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 {
HERO_STATE_DEFAULTS,
HERO_STATE_MODES,
type BrushSettings,
type HeroStateMode,
type HeroStateSettings,
simulationFloorFactor,
} from './settings';
export interface CanvasRenderSizing {
simulationWidth: number;
simulationHeight: number;
pixelRatio: number;
probeDensity: number;
cascadeCount?: number;
}
export interface WorkerPointerState {
x: number;
y: number;
active: boolean;
inside?: boolean;
isMouse?: boolean;
}
export interface WorkerBrushState extends BrushSettings {
x: number;
y: number;
active: boolean;
inside: boolean;
isMouse: boolean;
}
export function canvasRenderSizing(
cssWidth: number,
cssHeight: number,
dpr: number,
probeDensity: number,
cascadeCount: number | undefined,
): CanvasRenderSizing {
const factor = simulationFloorFactor(cssHeight);
const sizing: CanvasRenderSizing = {
simulationWidth: cssWidth * factor,
simulationHeight: cssHeight * factor,
pixelRatio: dpr,
probeDensity,
};
if (cascadeCount !== undefined) {
sizing.cascadeCount = cascadeCount;
}
return sizing;
}
export function brushState(
brush: BrushSettings,
pointer?: Pick<
WorkerPointerState,
'x' | 'y' | 'active' | 'inside' | 'isMouse'
>,
): WorkerBrushState {
if (!pointer || !pointer.active) {
return {
...brush,
x: -1000,
y: -1000,
active: false,
inside: false,
isMouse: false,
};
}
return {
...brush,
x: pointer.x,
y: pointer.y,
active: true,
inside: pointer.inside ?? false,
isMouse: pointer.isMouse ?? false,
};
}
export function simulationBrushState(
brush: BrushSettings,
pointer: Pick<WorkerPointerState, 'x' | 'y' | 'active' | 'inside' | 'isMouse'>,
cssHeight: number,
): WorkerBrushState {
const factor = simulationFloorFactor(cssHeight);
return brushState(brush, {
...pointer,
x: pointer.x * factor,
y: pointer.y * factor,
});
}
export const ACCORDION_EDGE_INDEX_BY_ACTIVE_CLICK = [0, 2, 1] as const;
type ActiveClickHeroState = {
mode: Extract<HeroStateMode, 'edge' | 'lines'>;
edgeIndex: HeroStateSettings['edgeIndex'];
};
export function heroStateForActiveClick(
activeClick: number,
): ActiveClickHeroState {
if (activeClick === 0 || activeClick === 1 || activeClick === 2) {
const edgeIndex = ACCORDION_EDGE_INDEX_BY_ACTIVE_CLICK[activeClick];
return { mode: HERO_STATE_MODES.edge, edgeIndex };
}
return {
mode: HERO_STATE_MODES.lines,
edgeIndex: HERO_STATE_DEFAULTS.edgeIndex,
};
}