Next.js Flare
Next.js logo shader — a rim-lit N glyph with volumetric scattering: a 48-step ray walk jittered by blue noise over a separable Gaussian blur chain, breathing autonomously until the pointer takes over.
import type { Gpu, Surface, Target } from 'vgpu';
import type {
BrowserRendererOptions,
ExampleRenderer,
RenderSize,
ThumbnailOptions,
} from '../../lib/example-renderer';
import { followLight, mapAutonomousLight, type Point } from './animation';
import {
BAKED_LOGO_HEIGHT,
BAKED_LOGO_WIDTH,
bakedLogoRgba,
} from './logo-raster-baked';
import { rasterizeLogo } from './logo-raster';
import { FlarePipeline } from './pipeline';
import {
backingDimensions,
DEFAULT_FLARE_SETTINGS,
flarePlacement,
logoPixelSize,
type FlarePlacement,
} from './settings';
import {
createLogoTexture,
uploadLogoTexture,
uploadLogoTextureRgba,
} from './textures';
// The marketing hero renders at 30fps; the flare's temporal blue-noise jitter
// is tuned for that cadence.
const FRAME_INTERVAL_MS = 33;
// Hovering pins the breathing fully on; the ~0.35s ease ramps the intensity
// up from an off-phase hover instead of popping.
const PULSE_HOLD_SECONDS = 0.35;
const LOGO_CENTER: Point = [0.5, 0.5];
// The logo box is the marketing padded viewBox (-48 -88 514 624): the N
// occupies 466x536 at offset (48, 88), so its visual center sits down-right
// of the box center. Shifting the box the other way centers the glyph itself.
const GLYPH_CENTER_IN_BOX: Point = [(48 + 466 / 2) / 514, (88 + 536 / 2) / 624];
function centeredPlacement(
width: number,
height: number,
reference: number,
): FlarePlacement {
const [logoWidth, logoHeight] = logoPixelSize(reference, 1);
return flarePlacement(width, height, reference, [
0.5 - (GLYPH_CENTER_IN_BOX[0] - 0.5) * (logoWidth / width),
0.5 - (GLYPH_CENTER_IN_BOX[1] - 0.5) * (logoHeight / height),
]);
}
export function createRenderer(options: BrowserRendererOptions): ExampleRenderer {
const settings = DEFAULT_FLARE_SETTINGS;
let disposed = false;
let gpu: Gpu | undefined;
let surface: Surface | undefined;
let pipeline: FlarePipeline | undefined;
let logoTexture: GPUTexture | undefined;
let placement: FlarePlacement | undefined;
let light: Point = LOGO_CENTER;
let pointer: Point | undefined;
let pulseHold = 0;
let frameIndex = 0;
let staticDirty = true;
let lastTime = 0;
let lastRender = -Infinity;
let rafId = 0;
let observer: ResizeObserver | undefined;
let pendingSize: RenderSize | undefined;
let applyingResize = false;
let appliedBacking: readonly [number, number] = [0, 0];
let appliedSupersample = 0;
let reportedError = false;
const uploadLogo = (source: HTMLCanvasElement) => {
if (!gpu || !pipeline || !placement) return;
logoTexture?.destroy();
logoTexture = createLogoTexture(gpu, source.width, source.height);
uploadLogoTexture(gpu, logoTexture, source, source.width, source.height);
pipeline.bindLogoTexture(logoTexture, source.width, source.height, placement);
staticDirty = true;
};
const applySize = async (size: RenderSize) => {
if (!pipeline) return;
const backing = backingDimensions(size.width, size.height, size.dpr);
// Below ~1.5 DPR the glyph's 1px diagonals alias: the ink mask renders
// at 2x (with the SVG rasterized to match) and every consumer's linear
// sampler box-filters it back down.
const supersample = size.dpr < 1.5 ? 2 : 1;
if (
backing[0] === appliedBacking[0] &&
backing[1] === appliedBacking[1] &&
supersample === appliedSupersample
) {
return;
}
appliedBacking = backing;
appliedSupersample = supersample;
await pipeline.resize(backing, supersample);
if (disposed) return;
// The reference size is the virtual square the glyph box is measured
// against; rasterizing at scene resolution keeps the strokes crisp.
const reference = Math.min(backing[0], backing[1]);
placement = centeredPlacement(backing[0], backing[1], reference);
const logo = await rasterizeLogo(reference * supersample, 1);
if (disposed) return;
uploadLogo(logo);
};
const drainResizes = async () => {
if (applyingResize) return;
applyingResize = true;
try {
while (pendingSize && !disposed) {
const size = pendingSize;
pendingSize = undefined;
await applySize(size);
}
} catch (error) {
handleFailure(error);
} finally {
applyingResize = false;
}
};
const resize = (size: RenderSize) => {
if (disposed || size.width <= 0 || size.height <= 0) return;
pendingSize = size;
void drainResizes();
};
const measure = () => {
const rect = options.canvas.getBoundingClientRect();
resize({
width: rect.width,
height: rect.height,
dpr: window.devicePixelRatio || 1,
});
};
const handlePointerMove = (event: PointerEvent) => {
// Touch must never steer the light: coarse inputs keep the autonomous
// animation, exactly like the marketing hero.
if (event.pointerType === 'touch') return;
const rect = options.canvas.getBoundingClientRect();
pointer = [
Math.min(1, Math.max(0, (event.clientX - rect.left) / Math.max(1, rect.width))),
Math.min(1, Math.max(0, (event.clientY - rect.top) / Math.max(1, rect.height))),
];
};
const handlePointerLeave = () => {
pointer = undefined;
};
const frameLoop = (now: number) => {
if (disposed) return;
rafId = requestAnimationFrame(frameLoop);
if (now - lastRender < FRAME_INTERVAL_MS) return;
if (!pipeline?.ready || !logoTexture || !placement) return;
lastRender = now;
const time = now / 1000;
const dt = Math.min(Math.max(time - lastTime, 0), 0.05);
lastTime = time;
const target = pointer ?? mapAutonomousLight(time, placement);
light = followLight(light, target, dt, settings.followSeconds);
pulseHold +=
((pointer ? 1 : 0) - pulseHold) * (1 - Math.exp(-dt / PULSE_HOLD_SECONDS));
pipeline.setFrameUniforms(settings, placement, light, frameIndex, time, pulseHold);
pipeline.draw(staticDirty);
staticDirty = false;
frameIndex += 1;
};
const dispose = () => {
if (disposed) return;
disposed = true;
if (rafId) cancelAnimationFrame(rafId);
rafId = 0;
pendingSize = undefined;
observer?.disconnect();
observer = undefined;
options.canvas.removeEventListener('pointermove', handlePointerMove);
options.canvas.removeEventListener('pointerleave', handlePointerLeave);
options.canvas.removeEventListener('pointercancel', handlePointerLeave);
logoTexture?.destroy();
logoTexture = undefined;
pipeline?.dispose();
pipeline = undefined;
surface?.dispose();
surface = undefined;
gpu?.dispose();
gpu = undefined;
};
const initialize = async () => {
const { init, surface: createSurface } = await import('vgpu');
if (disposed) return;
const nextGpu = await init({ label: 'nextjs-flare-example' });
if (disposed) {
nextGpu.dispose();
return;
}
gpu = nextGpu;
surface = createSurface(gpu, options.canvas, {
autoResize: false,
alphaMode: 'opaque',
format: 'bgra8unorm',
});
pipeline = new FlarePipeline(gpu, surface);
const rect = options.canvas.getBoundingClientRect();
await applySize({
width: Math.max(1, rect.width),
height: Math.max(1, rect.height),
dpr: window.devicePixelRatio || 1,
});
if (disposed) return;
light = placement?.logoCenter ?? LOGO_CENTER;
options.canvas.addEventListener('pointermove', handlePointerMove);
options.canvas.addEventListener('pointerleave', handlePointerLeave);
options.canvas.addEventListener('pointercancel', handlePointerLeave);
observer = typeof ResizeObserver === 'undefined' ? undefined : new ResizeObserver(measure);
observer?.observe(options.canvas);
rafId = requestAnimationFrame(frameLoop);
};
function handleFailure(error: unknown): void {
if (disposed) return;
if (!reportedError) {
reportedError = true;
try {
options.onError?.(error);
} catch {
// Error reporting must not block teardown.
}
}
dispose();
}
const ready = initialize().catch((error: unknown) => {
if (disposed) return;
handleFailure(error);
throw error;
});
return { ready, invalidate() {}, resize, dispose };
}
// Deterministic headless frame for the docs thumbnails: the glyph centered
// like the live example, captured mid-orbit with the light pulse fully on.
// The glyph raster ships pre-baked because there is no DOM here.
export async function renderThumbnail(
gpu: Gpu,
target: Target,
opts: ThumbnailOptions = {},
): Promise<void> {
const pipeline = new FlarePipeline(gpu, target);
let logoTexture: GPUTexture | undefined;
try {
await pipeline.resize(target.size, 2);
const [width, height] = target.size;
const placement = centeredPlacement(width, height, height);
const rgba = await bakedLogoRgba();
logoTexture = createLogoTexture(gpu, BAKED_LOGO_WIDTH, BAKED_LOGO_HEIGHT);
uploadLogoTextureRgba(gpu, logoTexture, rgba, BAKED_LOGO_WIDTH, BAKED_LOGO_HEIGHT);
pipeline.bindLogoTexture(logoTexture, BAKED_LOGO_WIDTH, BAKED_LOGO_HEIGHT, placement);
const time = opts.time ?? 4.2;
const light = mapAutonomousLight(time, placement);
pipeline.setFrameUniforms(DEFAULT_FLARE_SETTINGS, placement, light, 0, time, 0);
pipeline.draw(true);
await gpu.gpu.queue.onSubmittedWorkDone();
} finally {
await Promise.allSettled([gpu.settled()]);
logoTexture?.destroy();
pipeline.dispose();
}
}