
renderer.setSize(getVirtualWidth(), getVirtualHeight(), false);
const canvas = renderer.domElement;
canvas.style.cursor = 'default';
canvas.style.display = 'block';
canvas.style.height = '100%';
canvas.style.touchAction = 'none';
canvas.style.width = '100%';
container.appendChild(canvas);
const imageTexture = new THREE.Texture(image);
imageTexture.colorSpace = THREE.SRGBColorSpace;
imageTexture.needsUpdate = true;
const sceneTarget = createRenderTarget(getVirtualWidth(), getVirtualHeight());
const blurTargetA = createRenderTarget(getVirtualWidth(), getVirtualHeight());
const blurTargetB = createRenderTarget(getVirtualWidth(), getVirtualHeight());
const fullScreenGeometry = new THREE.PlaneGeometry(2, 2);
const orthographicCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
const imageMaterial = new THREE.ShaderMaterial({
uniforms: {
tImage: { value: imageTexture },
imageSize: { value: new THREE.Vector2(image.width, image.height) },
viewportSize: {
value: new THREE.Vector2(getVirtualWidth(), getVirtualHeight()),
},
zoom: { value: IMAGE_ZOOM },
},
vertexShader: passThroughVertexShader,
fragmentShader: imagePassthroughFragmentShader,
});
const imageScene = new THREE.Scene();
imageScene.add(new THREE.Mesh(fullScreenGeometry, imageMaterial));
const blurHorizontalMaterial = new THREE.ShaderMaterial({
uniforms: {
tInput: { value: null },
dir: { value: new THREE.Vector2(1, 0) },
res: { value: new THREE.Vector2(getVirtualWidth(), getVirtualHeight()) },
},
vertexShader: passThroughVertexShader,
fragmentShader: blurFragmentShader,
});
const blurVerticalMaterial = new THREE.ShaderMaterial({
uniforms: {
tInput: { value: null },
dir: { value: new THREE.Vector2(0, 1) },
res: { value: new THREE.Vector2(getVirtualWidth(), getVirtualHeight()) },
},
vertexShader: passThroughVertexShader,
fragmentShader: blurFragmentShader,
});
const halftoneMaterial = new THREE.ShaderMaterial({
transparent: true,
uniforms: {
tScene: { value: sceneTarget.texture },
tGlow: { value: blurTargetB.texture },
resolution: {
value: new THREE.Vector2(getVirtualWidth(), getVirtualHeight()),
},
numRows: { value: NUM_ROWS },
glowStr: { value: 0 },
contrast: { value: CONTRAST },
power: { value: POWER },
shading: { value: SHADING },
baseInk: { value: BASE_INK },
maxBar: { value: MAX_BAR },
cellRatio: { value: CELL_RATIO },
cutoff: { value: CUTOFF },
dashColor: { value: new THREE.Color(DASH_COLOR) },
time: { value: 0 },
waveAmount: { value: 0 },
waveSpeed: { value: 1 },
distanceScale: { value: 1 },
mouseUv: { value: new THREE.Vector2(-1, -1) },
warpStrength: { value: 0 },
warpRadius: { value: HOVER_WARP_RADIUS },
cropToBounds: { value: 1 },
},
vertexShader: passThroughVertexShader,
fragmentShader: halftoneFragmentShader,
});
const blurHorizontalScene = new THREE.Scene();
blurHorizontalScene.add(
new THREE.Mesh(fullScreenGeometry, blurHorizontalMaterial),
);
const blurVerticalScene = new THREE.Scene();
blurVerticalScene.add(
new THREE.Mesh(fullScreenGeometry, blurVerticalMaterial),
);
const postScene = new THREE.Scene();
postScene.add(new THREE.Mesh(fullScreenGeometry, halftoneMaterial));
const interaction = createInteractionState();
const syncSize = () => {
const virtualWidth = getVirtualWidth();
const virtualHeight = getVirtualHeight();
renderer.setSize(virtualWidth, virtualHeight, false);
sceneTarget.setSize(virtualWidth, virtualHeight);
blurTargetA.setSize(virtualWidth, virtualHeight);
blurTargetB.setSize(virtualWidth, virtualHeight);
blurHorizontalMaterial.uniforms.res.value.set(virtualWidth, virtualHeight);
blurVerticalMaterial.uniforms.res.value.set(virtualWidth, virtualHeight);
halftoneMaterial.uniforms.resolution.value.set(virtualWidth, virtualHeight);
imageMaterial.uniforms.viewportSize.value.set(virtualWidth, virtualHeight);
};
const resizeObserver = new ResizeObserver(syncSize);
resizeObserver.observe(container);
const updatePointerPosition = (event: PointerEvent) => {
const rect = canvas.getBoundingClientRect();
const width = Math.max(rect.width, 1);
const height = Math.max(rect.height, 1);
interaction.mouseX = THREE.MathUtils.clamp(
(event.clientX - rect.left) / width,
0,
1,
);
interaction.mouseY = THREE.MathUtils.clamp(
(event.clientY - rect.top) / height,
0,
1,
);
};
const handlePointerDown = (event: PointerEvent) => {
updatePointerPosition(event);
interaction.dragging = true;
interaction.pointerX = event.clientX;
interaction.pointerY = event.clientY;
interaction.velocityX = 0;
interaction.velocityY = 0;
};
const handlePointerMove = (event: PointerEvent) => {
updatePointerPosition(event);
};
const handleWindowPointerMove = (event: PointerEvent) => {
updatePointerPosition(event);
if (!interaction.dragging || !FOLLOW_DRAG_ENABLED) {
return;
}
const deltaX = (event.clientX - interaction.pointerX) * DRAG_SENS;
const deltaY = (event.clientY - interaction.pointerY) * DRAG_SENS;
interaction.velocityX = deltaY;
interaction.velocityY = deltaX;
interaction.targetRotationY += deltaX;
interaction.targetRotationX += deltaY;
interaction.pointerX = event.clientX;
interaction.pointerY = event.clientY;
};
const handlePointerLeave = () => {
if (interaction.dragging) {
return;
}
interaction.mouseX = 0.5;
interaction.mouseY = 0.5;
};
const handlePointerUp = () => {
interaction.dragging = false;
};
const handleWindowBlur = () => {
handlePointerUp();
handlePointerLeave();
};
canvas.addEventListener('pointermove', handlePointerMove);
canvas.addEventListener('pointerleave', handlePointerLeave);
window.addEventListener('pointerup', handlePointerUp);
window.addEventListener('pointermove', handleWindowPointerMove);
window.addEventListener('blur', handleWindowBlur);
canvas.addEventListener('pointerdown', handlePointerDown);
const clock = new THREE.Clock();
let animationFrameId = 0;
const renderFrame = () => {
animationFrameId = window.requestAnimationFrame(renderFrame);
halftoneMaterial.uniforms.time.value = clock.getElapsedTime();
let warpActive = false;
let currentWarpStrength = 0;
if (FOLLOW_HOVER_ENABLED && !interaction.dragging) {
warpActive = true;
currentWarpStrength = HOVER_WARP_STRENGTH;
}
if (FOLLOW_DRAG_ENABLED && interaction.dragging) {
warpActive = true;
currentWarpStrength = DRAG_WARP_STRENGTH;
}
if (FOLLOW_DRAG_ENABLED && !interaction.dragging) {
interaction.targetRotationX *= 1 - DRAG_FRICTION;
interaction.targetRotationY *= 1 - DRAG_FRICTION;
const dragRemaining =
Math.abs(interaction.targetRotationX) +
Math.abs(interaction.targetRotationY);
if (dragRemaining > 0.001) {
warpActive = true;
currentWarpStrength =
DRAG_WARP_STRENGTH * Math.min(dragRemaining * 20, 1);
}
}
interaction.rotationX +=
(interaction.mouseX - interaction.rotationX) * HOVER_EASE;
interaction.rotationY +=
(interaction.mouseY - interaction.rotationY) * HOVER_EASE;
if (warpActive) {
halftoneMaterial.uniforms.mouseUv.value.set(
interaction.rotationX,
interaction.rotationY,
);
halftoneMaterial.uniforms.warpStrength.value = currentWarpStrength;
} else {
halftoneMaterial.uniforms.warpStrength.value = 0;
}
renderer.setRenderTarget(sceneTarget);
renderer.render(imageScene, orthographicCamera);
blurHorizontalMaterial.uniforms.tInput.value = sceneTarget.texture;
renderer.setRenderTarget(blurTargetA);
renderer.render(blurHorizontalScene, orthographicCamera);
blurVerticalMaterial.uniforms.tInput.value = blurTargetA.texture;
renderer.setRenderTarget(blurTargetB);
renderer.render(blurVerticalScene, orthographicCamera);
blurHorizontalMaterial.uniforms.tInput.value = blurTargetB.texture;
renderer.setRenderTarget(blurTargetA);
renderer.render(blurHorizontalScene, orthographicCamera);
blurVerticalMaterial.uniforms.tInput.value = blurTargetA.texture;
renderer.setRenderTarget(blurTargetB);
renderer.render(blurVerticalScene, orthographicCamera);
renderer.setRenderTarget(null);
renderer.clear();
renderer.render(postScene, orthographicCamera);
};
renderFrame();
return () => {
window.cancelAnimationFrame(animationFrameId);
resizeObserver.disconnect();
canvas.removeEventListener('pointermove', handlePointerMove);
canvas.removeEventListener('pointerleave', handlePointerLeave);
window.removeEventListener('pointerup', handlePointerUp);
window.removeEventListener('pointermove', handleWindowPointerMove);
window.removeEventListener('blur', handleWindowBlur);
canvas.removeEventListener('pointerdown', handlePointerDown);
blurHorizontalMaterial.dispose();
blurVerticalMaterial.dispose();
halftoneMaterial.dispose();
imageMaterial.dispose();
imageTexture.dispose();
fullScreenGeometry.dispose();
sceneTarget.dispose();
blurTargetA.dispose();
blurTargetB.dispose();
renderer.dispose();
if (canvas.parentNode === container) {
container.removeChild(canvas);
}
};
}
export default function LolOverlay() {
const mountReference = useRef<HTMLDivElement>(null);
useEffect(() => {
const container = mountReference.current;
if (!container) {
return;
}
const unmountPromise = mountHalftoneCanvas(container, IMAGE_SRC).catch(
(error) => {
console.error(error);
return undefined;
},
);
return () => {
void unmountPromise.then((dispose) => dispose?.());
};
}, []);
return (
<div
ref={mountReference}
style={{
background: 'transparent',
height: '100%',
width: '100%',
}}
/>
);
}
@@ -1,5 +1,6 @@
import { theme } from '@/theme';
import { styled } from '@linaria/react';
import Monolith from './monolith';
const DESKTOP_PATH =
'M672 395.498V701a4 4 0 0 1-4 4H4a4 4 0 0 1-4-4V4a4 4 0 0 1 4-4h664a4 4 0 0 1 4 4v65.155c0 2.363-.837 4.65-2.361 6.454l-23.603 27.936a10 10 0 0 0-2.362 6.453v242.614c0 2.245.756 4.424 2.145 6.188l24.036 30.51a10 10 0 0 1 2.145 6.188';
@@ -21,34 +22,39 @@ const StyledVisual = styled.div`
`;
const StyledMasked = styled.div`
background-color: ${theme.colors.secondary.background[100]};
background-color: ${theme.colors.primary.background[100]};
height: 100%;
isolation: isolate;
-webkit-mask-image: ${mobileMask};
-webkit-mask-position: center;
-webkit-mask-repeat: no-repeat;
-webkit-mask-size: 100% 100%;
mask-image: ${mobileMask};
mask-position: center;
mask-repeat: no-repeat;
mask-size: 100% 100%;
overflow: hidden;
position: relative;
width: 100%;
@media (min-width: ${theme.breakpoints.md}px) {
-webkit-mask-image: ${desktopMask};
mask-image: ${desktopMask};
}
`;
const StyledImage = styled.img`
display: block;
height: 100%;
object-fit: cover;
width: 100%;
const StyledHalftoneLayer = styled.div`
inset: 0;
position: absolute;
`;
export function Visual() {
return (
<StyledVisual>
<StyledMasked>
<StyledImage
src="/images/home/problem/problem-visual.svg"
alt="Abstract black-and-white image of a tall pillar with mountains in the background."
aria-hidden="true"
/>
<StyledHalftoneLayer>
<Monolith />
</StyledHalftoneLayer>
</StyledMasked>
</StyledVisual>
);
@@ -0,0 +1,310 @@
'use client';
import { styled } from '@linaria/react';
import NextImage from 'next/image';
import { useEffect, useRef } from 'react';
const IMAGE_SRC = '/images/home/problem/monolith2.jpg';
const PATTERN_SRC = '/images/home/problem/halftone-pattern.png';
const BASE_SCALE = 1.08;
const HOVER_SCALE = 1.12;
const PATTERN_SCALE = 1.15;
const EASE = 0.12;
const BASE_RANGE_X = 12;
const BASE_RANGE_Y = 10;
const PATTERN_RANGE_X = 18;
const PATTERN_RANGE_Y = 14;
const PATTERN_IDLE_OPACITY = 0.52;
const PATTERN_ACTIVE_OPACITY = 0.72;
type MotionState = {
baseOffsetX: number;
baseOffsetY: number;
baseScale: number;
glowOpacity: number;
glowX: number;
glowY: number;
patternOffsetX: number;
patternOffsetY: number;
patternOpacity: number;
patternScale: number;
};
const StyledRoot = styled.div`
--base-offset-x: 0px;
--base-offset-y: 0px;
--base-scale: ${BASE_SCALE};
--pattern-offset-x: 0px;
--pattern-offset-y: 0px;
--pattern-opacity: ${PATTERN_IDLE_OPACITY};
--pattern-scale: ${PATTERN_SCALE};
--glow-opacity: 0;
--glow-x: 50%;
--glow-y: 38%;
background:
radial-gradient(
circle at 50% 22%,
rgba(255, 255, 255, 0.22) 0%,
rgba(255, 255, 255, 0) 38%
),
linear-gradient(
180deg,
rgba(24, 10, 14, 0.04) 0%,
rgba(24, 10, 14, 0.02) 42%,
rgba(24, 10, 14, 0.12) 100%
);
height: 100%;
overflow: hidden;
position: relative;
width: 100%;
`;
const StyledBaseLayer = styled.div`
inset: -8%;
position: absolute;
transform: translate3d(var(--base-offset-x), var(--base-offset-y), 0)
scale(var(--base-scale));
transform-origin: center center;
will-change: transform;
`;
const StyledPatternLayer = styled.div`
inset: -8%;
opacity: var(--pattern-opacity);
pointer-events: none;
position: absolute;
transform: translate3d(var(--pattern-offset-x), var(--pattern-offset-y), 0)
scale(var(--pattern-scale));
transform-origin: center center;
will-change: transform, opacity;
`;
const StyledGlow = styled.div`
background: radial-gradient(
circle at var(--glow-x) var(--glow-y),
rgba(255, 255, 255, 0.26) 0%,
rgba(255, 255, 255, 0.08) 16%,
rgba(255, 255, 255, 0) 38%
);
inset: -16%;
mix-blend-mode: screen;
opacity: var(--glow-opacity);
pointer-events: none;
position: absolute;
will-change: opacity;
`;
const StyledShade = styled.div`
background:
linear-gradient(
180deg,
rgba(18, 7, 10, 0.02) 0%,
rgba(18, 7, 10, 0.02) 30%,
rgba(18, 7, 10, 0.16) 100%
),
linear-gradient(
90deg,
rgba(18, 7, 10, 0.1) 0%,
rgba(18, 7, 10, 0) 18%,
rgba(18, 7, 10, 0) 82%,
rgba(18, 7, 10, 0.08) 100%
);
inset: 0;
pointer-events: none;
position: absolute;
`;
function clamp(value: number, min: number, max: number) {
return Math.min(Math.max(value, min), max);
}
function easeValue(current: number, target: number) {
return current + (target - current) * EASE;
}
function applyMotionStyles(element: HTMLDivElement, state: MotionState) {
element.style.setProperty(
'--base-offset-x',
`${state.baseOffsetX.toFixed(2)}px`,
);
element.style.setProperty(
'--base-offset-y',
`${state.baseOffsetY.toFixed(2)}px`,
);
element.style.setProperty('--base-scale', state.baseScale.toFixed(4));
element.style.setProperty(
'--pattern-offset-x',
`${state.patternOffsetX.toFixed(2)}px`,
);
element.style.setProperty(
'--pattern-offset-y',
`${state.patternOffsetY.toFixed(2)}px`,
);
element.style.setProperty('--pattern-scale', state.patternScale.toFixed(4));
element.style.setProperty(
'--pattern-opacity',
state.patternOpacity.toFixed(4),
);
element.style.setProperty('--glow-x', `${state.glowX.toFixed(2)}%`);
element.style.setProperty('--glow-y', `${state.glowY.toFixed(2)}%`);
element.style.setProperty('--glow-opacity', state.glowOpacity.toFixed(4));
}
export default function Monolith() {
const rootRef = useRef<HTMLDivElement>(null);
useEffect(() => {
const element = rootRef.current;
if (!element) {
return;
}
const current: MotionState = {
baseOffsetX: 0,
baseOffsetY: 0,
baseScale: BASE_SCALE,
glowOpacity: 0,
glowX: 50,
glowY: 38,
patternOffsetX: 0,
patternOffsetY: 0,
patternOpacity: PATTERN_IDLE_OPACITY,
patternScale: PATTERN_SCALE,
};
const target: MotionState = { ...current };
let frameId = 0;
const animate = () => {
current.baseOffsetX = easeValue(current.baseOffsetX, target.baseOffsetX);
current.baseOffsetY = easeValue(current.baseOffsetY, target.baseOffsetY);
current.baseScale = easeValue(current.baseScale, target.baseScale);
current.patternOffsetX = easeValue(
current.patternOffsetX,
target.patternOffsetX,
);
current.patternOffsetY = easeValue(
current.patternOffsetY,
target.patternOffsetY,
);
current.patternOpacity = easeValue(
current.patternOpacity,
target.patternOpacity,
);
current.patternScale = easeValue(
current.patternScale,
target.patternScale,
);
current.glowX = easeValue(current.glowX, target.glowX);
current.glowY = easeValue(current.glowY, target.glowY);
current.glowOpacity = easeValue(current.glowOpacity, target.glowOpacity);
applyMotionStyles(element, current);
frameId = window.requestAnimationFrame(animate);
};
const updateTargetsFromPointer = (clientX: number, clientY: number) => {
const rect = element.getBoundingClientRect();
const normalizedX = clamp(
(clientX - rect.left) / Math.max(rect.width, 1),
0,
1,
);
const normalizedY = clamp(
(clientY - rect.top) / Math.max(rect.height, 1),
0,
1,
);
target.baseOffsetX = (0.5 - normalizedX) * BASE_RANGE_X;
target.baseOffsetY = (0.5 - normalizedY) * BASE_RANGE_Y;
target.baseScale = HOVER_SCALE;
target.patternOffsetX = (0.5 - normalizedX) * PATTERN_RANGE_X;
target.patternOffsetY = (0.5 - normalizedY) * PATTERN_RANGE_Y;
target.patternOpacity = PATTERN_ACTIVE_OPACITY;
target.patternScale = PATTERN_SCALE + 0.02;
target.glowX = normalizedX * 100;
target.glowY = normalizedY * 100;
target.glowOpacity = 1;
};
const resetTargets = () => {
target.baseOffsetX = 0;
target.baseOffsetY = 0;
target.baseScale = BASE_SCALE;
target.patternOffsetX = 0;
target.patternOffsetY = 0;
target.patternOpacity = PATTERN_IDLE_OPACITY;
target.patternScale = PATTERN_SCALE;
target.glowX = 50;
target.glowY = 38;
target.glowOpacity = 0;
};
const handlePointerEnter = (event: PointerEvent) => {
updateTargetsFromPointer(event.clientX, event.clientY);
};
const handlePointerMove = (event: PointerEvent) => {
updateTargetsFromPointer(event.clientX, event.clientY);
};
const handlePointerLeave = () => {
resetTargets();
};
const handleWindowBlur = () => {
resetTargets();
};
element.addEventListener('pointerenter', handlePointerEnter);
element.addEventListener('pointermove', handlePointerMove);
element.addEventListener('pointerleave', handlePointerLeave);
window.addEventListener('blur', handleWindowBlur);
frameId = window.requestAnimationFrame(animate);
return () => {
window.cancelAnimationFrame(frameId);
element.removeEventListener('pointerenter', handlePointerEnter);
element.removeEventListener('pointermove', handlePointerMove);
element.removeEventListener('pointerleave', handlePointerLeave);
window.removeEventListener('blur', handleWindowBlur);
};
}, []);
return (
<StyledRoot ref={rootRef}>
<StyledBaseLayer>
<NextImage
alt=""
fill
priority
sizes="(min-width: 768px) 50vw, 100vw"
src={IMAGE_SRC}
style={{
objectFit: 'cover',
objectPosition: 'center center',
}}
/>
</StyledBaseLayer>
<StyledPatternLayer>
<NextImage
alt=""
aria-hidden
fill
sizes="(min-width: 768px) 50vw, 100vw"
src={PATTERN_SRC}
style={{
objectFit: 'cover',
objectPosition: 'center center',
}}
/>
</StyledPatternLayer>
<StyledGlow />
<StyledShade />
</StyledRoot>
);
}