Triangle LED Hero
Analytic edge-glow triangle with LED emitters, floor radiance, and interactive color deploy. Canvas-scoped pointer input drives the lighting while an accessible mode selector chooses highlighted edges.
index.tsxcontrols.tsxtypes.tsrenderer.tsscene-renderer.tslight-sources-raw.tslight-sources-pass.tsled-buffer.tssettings.tshero-frame-state.tsdirect-triangle-raycast.tsvalue-noise.tstriangle-hit.tssim-sizing.tsshaders/light-sources.wgslshaders/led-emitters.wgslshaders/direct-triangle-raycast.wgslshaders/floor-noise.wgslshaders/color-utils.wgslshaders/geometry.wgslshaders/floor-falloff.wgslshaders/hash.wgslshaders/themes/dark/main-scene-floor.wgslshaders/themes/light/main-scene-floor.wgsl
import {
type HoverDeployAnimationState,
type LedTransitionFrame,
} from './led-buffer';
import {
type BrushState,
type SceneTunables,
} from './light-sources-pass';
import {
BRIGHTNESS_MIN_HOVER_MULTIPLIER,
BRIGHTNESS_MIN_HOVER_SMOOTHING,
DARK_FLOOR_DEFAULTS,
DARK_POSTPROCESS_DEFAULTS,
DEFAULT_BRUSH,
HERO_STATE_DEFAULTS,
HERO_STATE_MODES,
HOVER_RGB_TINT_DEFAULTS,
LIGHT_AO_DEFAULTS,
LIGHT_GLOW_DEFAULTS,
PROBE_DISCARD_DEFAULTS,
RADIANCE_DEBUG_DEFAULTS,
TUNABLE_DEFAULTS,
assignDarkFloorSettings,
type DarkFloorSettings,
type DarkPostprocessSettings,
type HeroStateMode,
type HeroStateSettings,
type HoverRgbTintSettings,
type LightAoSettings,
type LightGlowSettings,
type ProbeDiscardSettings,
type RadianceDebugSettings,
} from './settings';
export type FrameTheme = 'dark' | 'light';
/**
* Per-frame inputs the renderer hands to {@link HeroFrameState.resolveFrame}. These are the raw,
* caller-supplied partials (brush patch, tunables, render options) plus the device-specific LED
* upload seam. resolveFrame merges them over defaults, advances the smoothed hover/transition
* state, runs the shared LED simulation through `updateLedsFor`, and returns the resolved settings
* the renderer feeds into its GPU encode.
*/
export interface ResolveFrameArgs {
/** Caller brush patch overlaid on the per-frame off-screen/inactive reset. */
patch?: Partial<BrushState>;
/** Caller scene tunables overlaid on TUNABLE_DEFAULTS. */
tunables?: SceneTunables;
/** Render options carrying the hero/floor/AO/glow/tint partials. */
options?: ResolveFrameOptions;
/** Probe-discard partial overlaid on PROBE_DISCARD_DEFAULTS. */
probeDiscard?: Partial<ProbeDiscardSettings>;
/** Active theme — gates the LED color tint and the brightness floor base. */
theme: FrameTheme;
/** Monotonic seconds for this frame. */
time: number;
/**
* Device-specific seam: run the shared `computeLeds` against the renderer's LED state, then upload
* the result to the backend storage (WebGPU: writeBuffer; WebGL: texSubImage). Returns the LED
* transition frame so resolveFrame can drive the hero-light-param crossfade.
*/
updateLedsFor(ctx: UpdateLedsContext): LedTransitionFrame;
}
export interface ResolveFrameOptions {
hero?: Partial<HeroStateSettings>;
lightAo?: Partial<LightAoSettings>;
lightGlow?: Partial<LightGlowSettings>;
radianceDebug?: Partial<RadianceDebugSettings>;
darkFloor?: Partial<DarkFloorSettings>;
darkPostprocess?: Partial<DarkPostprocessSettings>;
hoverRgbTint?: Partial<HoverRgbTintSettings>;
hoverRgbDeployActive?: boolean;
}
/** The fully-resolved per-frame LED simulation inputs the renderer's `updateLedsFor` seam runs. */
export interface UpdateLedsContext {
time: number;
tunables: SceneTunables;
settings: HeroStateSettings;
hoverDeploy: HoverDeployAnimationState;
brush: BrushState;
theme: FrameTheme;
}
/**
* The resolved per-frame state the renderer encodes. The settings objects are reused scratch
* instances owned by the frame state (no per-frame allocation), so the renderer must consume them
* synchronously within the same frame.
*/
export interface ResolvedFrame {
brush: BrushState;
tunables: SceneTunables;
hero: HeroStateSettings;
probeDiscard: ProbeDiscardSettings;
lightAo: LightAoSettings;
lightGlow: LightGlowSettings;
radianceDebug: RadianceDebugSettings;
darkFloor: DarkFloorSettings;
darkPostprocess: DarkPostprocessSettings;
hoverRgbTint: HoverRgbTintSettings;
/** White↔color blend for the light floor tint, driven by the deploy factor. */
colorMix: number;
}
export interface HeroFrameState {
resolveFrame(args: ResolveFrameArgs): ResolvedFrame;
}
// Reset the brush off-screen/inactive each frame before the per-frame `patch` overlays it. Hoisted to
// a module const (used only as an Object.assign source, so it's never mutated) to avoid allocating this
// literal on every resolveFrame() call.
const BRUSH_RESET = Object.freeze({
x: -1000,
y: -1000,
active: false,
inside: false,
isMouse: false,
});
// CPU half of the per-theme encoders: how the deploy/hover RGB tint amount resolves per theme.
// Dark clamps the configured amount; light zeroes it (the floor material colors the light instead,
// driven by colorMix), while the deploy factor still ramps and drives the floor's white↔color blend.
function adjustHoverTint(
settings: HoverRgbTintSettings,
theme: FrameTheme,
): void {
if (theme === 'light') {
settings.amount = 0;
} else {
settings.amount = clamp01(settings.amount);
}
}
/**
* Owns the smoothed, frame-to-frame hero animation state (LED-intensity / brightness-max crossfade,
* hover-tint response, deploy timing, and the hover brightness-min floor) plus the reusable scratch
* settings objects. `resolveFrame` is the single device-agnostic entry the WebGPU and WebGL
* renderers share — it produces the resolved per-frame inputs and runs the LED simulation through
* the supplied `updateLedsFor` seam, leaving each backend to own only its GPU/upload specifics.
*/
export function createHeroFrameState(): HeroFrameState {
let heroLightParamsInitialized = false;
let heroLightParamsTransitionActive = false;
let heroLightParamsFromBrightnessMax = 0;
let heroLightParamsTargetBrightnessMax = 0;
let heroLightParamsVisibleBrightnessMax = 0;
let heroLightParamsFromLedIntensity = 0;
let heroLightParamsTargetLedIntensity = 0;
let heroLightParamsVisibleLedIntensity = 0;
let hoverTintResponseInitialized = false;
let hoverTintResponseLastTime = 0;
let hoverTintResponseValue = 0;
let hoverDeployRawActive = false;
let hoverDeployStartTime = 0;
let hoverDeployElapsed = 0;
let brightnessMinHoverInitialized = false;
let brightnessMinHoverLastTime = 0;
let brightnessMinHoverValue = 0;
const currentBrush: BrushState = {
...DEFAULT_BRUSH,
x: -1000,
y: -1000,
active: false,
};
const currentTunables: SceneTunables = { ...TUNABLE_DEFAULTS };
const currentHero: HeroStateSettings = { ...HERO_STATE_DEFAULTS };
const currentProbeDiscard: ProbeDiscardSettings = {
...PROBE_DISCARD_DEFAULTS,
};
const currentLightAo: LightAoSettings = { ...LIGHT_AO_DEFAULTS };
const currentLightGlow: LightGlowSettings = { ...LIGHT_GLOW_DEFAULTS };
const currentRadianceDebug: RadianceDebugSettings = {
...RADIANCE_DEBUG_DEFAULTS,
};
const currentDarkFloor: DarkFloorSettings = { ...DARK_FLOOR_DEFAULTS };
const currentDarkPostprocess: DarkPostprocessSettings = {
...DARK_POSTPROCESS_DEFAULTS,
};
const currentHoverRgbTint: HoverRgbTintSettings = {
...HOVER_RGB_TINT_DEFAULTS,
};
const updateHeroLightParams = (
ledTransition: LedTransitionFrame,
targetLedIntensity: number,
targetBrightnessMax: number,
) => {
if (!heroLightParamsInitialized) {
heroLightParamsInitialized = true;
heroLightParamsTransitionActive = false;
heroLightParamsFromLedIntensity = targetLedIntensity;
heroLightParamsTargetLedIntensity = targetLedIntensity;
heroLightParamsVisibleLedIntensity = targetLedIntensity;
heroLightParamsFromBrightnessMax = targetBrightnessMax;
heroLightParamsTargetBrightnessMax = targetBrightnessMax;
heroLightParamsVisibleBrightnessMax = targetBrightnessMax;
return;
}
if (ledTransition.modeChanged) {
heroLightParamsFromLedIntensity = heroLightParamsVisibleLedIntensity;
heroLightParamsTargetLedIntensity = targetLedIntensity;
heroLightParamsFromBrightnessMax = heroLightParamsVisibleBrightnessMax;
heroLightParamsTargetBrightnessMax = targetBrightnessMax;
heroLightParamsTransitionActive = ledTransition.progress < 1;
} else if (!heroLightParamsTransitionActive) {
heroLightParamsTargetLedIntensity = targetLedIntensity;
heroLightParamsVisibleLedIntensity = targetLedIntensity;
heroLightParamsTargetBrightnessMax = targetBrightnessMax;
heroLightParamsVisibleBrightnessMax = targetBrightnessMax;
return;
}
if (heroLightParamsTransitionActive) {
heroLightParamsVisibleLedIntensity = mix(
heroLightParamsFromLedIntensity,
heroLightParamsTargetLedIntensity,
ledTransition.easedProgress,
);
heroLightParamsVisibleBrightnessMax = mix(
heroLightParamsFromBrightnessMax,
heroLightParamsTargetBrightnessMax,
ledTransition.easedProgress,
);
if (ledTransition.progress >= 1) heroLightParamsTransitionActive = false;
} else {
heroLightParamsVisibleLedIntensity = heroLightParamsTargetLedIntensity;
heroLightParamsVisibleBrightnessMax = heroLightParamsTargetBrightnessMax;
}
};
const updateHoverTintResponse = (
target: number,
currentTime: number,
// One smoothing for BOTH directions, so grayscale→color and color→grayscale take the same
// time (the grayscale→color feel applied to both).
responseSmoothing: number,
) => {
const clampedTarget = clamp01(target);
if (!hoverTintResponseInitialized) {
hoverTintResponseInitialized = true;
hoverTintResponseLastTime = currentTime;
hoverTintResponseValue = clampedTarget;
return hoverTintResponseValue;
}
const rawDt = currentTime - hoverTintResponseLastTime;
hoverTintResponseLastTime = currentTime;
if (responseSmoothing <= 0 || !Number.isFinite(responseSmoothing)) {
hoverTintResponseValue = clampedTarget;
return hoverTintResponseValue;
}
const dt = Math.min(0.25, Math.max(0, Number.isFinite(rawDt) ? rawDt : 0));
const alpha = 1 - Math.exp(-dt / responseSmoothing);
hoverTintResponseValue = mix(hoverTintResponseValue, clampedTarget, alpha);
if (Math.abs(hoverTintResponseValue - clampedTarget) < 0.0001) {
hoverTintResponseValue = clampedTarget;
}
return hoverTintResponseValue;
};
const updateBrightnessMinHover = (
target: number,
currentTime: number,
responseSmoothing: number,
) => {
if (!brightnessMinHoverInitialized) {
brightnessMinHoverInitialized = true;
brightnessMinHoverLastTime = currentTime;
brightnessMinHoverValue = target;
return brightnessMinHoverValue;
}
const rawDt = currentTime - brightnessMinHoverLastTime;
brightnessMinHoverLastTime = currentTime;
if (responseSmoothing <= 0 || !Number.isFinite(responseSmoothing)) {
brightnessMinHoverValue = target;
return brightnessMinHoverValue;
}
const dt = Math.min(0.25, Math.max(0, Number.isFinite(rawDt) ? rawDt : 0));
const alpha = 1 - Math.exp(-dt / responseSmoothing);
brightnessMinHoverValue = mix(brightnessMinHoverValue, target, alpha);
if (Math.abs(brightnessMinHoverValue - target) < 0.0001) {
brightnessMinHoverValue = target;
}
return brightnessMinHoverValue;
};
const resolveFrame = (args: ResolveFrameArgs): ResolvedFrame => {
const {
patch,
tunables,
options,
probeDiscard,
theme,
time,
updateLedsFor,
} = args;
const currentTime = time;
Object.assign(currentBrush, DEFAULT_BRUSH, BRUSH_RESET, patch);
Object.assign(currentTunables, TUNABLE_DEFAULTS, tunables);
Object.assign(currentHero, HERO_STATE_DEFAULTS, options?.hero);
Object.assign(currentProbeDiscard, PROBE_DISCARD_DEFAULTS, probeDiscard);
Object.assign(currentLightAo, LIGHT_AO_DEFAULTS, options?.lightAo);
Object.assign(currentLightGlow, LIGHT_GLOW_DEFAULTS, options?.lightGlow);
Object.assign(
currentRadianceDebug,
RADIANCE_DEBUG_DEFAULTS,
options?.radianceDebug,
);
assignDarkFloorSettings(currentDarkFloor, options?.darkFloor);
Object.assign(
currentDarkPostprocess,
DARK_POSTPROCESS_DEFAULTS,
options?.darkPostprocess,
);
Object.assign(
currentHoverRgbTint,
HOVER_RGB_TINT_DEFAULTS,
options?.hoverRgbTint,
);
adjustHoverTint(currentHoverRgbTint, theme);
const hoverDeployActive =
currentHoverRgbTint.enabled && options?.hoverRgbDeployActive === true;
if (hoverDeployActive && !hoverDeployRawActive) {
hoverDeployStartTime = currentTime;
hoverDeployElapsed = 0;
}
hoverDeployRawActive = hoverDeployActive;
if (hoverDeployActive) {
hoverDeployElapsed = Math.max(0, currentTime - hoverDeployStartTime);
}
const hoverTintFactor = updateHoverTintResponse(
hoverDeployActive ? 1 : 0,
currentTime,
currentHoverRgbTint.responseSmoothing,
);
// Lift the noise brightness floor while the pointer hovers the triangle, easing back to the
// configured default once it leaves. On hover the floor eases toward base ×
// BRIGHTNESS_MIN_HOVER_MULTIPLIER (relative, so it tracks retuned base values). Dark uses
// brightnessMinDark; light uses brightnessMin but drops the floor to 0 while the shader is
// grayscale-only, ramping it back in with the color mix.
const baseBrightnessMin =
theme === 'dark'
? currentTunables.brightnessMinDark
: currentTunables.brightnessMin * hoverTintFactor;
currentTunables.brightnessMin = updateBrightnessMinHover(
currentBrush.active && currentBrush.inside === true
? baseBrightnessMin * BRIGHTNESS_MIN_HOVER_MULTIPLIER
: baseBrightnessMin,
currentTime,
BRIGHTNESS_MIN_HOVER_SMOOTHING,
);
const ledTransition = updateLedsFor({
time: currentTime,
tunables: currentTunables,
settings: currentHero,
hoverDeploy: {
factor: hoverTintFactor,
elapsed: hoverDeployElapsed,
time: currentTime,
tint: currentHoverRgbTint,
},
brush: currentBrush,
theme,
});
updateHeroLightParams(
ledTransition,
currentTunables.ledIntensity,
heroBrightnessMaxForMode(
currentHero.mode,
theme === 'light'
? currentTunables.brightnessMaxLight
: currentTunables.brightnessMax,
),
);
currentTunables.ledIntensity = heroLightParamsVisibleLedIntensity;
currentTunables.brightnessMax = heroLightParamsVisibleBrightnessMax;
return {
brush: currentBrush,
tunables: currentTunables,
hero: currentHero,
probeDiscard: currentProbeDiscard,
lightAo: currentLightAo,
lightGlow: currentLightGlow,
radianceDebug: currentRadianceDebug,
darkFloor: currentDarkFloor,
darkPostprocess: currentDarkPostprocess,
hoverRgbTint: currentHoverRgbTint,
// White↔color blend for the light floor tint, driven by the deploy factor.
// Dark mode ignores it (only the light floor reads colorMix).
colorMix: hoverTintFactor,
};
};
return { resolveFrame };
}
function heroBrightnessMaxForMode(
mode: HeroStateMode,
baseBrightnessMax: number,
) {
if (mode === HERO_STATE_MODES.scan) return 1;
if (mode === HERO_STATE_MODES.pulse) return 0.5;
// coding / edge / lines drive coverage across the full [0,1] band, so they keep the
// optically-tuned theme brightnessMax (dark/light) — a band's center reaches it, the
// gaps fall to brightnessMin.
return baseBrightnessMax;
}
function mix(a: number, b: number, t: number) {
return a + (b - a) * t;
}
function clamp01(value: number) {
return Math.max(0, Math.min(1, value));
}