mirror of
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* feat(catalog): put the variables panel back, on payloads The panel drove its preview by loading an .html from docs/public, a type the host does not publish, so it showed an empty frame in production and was parked when the catalog was re-landed. It now mounts the same JSON payload the plain player uses and re-mounts it as values change, injecting them as window.__hfVariables into the composition head before any of its scripts run, which is where the runtime reads overrides from. Doing it in the markup rather than after load is what stops the composition initialising with the wrong values first. 172 items with variables get the panel back; the playhead carries across a change so a tweak mid-shot does not jump back to frame zero. * fix(docs): drop the unused url form and the needless escapes * fix(docs): the panel cannot reference a binding beside the export * feat(catalog): make importing an SVG the obvious move A reader arrives at this control with a shape, not with path data, and the panel asked for the coordinates first. Import is now the primary action in a drop target you can see is a drop target, and the raw path sits behind a disclosure for anyone who wants it. * feat(cli): let a fruitless catalog search report the gap An agent that searches by meaning and finds nothing worth installing knows something we do not: the name of a move the catalog is missing. There was no way to tell us, so that knowledge was lost at the end of every run. hyperframes feedback --search-miss "<query>" --wanted "<the move>" records it. It carries no rating, so it never lands in the rating metric, and it is a separate deliberate command rather than something catalog --query does on its own: plain search still sends nothing, which is what the CLI promises. --rating stops being required at the arg level, since a miss has no rating to give. The check moved into the run body, where an absent one is now handled rather than crashing on undefined. * feat(cli): carry tuned variable values into the install snippet Someone who tunes a block on its catalog page had no way to keep those values: the install command was the same one everybody gets, and the tuning stayed on the page. hyperframes add <item> --vars '<json>' now prints a mount element carrying data-variable-values, so the values land where the block is used. They ride on the host rather than being written into the installed file. That keeps the composition on disk byte-identical to the registry's, so a later reinstall can still tell an edit from an update, and it lets two mounts of the same block carry different values. * fix(catalog): serve the item's own directory so runtime paths resolve Some compositions assemble their asset URLs at run time — "compositions/components/" + texture + ".png" for the texture masks, a font the compiler pulled into _remote_media — and no scan of the markup can see a string that does not exist until a script concatenates it. Those items either rendered black or were dropped to a video that had never been uploaded. Each item that needs it now has its prepared directory published, and its payload carries a <base> pointing at it, so any relative path the composition invents resolves. caption-texture renders its masks again, and variable-font-flex has a preview at all for the first time: its MP4 and poster are both 403. Both layouts are published, because which one a composition asks for differs per item, and a directory only earns that if it is under 2 MB. The 12 MB texture sheet keeps the recorded video it already had. * fix(catalog): let the variables panel actually drive the composition Every control on the panel was inert. The values reached the composition and nothing repainted, because the payload had already been compiled: compiling inlines a mounted component and resolves its variables into the markup and CSS, so by the time a reader turns a knob there is nothing left to change. An item that declares variables now ships uncompiled, keeping the mount the runtime loads at run time, which is the only state where data-variable-values still means anything. The component travels inline as a data URI rather than a sibling file, because .html is the one type the docs host will not publish. The demo's own pinned values come off, so the reader's choices reach the mount instead of losing to the values the demo picked to show itself off. Measured on the rendered frame rather than the DOM: green rgb(98,207,144), blue rgb(6,6,199), violet rgb(177,147,230), and back to green. docs/public/catalog drops from 48 MB to 35 MB along the way, since an uncompiled payload carries far less than an inlined one. * feat(catalog): keep variable changes in the url A reader who tuned a piece lost it on reload, and had nothing to send anyone. The values now live in the query string, scoped by composition id so two links never read each other,and only the ones that differ from the defaults are written, so changing one knob gives a short URL rather than every variable spelled out. replaceState rather than pushState: dragging a slider should not leave a trail of history entries. An unreadable value is ignored rather than thrown, so a truncated or hand-edited link opens the piece at its defaults. * fix(catalog): only rewrite the url when a value actually changed * refactor(catalog): memoise the declared defaults on their content * feat(catalog): offer an install command carrying the tuned values The Install block is generated before anyone touches a knob, so it can only ever print the plain command. Someone who spent a minute tuning a piece copied it and got the defaults back. The panel now carries its own command in the Snippet tab, with --vars holding exactly the values that differ. An untouched piece still offers the same short command, so nothing gets noisier for the common case. * fix(catalog): a piece with nothing to render is a skip, not a failure caption-blend-difference is a stylesheet and a paragraph of prose — a class you add to your own captions, with no standalone scene to show. The generator treated that as a build failure, so every run ended by reporting something broken when nothing was. It now reports the shape it is and keeps its recorded video, which is the only honest preview such an item has. A genuine render failure still throws. * fix(catalog): restore variables from the url on a cold load A shared link opened at the defaults. The first render happens on the server, where there is no window to read the query string from, and React then hydrates against that markup and never revisits it — so the values only appeared once you touched a control. The URL is read again after mount, which is the first moment it exists. The value is also escaped once now rather than twice: URLSearchParams already decodes on the way out, and decoding a second time turned an SVG path full of percent-escapes into something that no longer parsed, besides doubling the length of every link. * fix(catalog): mount the preview with the values a link carried The frame was built from the declared defaults and the shared values were posted to it afterwards, which is too late for anything the composition reads once at init: a path arrived after the mark had already been drawn from the default one, so a link looked right in the panel and wrong on screen. * feat(catalog): the install command follows the values you tuned Copying the Install line gave the plain command back, because that block is generated before anyone touches a knob and had no way to know what changed. The tuned command only existed in the panel Snippet tab, which is not where anyone looks for it. The line now reads the same query string the panel writes, so the two agree without either component knowing the other exists, and a shared link carries the right command too. replaceState fires no event, so the panel announces its own writes. * fix(catalog): send a text variable to the preview once it is finished Every other control in the explorer reports a whole value on every event: a slider at any position is a position, a swatch is a colour. A text field is not. Typing v3 into a badge posted v first, so the preview remounted and rendered a composition built from half a word. The post now waits while a text field has focus and goes out when the edit is committed, with Enter or by clicking away. The field itself is unchanged and still tracks every keystroke. --------- Co-authored-by: Miguel Angel Simon Sierra <miguelangelsi07@gmail.com>
1016 lines
40 KiB
Plaintext
1016 lines
40 KiB
Plaintext
---
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title: "Gallery Tunnel"
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description: "An infinite corridor of panels: a square tunnel receding to a vanishing point, its floor, ceiling and walls tiled with saturated colour slabs and caller-supplied images that swell toward camera and exit past you, the far end dissolving into fog."
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---
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import { InstallCommand } from "/snippets/install-command.jsx";
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import { VariablesExplorer } from "/snippets/variables-explorer.jsx";
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<VariablesExplorer
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previewSrc="/public/catalog/blocks/gallery-tunnel.json"
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compositionId="gallery-tunnel"
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compositionSrc="compositions/gallery-tunnel.html"
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variables={[{"id":"images","type":"string","label":"Image slots: comma-separated paths, tiled into the panels (e.g. assets/shot-1.png,assets/shot-2.png)","default":"","placeholder":"assets/shot-1.png,assets/shot-2.png"},{"id":"imageMix","type":"number","label":"Image share of filled slots (0 = all colour, 1 = all images)","default":0.5,"min":0,"max":1,"step":0.05},{"id":"speed","type":"number","label":"Flight speed","default":3,"min":0,"max":8,"step":0.1,"unit":"segments/s"},{"id":"palette","type":"string","label":"Slab palette: comma-separated hex colours","default":"#FF6A00,#AB54F7,#EA3737,#0072E3,#00AA3C,#FFB200"},{"id":"grid","type":"number","label":"Grid density: slots per wall face per axis (2 = 4 per face, 16 per segment)","default":2,"min":1,"max":4,"step":1},{"id":"fill","type":"number","label":"Slot fill rate","default":0.5,"min":0,"max":1,"step":0.05},{"id":"fog","type":"number","label":"Fog distance: depth at which the corridor reaches pure backdrop","default":14.25,"min":3,"max":14.5,"step":0.25,"unit":"segments"},{"id":"edgeColor","type":"color","label":"Edge line colour","default":"#B0B0B0"},{"id":"edgeOpacity","type":"number","label":"Edge line opacity","default":0.5,"min":0,"max":1,"step":0.05},{"id":"backdrop","type":"color","label":"Backdrop and fog colour","default":"#000000"}]}
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>
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```html gallery-tunnel.html
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=1920, height=1080" />
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<title>Gallery Tunnel</title>
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<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.147.0/build/three.min.js"></script>
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<style>
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*,
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*::before,
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*::after {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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body {
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background: #000;
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overflow: hidden;
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}
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#gt-root {
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position: relative;
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width: 1920px;
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height: 1080px;
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overflow: hidden;
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}
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#gt-backdrop {
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position: absolute;
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inset: 0;
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background: #000000;
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}
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#gt-canvas {
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position: absolute;
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top: 0;
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left: 0;
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width: 1920px;
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height: 1080px;
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}
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/* Off-screen decode well: the <img> elements live in the DOM so the page
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load event waits for them, but they are never composited themselves —
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WebGL reads them as textures. The well is clipped to 1px; the images
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inside keep their natural layout size on purpose, because texImage2D
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uploads an <img> at its LAID-OUT size — sizing them down with CSS
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uploads a 1x1 texture and every panel samples one dark pixel. */
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#gt-assets {
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position: absolute;
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top: 0;
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left: 0;
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width: 1px;
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height: 1px;
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overflow: hidden;
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opacity: 0;
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pointer-events: none;
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}
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</style>
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</head>
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<body>
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<!--
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Content slots. Every panel in the corridor is a slot, and `images` fills a
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share of them with your own artwork — drop the files in the project's
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assets/ and list them, either by editing the `images` default below or from
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the host composition:
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<div
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data-composition-id="gallery-tunnel"
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data-composition-src="compositions/gallery-tunnel.html"
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data-start="0" data-duration="12" data-track-index="0"
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data-width="1920" data-height="1080"
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style="--images: assets/shot-1.png, assets/shot-2.png, assets/shot-3.png; --imagemix: 0.7"
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></div>
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Any number of images works; they are dealt to slots by hash, so one image
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recurs at different depths rather than appearing once. Each is contain-fit
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inside its slot, so a 16:9 screenshot keeps its aspect. `imageMix` sets the
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image-vs-colour split (1 = every filled slot is an image), `fill` how many
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slots are filled at all.
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-->
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<div
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id="gt-root"
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data-composition-id="gallery-tunnel"
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data-root="true"
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data-width="1920"
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data-height="1080"
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data-start="0"
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data-duration="12"
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data-composition-variables='[
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{"id":"images","type":"string","label":"Image slots: comma-separated paths, tiled into the panels (e.g. assets/shot-1.png,assets/shot-2.png)","default":"","placeholder":"assets/shot-1.png,assets/shot-2.png"},
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{"id":"imageMix","type":"number","label":"Image share of filled slots (0 = all colour, 1 = all images)","default":0.5,"min":0,"max":1,"step":0.05},
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{"id":"speed","type":"number","label":"Flight speed","default":3,"min":0,"max":8,"step":0.1,"unit":"segments/s"},
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{"id":"palette","type":"string","label":"Slab palette: comma-separated hex colours","default":"#FF6A00,#AB54F7,#EA3737,#0072E3,#00AA3C,#FFB200"},
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{"id":"grid","type":"number","label":"Grid density: slots per wall face per axis (2 = 4 per face, 16 per segment)","default":2,"min":1,"max":4,"step":1},
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{"id":"fill","type":"number","label":"Slot fill rate","default":0.5,"min":0,"max":1,"step":0.05},
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{"id":"fog","type":"number","label":"Fog distance: depth at which the corridor reaches pure backdrop","default":14.25,"min":3,"max":14.5,"step":0.25,"unit":"segments"},
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{"id":"edgeColor","type":"color","label":"Edge line colour","default":"#B0B0B0"},
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{"id":"edgeOpacity","type":"number","label":"Edge line opacity","default":0.5,"min":0,"max":1,"step":0.05},
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{"id":"backdrop","type":"color","label":"Backdrop and fog colour","default":"#000000"}
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]'
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>
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<div id="gt-backdrop"></div>
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<canvas id="gt-canvas" width="1920" height="1080"></canvas>
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<div id="gt-assets" aria-hidden="true" data-layout-allow-overflow></div>
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<!-- Driver clip: gives HyperFrames a timed element to own on track 0. -->
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<div
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id="gt-drv"
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class="clip"
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data-start="0"
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data-duration="12"
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data-track-index="0"
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style="position: absolute; width: 1px; height: 1px; opacity: 0; pointer-events: none"
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></div>
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</div>
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<script>
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(function () {
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var DUR = 12;
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var W = 1920;
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var H = 1080;
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// Fixed tunnel geometry, measured off the reference.
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var TUNNEL_WIDTH = 2;
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var TUNNEL_HEIGHT = 1.8;
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var SEGMENT_DEPTH = 1;
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var NUM_SEGMENTS = 15;
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var LINE_RADIUS = 0.003;
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var FOV = 75;
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var INSET = 0.94; // slab gutter inside its cell, so tiles read as discrete
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var SKIN = 0.002; // push slabs just behind the wall plane so edges stay on top
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var ROOT = document.getElementById("gt-root");
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var CS = getComputedStyle(ROOT);
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// `data-composition-variables` is the single owner of every declared
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// default — parse it rather than repeating each default a second time
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// in JS. `window.__hyperframes` is NOT guaranteed to exist yet when this
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// inline script runs, so it can only ever be an override, never the
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// source. Precedence: host CSS custom property, runtime variable bag,
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// declared default.
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var DECL = {};
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JSON.parse(ROOT.getAttribute("data-composition-variables") || "[]").forEach(function (v) {
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DECL[v.id] = v.default;
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});
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var HF = window.__hyperframes;
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var V = (HF && HF.getVariables && HF.getVariables()) || {};
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function raw(id) {
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var css = CS.getPropertyValue("--" + id.toLowerCase()).trim();
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if (css !== "") return css;
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if (V[id] !== undefined && V[id] !== "") return V[id];
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return DECL[id];
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}
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function num(id) {
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var n = parseFloat(raw(id));
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return isFinite(n) ? n : 0;
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}
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function str(id) {
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var s = raw(id);
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return typeof s === "string" ? s.trim() : "";
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}
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function list(id) {
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return str(id)
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.split(",")
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.map(function (s) {
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return s.trim();
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})
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.filter(function (s) {
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return s !== "";
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});
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}
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var SPEED = num("speed");
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var GRID = Math.max(1, Math.min(4, Math.round(num("grid"))));
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var FILL = num("fill");
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var IMAGE_MIX = num("imageMix");
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var FOG_FAR = Math.max(3, Math.min(14.5, num("fog")));
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var EDGE_OPACITY = num("edgeOpacity");
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var EDGE_COLOR = str("edgeColor");
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var BACKDROP = str("backdrop");
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var PALETTE = list("palette");
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var IMAGE_SRCS = list("images");
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document.getElementById("gt-backdrop").style.background = BACKDROP;
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// How far behind the camera a segment travels before it recycles. Tying
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// it to the fog distance is the whole trick: the recycle boundary lands
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// at exactly FOG_FAR, so a segment reappears already fogged to pure
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// backdrop and nothing ever pops in at the far end. One owner for the
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// invariant — move the fog and the boundary follows.
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var BACK = Math.max(0, Math.min(1.5, NUM_SEGMENTS * SEGMENT_DEPTH - FOG_FAR));
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// Deterministic 2D integer hash — the only source of "randomness".
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// Content at frame N is a pure function of (absolute segment, slot).
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function hash2(a, b) {
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var h = Math.imul(a | 0, 0x27d4eb2d) ^ Math.imul(b | 0, 0x165667b1);
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h = Math.imul(h ^ (h >>> 15), 0x2545f491);
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h ^= h >>> 13;
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return (h >>> 0) / 4294967296;
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}
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var THREEJS = window.THREE;
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var canvas = document.getElementById("gt-canvas");
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var renderer = new THREEJS.WebGLRenderer({
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canvas: canvas,
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antialias: true,
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alpha: false,
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preserveDrawingBuffer: true,
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});
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renderer.setPixelRatio(1);
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renderer.setSize(W, H, false);
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renderer.setClearColor(new THREEJS.Color(BACKDROP), 1);
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var scene = new THREEJS.Scene();
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scene.fog = new THREEJS.Fog(new THREEJS.Color(BACKDROP), 1, FOG_FAR * SEGMENT_DEPTH);
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// Camera sits still at the origin looking down -z; the corridor moves.
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// Same picture as a moving camera, and the modulo keeps every coordinate
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// bounded no matter how long the clip runs.
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var camera = new THREEJS.PerspectiveCamera(FOV, W / H, 0.05, 40);
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camera.position.set(0, 0, 0);
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camera.lookAt(0, 0, -1);
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var PLANE = new THREEJS.PlaneGeometry(1, 1);
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var COLOR_MATS = PALETTE.map(function (hex) {
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return new THREEJS.MeshBasicMaterial({ color: new THREEJS.Color(hex), fog: true });
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});
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if (COLOR_MATS.length === 0) {
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COLOR_MATS.push(new THREEJS.MeshBasicMaterial({ color: 0xffffff, fog: true }));
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}
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// Caller-supplied content slots. Real <img> elements (so the page load
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// event waits for the decode) used directly as WebGL textures.
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var assets = document.getElementById("gt-assets");
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var IMAGES = IMAGE_SRCS.map(function (src, k) {
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var el = document.createElement("img");
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el.id = "gt-img-" + k;
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el.alt = "";
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el.src = src;
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assets.appendChild(el);
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var tex = new THREEJS.Texture(el);
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tex.minFilter = THREEJS.LinearFilter;
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tex.magFilter = THREEJS.LinearFilter;
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tex.generateMipmaps = false;
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var rec = {
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aspect: 0,
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mat: new THREEJS.MeshBasicMaterial({ map: tex, fog: true }),
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};
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function ready() {
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if (!el.naturalWidth) return;
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rec.aspect = el.naturalWidth / el.naturalHeight;
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tex.needsUpdate = true;
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}
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el.addEventListener("load", ready);
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ready(); // a cache hit can complete before the listener is attached
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return rec;
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});
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var edgeMat = new THREEJS.MeshBasicMaterial({
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color: new THREEJS.Color(EDGE_COLOR),
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fog: true,
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transparent: true,
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opacity: EDGE_OPACITY,
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});
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var HW = TUNNEL_WIDTH / 2;
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var HH = TUNNEL_HEIGHT / 2;
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var cellZ = SEGMENT_DEPTH / GRID;
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var cellX = TUNNEL_WIDTH / GRID;
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var cellY = TUNNEL_HEIGHT / GRID;
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// Four faces of a segment box. `place` maps a cell to a world position
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// inside the segment (origin at the segment's near boundary, growing
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// toward -z); `rot` orients the unit plane into that face, inward-facing.
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// `cw`/`ch` are the cell's extent in the plane's own local axes.
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var FACES = [
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{
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// floor
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rot: [-Math.PI / 2, 0, 0],
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cw: cellX,
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ch: cellZ,
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place: function (iu, iz) {
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return [-HW + (iu + 0.5) * cellX, -HH - SKIN, -(iz + 0.5) * cellZ];
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},
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},
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{
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// ceiling
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rot: [Math.PI / 2, 0, 0],
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cw: cellX,
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ch: cellZ,
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place: function (iu, iz) {
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return [-HW + (iu + 0.5) * cellX, HH + SKIN, -(iz + 0.5) * cellZ];
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},
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},
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{
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// left wall
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rot: [0, Math.PI / 2, 0],
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cw: cellZ,
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ch: cellY,
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place: function (iu, iz) {
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return [-HW - SKIN, -HH + (iu + 0.5) * cellY, -(iz + 0.5) * cellZ];
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},
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},
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{
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// right wall
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rot: [0, -Math.PI / 2, 0],
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cw: cellZ,
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ch: cellY,
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place: function (iu, iz) {
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return [HW + SKIN, -HH + (iu + 0.5) * cellY, -(iz + 0.5) * cellZ];
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},
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||
},
|
||
];
|
||
|
||
var UP = new THREEJS.Vector3(0, 1, 0);
|
||
// Edges are solid tube geometry, not lines: a cylinder thickens with
|
||
// perspective the way a real moulding does, which is the whole reason
|
||
// the corridor reads as built rather than drawn.
|
||
function tube(group, ax, ay, az, bx, by, bz) {
|
||
var dx = bx - ax,
|
||
dy = by - ay,
|
||
dz = bz - az;
|
||
var len = Math.sqrt(dx * dx + dy * dy + dz * dz);
|
||
if (len < 1e-6) return;
|
||
var mesh = new THREEJS.Mesh(
|
||
new THREEJS.CylinderGeometry(LINE_RADIUS, LINE_RADIUS, len, 6, 1),
|
||
edgeMat,
|
||
);
|
||
mesh.position.set((ax + bx) / 2, (ay + by) / 2, (az + bz) / 2);
|
||
mesh.quaternion.setFromUnitVectors(UP, new THREEJS.Vector3(dx / len, dy / len, dz / len));
|
||
group.add(mesh);
|
||
}
|
||
|
||
function buildEdges(group) {
|
||
var D = SEGMENT_DEPTH;
|
||
var k, j, u, z;
|
||
// The four corner runs (and any interior wall divisions) come from the
|
||
// side walls; floor/ceiling only contribute their interior lines, so
|
||
// corners are drawn once and never double-blend at 50% opacity.
|
||
for (k = 1; k < GRID; k++) {
|
||
u = -HW + k * cellX;
|
||
tube(group, u, -HH, 0, u, -HH, -D);
|
||
tube(group, u, HH, 0, u, HH, -D);
|
||
}
|
||
for (k = 0; k <= GRID; k++) {
|
||
u = -HH + k * cellY;
|
||
tube(group, -HW, u, 0, -HW, u, -D);
|
||
tube(group, HW, u, 0, HW, u, -D);
|
||
}
|
||
// Ring lines at each depth boundary. The far boundary belongs to the
|
||
// next segment, so stop one short and the tiling stays seamless.
|
||
for (j = 0; j < GRID; j++) {
|
||
z = -j * cellZ;
|
||
tube(group, -HW, -HH, z, HW, -HH, z);
|
||
tube(group, -HW, HH, z, HW, HH, z);
|
||
tube(group, -HW, -HH, z, -HW, HH, z);
|
||
tube(group, HW, -HH, z, HW, HH, z);
|
||
}
|
||
}
|
||
|
||
var segs = [];
|
||
for (var i = 0; i < NUM_SEGMENTS; i++) {
|
||
var group = new THREEJS.Group();
|
||
var panels = [];
|
||
for (var f = 0; f < FACES.length; f++) {
|
||
var face = FACES[f];
|
||
for (var iz = 0; iz < GRID; iz++) {
|
||
for (var iu = 0; iu < GRID; iu++) {
|
||
var mesh = new THREEJS.Mesh(PLANE, COLOR_MATS[0]);
|
||
var p = face.place(iu, iz);
|
||
mesh.position.set(p[0], p[1], p[2]);
|
||
mesh.rotation.set(face.rot[0], face.rot[1], face.rot[2]);
|
||
mesh.visible = false;
|
||
group.add(mesh);
|
||
panels.push({ mesh: mesh, cw: face.cw * INSET, ch: face.ch * INSET });
|
||
}
|
||
}
|
||
}
|
||
buildEdges(group);
|
||
scene.add(group);
|
||
segs.push({ group: group, panels: panels });
|
||
}
|
||
|
||
// Contain-fit so a supplied screenshot keeps its aspect inside the slot
|
||
// instead of being squashed to the cell (wall cells are portrait).
|
||
function fit(p, ar) {
|
||
if (!ar) {
|
||
p.mesh.scale.set(p.cw, p.ch, 1);
|
||
return;
|
||
}
|
||
if (ar > p.cw / p.ch) p.mesh.scale.set(p.cw, p.cw / ar, 1);
|
||
else p.mesh.scale.set(p.ch * ar, p.ch, 1);
|
||
}
|
||
|
||
// Everything about frame t is computed from t alone. `d` is the distance
|
||
// flown in segments; `a` is the ABSOLUTE segment number occupying pool
|
||
// slot i right now, which is what content hashes and the every-other
|
||
// rhythm key off — so a segment carries the same panels every time it is
|
||
// looked at, no matter how the timeline is scrubbed.
|
||
function draw(t) {
|
||
var d = SPEED * t;
|
||
for (var i = 0; i < NUM_SEGMENTS; i++) {
|
||
var seg = segs[i];
|
||
var a = i + NUM_SEGMENTS * Math.ceil((d - i - BACK) / NUM_SEGMENTS);
|
||
seg.group.position.z = -(a - d) * SEGMENT_DEPTH;
|
||
|
||
var lit = a % 2 === 0;
|
||
var panels = seg.panels;
|
||
for (var s = 0; s < panels.length; s++) {
|
||
var p = panels[s];
|
||
if (!lit || hash2(a, s * 4 + 1) >= FILL) {
|
||
p.mesh.visible = false;
|
||
continue;
|
||
}
|
||
p.mesh.visible = true;
|
||
if (IMAGES.length > 0 && hash2(a, s * 4 + 2) < IMAGE_MIX) {
|
||
var im = IMAGES[Math.floor(hash2(a, s * 4 + 4) * IMAGES.length) % IMAGES.length];
|
||
p.mesh.material = im.mat;
|
||
fit(p, im.aspect);
|
||
} else {
|
||
var ci = Math.floor(hash2(a, s * 4 + 3) * COLOR_MATS.length) % COLOR_MATS.length;
|
||
p.mesh.material = COLOR_MATS[ci];
|
||
p.mesh.scale.set(p.cw, p.ch, 1);
|
||
}
|
||
}
|
||
}
|
||
renderer.render(scene, camera);
|
||
}
|
||
|
||
window.__timelines = window.__timelines || {};
|
||
var tl = gsap.timeline({ paused: true });
|
||
|
||
// Repaint from a property SETTER, not from onUpdate: gsap's seek(t)
|
||
// suppresses events by default, so an onUpdate callback silently never
|
||
// fires on a scrub and the canvas freezes on frame 0. Tweened values are
|
||
// always written during render, suppressed or not.
|
||
var driver = { _t: 0 };
|
||
Object.defineProperty(driver, "t", {
|
||
get: function () {
|
||
return this._t;
|
||
},
|
||
set: function (v) {
|
||
this._t = v;
|
||
draw(v);
|
||
},
|
||
});
|
||
tl.to(driver, { t: DUR, duration: DUR, ease: "none" }, 0);
|
||
window.__timelines["gallery-tunnel"] = tl;
|
||
|
||
draw(0);
|
||
})();
|
||
</script>
|
||
</body>
|
||
</html>
|
||
```
|
||
|
||
</VariablesExplorer>
|
||
|
||
## Install
|
||
|
||
<InstallCommand command="npx hyperframes add gallery-tunnel" item="gallery-tunnel" />
|
||
|
||
That writes one file: `compositions/gallery-tunnel.html`.
|
||
|
||
## Add it to your video
|
||
|
||
It runs for 12 seconds at 1920×1080. Paste this into your composition:
|
||
|
||
```html index.html
|
||
<div
|
||
data-composition-id="gallery-tunnel"
|
||
data-composition-src="compositions/gallery-tunnel.html"
|
||
data-start="0"
|
||
data-duration="12"
|
||
data-track-index="1"
|
||
data-width="1920"
|
||
data-height="1080"
|
||
></div>
|
||
```
|
||
|
||
Move it in time with `data-start`. Put it on a different timeline row with
|
||
`data-track-index`. See [data attributes](/concepts/data-attributes) for the rest.
|
||
|
||
## Change how it looks
|
||
|
||
Set these CSS variables on the block:
|
||
|
||
- `--images` — Image slots: comma-separated paths, tiled into the panels (e.g. assets/shot-1.png,assets/shot-2.png). Defaults to ``.
|
||
- `--imagemix` — Image share of filled slots (0 = all colour, 1 = all images). Defaults to `0.5`.
|
||
- `--speed` — Flight speed (segments per second). Defaults to `3`.
|
||
- `--palette` — Slab palette: comma-separated hex colours. Defaults to `#FF6A00,#AB54F7,#EA3737,#0072E3,#00AA3C,#FFB200`.
|
||
- `--grid` — Grid density: slots per wall face per axis (2 = 4 per face, 16 per segment). Defaults to `2`.
|
||
- `--fill` — Slot fill rate. Defaults to `0.5`.
|
||
- `--fog` — Fog distance in segments: depth at which the corridor reaches pure backdrop. Defaults to `14.25`.
|
||
- `--edgecolor` — Edge line colour. Defaults to `#B0B0B0`.
|
||
- `--edgeopacity` — Edge line opacity. Defaults to `0.5`.
|
||
- `--backdrop` — Backdrop and fog colour. Defaults to `#000000`.
|
||
|
||
## Variables
|
||
|
||
Every one of these has a default, so the piece works untouched. Set the ones you
|
||
want to change on the element:
|
||
|
||
| Variable | Default | Accepts | What it does |
|
||
| --- | --- | --- | --- |
|
||
| `images` | `` | string | |
|
||
| `imageMix` | `0.5` | 0 to 1, step 0.05 | |
|
||
| `speed` | `3` | 0segments/s to 8segments/s, step 0.1segments/s | |
|
||
| `palette` | `#FF6A00,#AB54F7,#EA3737,#0072E3,#00AA3C,#FFB200` | string | |
|
||
| `grid` | `2` | 1 to 4, step 1 | |
|
||
| `fill` | `0.5` | 0 to 1, step 0.05 | |
|
||
| `fog` | `14.25` | 3segments to 14.5segments, step 0.25segments | |
|
||
| `edgeColor` | `#B0B0B0` | color | |
|
||
| `edgeOpacity` | `0.5` | 0 to 1, step 0.05 | |
|
||
| `backdrop` | `#000000` | color | |
|
||
|
||
Set them with `data-variable-values` on the element that mounts it. These are the
|
||
defaults, so this behaves exactly like the preview above until you change one:
|
||
|
||
```html wrap
|
||
<div
|
||
data-composition-id="gallery-tunnel"
|
||
data-composition-src="compositions/gallery-tunnel.html"
|
||
data-variable-values='{"images":"","imageMix":0.5,"speed":3,"palette":"#FF6A00,#AB54F7,#EA3737,#0072E3,#00AA3C,#FFB200","grid":2,"fill":0.5,"fog":14.25,"edgeColor":"#B0B0B0","edgeOpacity":0.5,"backdrop":"#000000"}'
|
||
></div>
|
||
```
|
||
|
||
## Source
|
||
|
||
<Accordion title={`gallery-tunnel.html`}>
|
||
|
||
```html
|
||
<!doctype html>
|
||
<html lang="en">
|
||
<head>
|
||
<meta charset="utf-8" />
|
||
<meta name="viewport" content="width=1920, height=1080" />
|
||
<title>Gallery Tunnel</title>
|
||
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
|
||
<script src="https://cdn.jsdelivr.net/npm/three@0.147.0/build/three.min.js"></script>
|
||
<style>
|
||
*,
|
||
*::before,
|
||
*::after {
|
||
margin: 0;
|
||
padding: 0;
|
||
box-sizing: border-box;
|
||
}
|
||
body {
|
||
background: #000;
|
||
overflow: hidden;
|
||
}
|
||
#gt-root {
|
||
position: relative;
|
||
width: 1920px;
|
||
height: 1080px;
|
||
overflow: hidden;
|
||
}
|
||
#gt-backdrop {
|
||
position: absolute;
|
||
inset: 0;
|
||
background: #000000;
|
||
}
|
||
#gt-canvas {
|
||
position: absolute;
|
||
top: 0;
|
||
left: 0;
|
||
width: 1920px;
|
||
height: 1080px;
|
||
}
|
||
/* Off-screen decode well: the <img> elements live in the DOM so the page
|
||
load event waits for them, but they are never composited themselves —
|
||
WebGL reads them as textures. The well is clipped to 1px; the images
|
||
inside keep their natural layout size on purpose, because texImage2D
|
||
uploads an <img> at its LAID-OUT size — sizing them down with CSS
|
||
uploads a 1x1 texture and every panel samples one dark pixel. */
|
||
#gt-assets {
|
||
position: absolute;
|
||
top: 0;
|
||
left: 0;
|
||
width: 1px;
|
||
height: 1px;
|
||
overflow: hidden;
|
||
opacity: 0;
|
||
pointer-events: none;
|
||
}
|
||
</style>
|
||
</head>
|
||
<body>
|
||
<!--
|
||
Content slots. Every panel in the corridor is a slot, and `images` fills a
|
||
share of them with your own artwork — drop the files in the project's
|
||
assets/ and list them, either by editing the `images` default below or from
|
||
the host composition:
|
||
|
||
<div
|
||
data-composition-id="gallery-tunnel"
|
||
data-composition-src="compositions/gallery-tunnel.html"
|
||
data-start="0" data-duration="12" data-track-index="0"
|
||
data-width="1920" data-height="1080"
|
||
style="--images: assets/shot-1.png, assets/shot-2.png, assets/shot-3.png; --imagemix: 0.7"
|
||
></div>
|
||
|
||
Any number of images works; they are dealt to slots by hash, so one image
|
||
recurs at different depths rather than appearing once. Each is contain-fit
|
||
inside its slot, so a 16:9 screenshot keeps its aspect. `imageMix` sets the
|
||
image-vs-colour split (1 = every filled slot is an image), `fill` how many
|
||
slots are filled at all.
|
||
-->
|
||
<div
|
||
id="gt-root"
|
||
data-composition-id="gallery-tunnel"
|
||
data-root="true"
|
||
data-width="1920"
|
||
data-height="1080"
|
||
data-start="0"
|
||
data-duration="12"
|
||
data-composition-variables='[
|
||
{"id":"images","type":"string","label":"Image slots: comma-separated paths, tiled into the panels (e.g. assets/shot-1.png,assets/shot-2.png)","default":"","placeholder":"assets/shot-1.png,assets/shot-2.png"},
|
||
{"id":"imageMix","type":"number","label":"Image share of filled slots (0 = all colour, 1 = all images)","default":0.5,"min":0,"max":1,"step":0.05},
|
||
{"id":"speed","type":"number","label":"Flight speed","default":3,"min":0,"max":8,"step":0.1,"unit":"segments/s"},
|
||
{"id":"palette","type":"string","label":"Slab palette: comma-separated hex colours","default":"#FF6A00,#AB54F7,#EA3737,#0072E3,#00AA3C,#FFB200"},
|
||
{"id":"grid","type":"number","label":"Grid density: slots per wall face per axis (2 = 4 per face, 16 per segment)","default":2,"min":1,"max":4,"step":1},
|
||
{"id":"fill","type":"number","label":"Slot fill rate","default":0.5,"min":0,"max":1,"step":0.05},
|
||
{"id":"fog","type":"number","label":"Fog distance: depth at which the corridor reaches pure backdrop","default":14.25,"min":3,"max":14.5,"step":0.25,"unit":"segments"},
|
||
{"id":"edgeColor","type":"color","label":"Edge line colour","default":"#B0B0B0"},
|
||
{"id":"edgeOpacity","type":"number","label":"Edge line opacity","default":0.5,"min":0,"max":1,"step":0.05},
|
||
{"id":"backdrop","type":"color","label":"Backdrop and fog colour","default":"#000000"}
|
||
]'
|
||
>
|
||
<div id="gt-backdrop"></div>
|
||
<canvas id="gt-canvas" width="1920" height="1080"></canvas>
|
||
<div id="gt-assets" aria-hidden="true" data-layout-allow-overflow></div>
|
||
|
||
<!-- Driver clip: gives HyperFrames a timed element to own on track 0. -->
|
||
<div
|
||
id="gt-drv"
|
||
class="clip"
|
||
data-start="0"
|
||
data-duration="12"
|
||
data-track-index="0"
|
||
style="position: absolute; width: 1px; height: 1px; opacity: 0; pointer-events: none"
|
||
></div>
|
||
</div>
|
||
|
||
<script>
|
||
(function () {
|
||
var DUR = 12;
|
||
var W = 1920;
|
||
var H = 1080;
|
||
|
||
// Fixed tunnel geometry, measured off the reference.
|
||
var TUNNEL_WIDTH = 2;
|
||
var TUNNEL_HEIGHT = 1.8;
|
||
var SEGMENT_DEPTH = 1;
|
||
var NUM_SEGMENTS = 15;
|
||
var LINE_RADIUS = 0.003;
|
||
var FOV = 75;
|
||
var INSET = 0.94; // slab gutter inside its cell, so tiles read as discrete
|
||
var SKIN = 0.002; // push slabs just behind the wall plane so edges stay on top
|
||
|
||
var ROOT = document.getElementById("gt-root");
|
||
var CS = getComputedStyle(ROOT);
|
||
|
||
// `data-composition-variables` is the single owner of every declared
|
||
// default — parse it rather than repeating each default a second time
|
||
// in JS. `window.__hyperframes` is NOT guaranteed to exist yet when this
|
||
// inline script runs, so it can only ever be an override, never the
|
||
// source. Precedence: host CSS custom property, runtime variable bag,
|
||
// declared default.
|
||
var DECL = {};
|
||
JSON.parse(ROOT.getAttribute("data-composition-variables") || "[]").forEach(function (v) {
|
||
DECL[v.id] = v.default;
|
||
});
|
||
var HF = window.__hyperframes;
|
||
var V = (HF && HF.getVariables && HF.getVariables()) || {};
|
||
|
||
function raw(id) {
|
||
var css = CS.getPropertyValue("--" + id.toLowerCase()).trim();
|
||
if (css !== "") return css;
|
||
if (V[id] !== undefined && V[id] !== "") return V[id];
|
||
return DECL[id];
|
||
}
|
||
function num(id) {
|
||
var n = parseFloat(raw(id));
|
||
return isFinite(n) ? n : 0;
|
||
}
|
||
function str(id) {
|
||
var s = raw(id);
|
||
return typeof s === "string" ? s.trim() : "";
|
||
}
|
||
function list(id) {
|
||
return str(id)
|
||
.split(",")
|
||
.map(function (s) {
|
||
return s.trim();
|
||
})
|
||
.filter(function (s) {
|
||
return s !== "";
|
||
});
|
||
}
|
||
|
||
var SPEED = num("speed");
|
||
var GRID = Math.max(1, Math.min(4, Math.round(num("grid"))));
|
||
var FILL = num("fill");
|
||
var IMAGE_MIX = num("imageMix");
|
||
var FOG_FAR = Math.max(3, Math.min(14.5, num("fog")));
|
||
var EDGE_OPACITY = num("edgeOpacity");
|
||
var EDGE_COLOR = str("edgeColor");
|
||
var BACKDROP = str("backdrop");
|
||
var PALETTE = list("palette");
|
||
var IMAGE_SRCS = list("images");
|
||
|
||
document.getElementById("gt-backdrop").style.background = BACKDROP;
|
||
|
||
// How far behind the camera a segment travels before it recycles. Tying
|
||
// it to the fog distance is the whole trick: the recycle boundary lands
|
||
// at exactly FOG_FAR, so a segment reappears already fogged to pure
|
||
// backdrop and nothing ever pops in at the far end. One owner for the
|
||
// invariant — move the fog and the boundary follows.
|
||
var BACK = Math.max(0, Math.min(1.5, NUM_SEGMENTS * SEGMENT_DEPTH - FOG_FAR));
|
||
|
||
// Deterministic 2D integer hash — the only source of "randomness".
|
||
// Content at frame N is a pure function of (absolute segment, slot).
|
||
function hash2(a, b) {
|
||
var h = Math.imul(a | 0, 0x27d4eb2d) ^ Math.imul(b | 0, 0x165667b1);
|
||
h = Math.imul(h ^ (h >>> 15), 0x2545f491);
|
||
h ^= h >>> 13;
|
||
return (h >>> 0) / 4294967296;
|
||
}
|
||
|
||
var THREEJS = window.THREE;
|
||
var canvas = document.getElementById("gt-canvas");
|
||
var renderer = new THREEJS.WebGLRenderer({
|
||
canvas: canvas,
|
||
antialias: true,
|
||
alpha: false,
|
||
preserveDrawingBuffer: true,
|
||
});
|
||
renderer.setPixelRatio(1);
|
||
renderer.setSize(W, H, false);
|
||
renderer.setClearColor(new THREEJS.Color(BACKDROP), 1);
|
||
|
||
var scene = new THREEJS.Scene();
|
||
scene.fog = new THREEJS.Fog(new THREEJS.Color(BACKDROP), 1, FOG_FAR * SEGMENT_DEPTH);
|
||
|
||
// Camera sits still at the origin looking down -z; the corridor moves.
|
||
// Same picture as a moving camera, and the modulo keeps every coordinate
|
||
// bounded no matter how long the clip runs.
|
||
var camera = new THREEJS.PerspectiveCamera(FOV, W / H, 0.05, 40);
|
||
camera.position.set(0, 0, 0);
|
||
camera.lookAt(0, 0, -1);
|
||
|
||
var PLANE = new THREEJS.PlaneGeometry(1, 1);
|
||
|
||
var COLOR_MATS = PALETTE.map(function (hex) {
|
||
return new THREEJS.MeshBasicMaterial({ color: new THREEJS.Color(hex), fog: true });
|
||
});
|
||
if (COLOR_MATS.length === 0) {
|
||
COLOR_MATS.push(new THREEJS.MeshBasicMaterial({ color: 0xffffff, fog: true }));
|
||
}
|
||
|
||
// Caller-supplied content slots. Real <img> elements (so the page load
|
||
// event waits for the decode) used directly as WebGL textures.
|
||
var assets = document.getElementById("gt-assets");
|
||
var IMAGES = IMAGE_SRCS.map(function (src, k) {
|
||
var el = document.createElement("img");
|
||
el.id = "gt-img-" + k;
|
||
el.alt = "";
|
||
el.src = src;
|
||
assets.appendChild(el);
|
||
|
||
var tex = new THREEJS.Texture(el);
|
||
tex.minFilter = THREEJS.LinearFilter;
|
||
tex.magFilter = THREEJS.LinearFilter;
|
||
tex.generateMipmaps = false;
|
||
var rec = {
|
||
aspect: 0,
|
||
mat: new THREEJS.MeshBasicMaterial({ map: tex, fog: true }),
|
||
};
|
||
function ready() {
|
||
if (!el.naturalWidth) return;
|
||
rec.aspect = el.naturalWidth / el.naturalHeight;
|
||
tex.needsUpdate = true;
|
||
}
|
||
el.addEventListener("load", ready);
|
||
ready(); // a cache hit can complete before the listener is attached
|
||
return rec;
|
||
});
|
||
|
||
var edgeMat = new THREEJS.MeshBasicMaterial({
|
||
color: new THREEJS.Color(EDGE_COLOR),
|
||
fog: true,
|
||
transparent: true,
|
||
opacity: EDGE_OPACITY,
|
||
});
|
||
|
||
var HW = TUNNEL_WIDTH / 2;
|
||
var HH = TUNNEL_HEIGHT / 2;
|
||
var cellZ = SEGMENT_DEPTH / GRID;
|
||
var cellX = TUNNEL_WIDTH / GRID;
|
||
var cellY = TUNNEL_HEIGHT / GRID;
|
||
|
||
// Four faces of a segment box. `place` maps a cell to a world position
|
||
// inside the segment (origin at the segment's near boundary, growing
|
||
// toward -z); `rot` orients the unit plane into that face, inward-facing.
|
||
// `cw`/`ch` are the cell's extent in the plane's own local axes.
|
||
var FACES = [
|
||
{
|
||
// floor
|
||
rot: [-Math.PI / 2, 0, 0],
|
||
cw: cellX,
|
||
ch: cellZ,
|
||
place: function (iu, iz) {
|
||
return [-HW + (iu + 0.5) * cellX, -HH - SKIN, -(iz + 0.5) * cellZ];
|
||
},
|
||
},
|
||
{
|
||
// ceiling
|
||
rot: [Math.PI / 2, 0, 0],
|
||
cw: cellX,
|
||
ch: cellZ,
|
||
place: function (iu, iz) {
|
||
return [-HW + (iu + 0.5) * cellX, HH + SKIN, -(iz + 0.5) * cellZ];
|
||
},
|
||
},
|
||
{
|
||
// left wall
|
||
rot: [0, Math.PI / 2, 0],
|
||
cw: cellZ,
|
||
ch: cellY,
|
||
place: function (iu, iz) {
|
||
return [-HW - SKIN, -HH + (iu + 0.5) * cellY, -(iz + 0.5) * cellZ];
|
||
},
|
||
},
|
||
{
|
||
// right wall
|
||
rot: [0, -Math.PI / 2, 0],
|
||
cw: cellZ,
|
||
ch: cellY,
|
||
place: function (iu, iz) {
|
||
return [HW + SKIN, -HH + (iu + 0.5) * cellY, -(iz + 0.5) * cellZ];
|
||
},
|
||
},
|
||
];
|
||
|
||
var UP = new THREEJS.Vector3(0, 1, 0);
|
||
// Edges are solid tube geometry, not lines: a cylinder thickens with
|
||
// perspective the way a real moulding does, which is the whole reason
|
||
// the corridor reads as built rather than drawn.
|
||
function tube(group, ax, ay, az, bx, by, bz) {
|
||
var dx = bx - ax,
|
||
dy = by - ay,
|
||
dz = bz - az;
|
||
var len = Math.sqrt(dx * dx + dy * dy + dz * dz);
|
||
if (len < 1e-6) return;
|
||
var mesh = new THREEJS.Mesh(
|
||
new THREEJS.CylinderGeometry(LINE_RADIUS, LINE_RADIUS, len, 6, 1),
|
||
edgeMat,
|
||
);
|
||
mesh.position.set((ax + bx) / 2, (ay + by) / 2, (az + bz) / 2);
|
||
mesh.quaternion.setFromUnitVectors(UP, new THREEJS.Vector3(dx / len, dy / len, dz / len));
|
||
group.add(mesh);
|
||
}
|
||
|
||
function buildEdges(group) {
|
||
var D = SEGMENT_DEPTH;
|
||
var k, j, u, z;
|
||
// The four corner runs (and any interior wall divisions) come from the
|
||
// side walls; floor/ceiling only contribute their interior lines, so
|
||
// corners are drawn once and never double-blend at 50% opacity.
|
||
for (k = 1; k < GRID; k++) {
|
||
u = -HW + k * cellX;
|
||
tube(group, u, -HH, 0, u, -HH, -D);
|
||
tube(group, u, HH, 0, u, HH, -D);
|
||
}
|
||
for (k = 0; k <= GRID; k++) {
|
||
u = -HH + k * cellY;
|
||
tube(group, -HW, u, 0, -HW, u, -D);
|
||
tube(group, HW, u, 0, HW, u, -D);
|
||
}
|
||
// Ring lines at each depth boundary. The far boundary belongs to the
|
||
// next segment, so stop one short and the tiling stays seamless.
|
||
for (j = 0; j < GRID; j++) {
|
||
z = -j * cellZ;
|
||
tube(group, -HW, -HH, z, HW, -HH, z);
|
||
tube(group, -HW, HH, z, HW, HH, z);
|
||
tube(group, -HW, -HH, z, -HW, HH, z);
|
||
tube(group, HW, -HH, z, HW, HH, z);
|
||
}
|
||
}
|
||
|
||
var segs = [];
|
||
for (var i = 0; i < NUM_SEGMENTS; i++) {
|
||
var group = new THREEJS.Group();
|
||
var panels = [];
|
||
for (var f = 0; f < FACES.length; f++) {
|
||
var face = FACES[f];
|
||
for (var iz = 0; iz < GRID; iz++) {
|
||
for (var iu = 0; iu < GRID; iu++) {
|
||
var mesh = new THREEJS.Mesh(PLANE, COLOR_MATS[0]);
|
||
var p = face.place(iu, iz);
|
||
mesh.position.set(p[0], p[1], p[2]);
|
||
mesh.rotation.set(face.rot[0], face.rot[1], face.rot[2]);
|
||
mesh.visible = false;
|
||
group.add(mesh);
|
||
panels.push({ mesh: mesh, cw: face.cw * INSET, ch: face.ch * INSET });
|
||
}
|
||
}
|
||
}
|
||
buildEdges(group);
|
||
scene.add(group);
|
||
segs.push({ group: group, panels: panels });
|
||
}
|
||
|
||
// Contain-fit so a supplied screenshot keeps its aspect inside the slot
|
||
// instead of being squashed to the cell (wall cells are portrait).
|
||
function fit(p, ar) {
|
||
if (!ar) {
|
||
p.mesh.scale.set(p.cw, p.ch, 1);
|
||
return;
|
||
}
|
||
if (ar > p.cw / p.ch) p.mesh.scale.set(p.cw, p.cw / ar, 1);
|
||
else p.mesh.scale.set(p.ch * ar, p.ch, 1);
|
||
}
|
||
|
||
// Everything about frame t is computed from t alone. `d` is the distance
|
||
// flown in segments; `a` is the ABSOLUTE segment number occupying pool
|
||
// slot i right now, which is what content hashes and the every-other
|
||
// rhythm key off — so a segment carries the same panels every time it is
|
||
// looked at, no matter how the timeline is scrubbed.
|
||
function draw(t) {
|
||
var d = SPEED * t;
|
||
for (var i = 0; i < NUM_SEGMENTS; i++) {
|
||
var seg = segs[i];
|
||
var a = i + NUM_SEGMENTS * Math.ceil((d - i - BACK) / NUM_SEGMENTS);
|
||
seg.group.position.z = -(a - d) * SEGMENT_DEPTH;
|
||
|
||
var lit = a % 2 === 0;
|
||
var panels = seg.panels;
|
||
for (var s = 0; s < panels.length; s++) {
|
||
var p = panels[s];
|
||
if (!lit || hash2(a, s * 4 + 1) >= FILL) {
|
||
p.mesh.visible = false;
|
||
continue;
|
||
}
|
||
p.mesh.visible = true;
|
||
if (IMAGES.length > 0 && hash2(a, s * 4 + 2) < IMAGE_MIX) {
|
||
var im = IMAGES[Math.floor(hash2(a, s * 4 + 4) * IMAGES.length) % IMAGES.length];
|
||
p.mesh.material = im.mat;
|
||
fit(p, im.aspect);
|
||
} else {
|
||
var ci = Math.floor(hash2(a, s * 4 + 3) * COLOR_MATS.length) % COLOR_MATS.length;
|
||
p.mesh.material = COLOR_MATS[ci];
|
||
p.mesh.scale.set(p.cw, p.ch, 1);
|
||
}
|
||
}
|
||
}
|
||
renderer.render(scene, camera);
|
||
}
|
||
|
||
window.__timelines = window.__timelines || {};
|
||
var tl = gsap.timeline({ paused: true });
|
||
|
||
// Repaint from a property SETTER, not from onUpdate: gsap's seek(t)
|
||
// suppresses events by default, so an onUpdate callback silently never
|
||
// fires on a scrub and the canvas freezes on frame 0. Tweened values are
|
||
// always written during render, suppressed or not.
|
||
var driver = { _t: 0 };
|
||
Object.defineProperty(driver, "t", {
|
||
get: function () {
|
||
return this._t;
|
||
},
|
||
set: function (v) {
|
||
this._t = v;
|
||
draw(v);
|
||
},
|
||
});
|
||
tl.to(driver, { t: DUR, duration: DUR, ease: "none" }, 0);
|
||
window.__timelines["gallery-tunnel"] = tl;
|
||
|
||
draw(0);
|
||
})();
|
||
</script>
|
||
</body>
|
||
</html>
|
||
```
|
||
|
||
</Accordion>
|
||
|
||
{/* hf:generated-footer */}
|
||
|
||
Tagged `webgl` `3d` `background` `showcase` `depth` `loop`.
|
||
|
||
## Related topics
|
||
|
||
- [Browse the complete Catalog](/catalog)
|
||
- [Add assets and Catalog items in Studio](/studio/assets-and-blocks)
|
||
- [Build a richer composition](/go-further)
|