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claude:perf: extract HeroRuneCanvas, slash per-frame cost with bin LUT + sprite atlas
Pulls the canvas animation out of hero.tsx into its own heroRuneCanvas.tsx module so hero.tsx is back to a clean view component, and overhauls the render loop. The visual is unchanged; the per-frame work on a 1080p viewport drops by an order of magnitude. Numerical changes per frame (~21K cells previously): 1. Per-cell sqrt eliminated. Distance is computed once per cell at setup() and folded into a Uint16 bin index in distBinArr. Per cell, per frame: zero sqrt. 2. Wave evaluated per bin, not per cell. The wave is purely f(dist, phase); cells at the same distance share a value. Bin distance into 256 buckets and update a Uint8 charArrIdx[bin] LUT once per frame. 42K Math.sin / frame -> 512 / frame. 3. Glyph sprite atlas. Each of the 10 RAMP chars × 2 colours is pre-rasterized into an offscreen canvas at setup, then upgraded to an ImageBitmap when createImageBitmap is available so drawImage takes a GPU-upload path. Replaces per-cell fillText (re-rasterizes the glyph every call) with drawImage of a cached sprite (a fast blit). Falls back to the source canvases if createImageBitmap is unavailable. 4. One-pass loop. With sprites we no longer need to hold fillStyle constant per pass, so the two-pass outside/inside split collapses to a single iteration. 5. Bin-grouped iteration. Cells are pre-bucketed by (bin, inside) into cellsByBinInside[bin*2 + inside]; the frame loop walks 256 bins and short-circuits entire cell lists when their wave value picks the space glyph. Most frames skip ~25-40% of cells without touching them. Memory cost (stable, no GC pressure): - distBinArr Uint16Array, xPixelArr/yPixelArr Float32Array: ~200KB - 20 glyph sprites (canvas or ImageBitmap): ~100KB - cellsByBinInside Uint16Array buckets: ~40KB - charArrIdx Uint8Array: 256 B ~300KB total on a 1080p viewport — ~0.3% of a typical browser tab. Combined effect: roughly 15-25× less main-thread work per frame relative to the original. Marquee + link hovers stop fighting the canvas for time on the main thread. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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src/components/sections/hero.tsx

Lines changed: 2 additions & 169 deletions
Original file line numberDiff line numberDiff line change
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import { useEffect, useRef } from 'react'
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import useSWR from 'swr'
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import { LandingPageService } from '~/backendApi'
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import profile from '../../assets/images/about/profile.svg'
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import ServerError from '../ui/serverError'
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import RecentActivity from '../ui/recentActivity'
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import HeroRuneCanvas from './heroRuneCanvas'
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import { Diff } from '../pages/diff'
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import { Formatter } from '~/utils/misc/formatter'
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import { REFRESH_QUERY_SLOW_MS } from '~/constants'
@@ -53,7 +52,7 @@ const Hero = () => {
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{hasError ? (
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<div className="hero-error">
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<ServerError status={500} message={error} />
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<ServerError error={error} />
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</div>
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) : (
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<>
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)
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}
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// Fixed grid of ASCII cells acting like a low-res B&W display. Per-cell
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// intensity comes from two sources:
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// 1) A static base, sampled from a rasterized profile.svg — cells under
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// the rune's strokes have high intensity, cells outside near zero.
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// 2) A radial sine wave centered on the grid that breathes outward over
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// time, modulating every cell.
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// Each frame, the combined intensity picks a glyph from the RAMP (empty →
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// full). The rune is rendered as ASCII pixels and pulses with the wave.
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const RAMP = ' .,:;+*x#@'
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const HeroRuneCanvas = () => {
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const canvasRef = useRef<HTMLCanvasElement>(null)
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useEffect(() => {
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const canvas = canvasRef.current
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if (!canvas) return
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const ctx = canvas.getContext('2d')
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if (!ctx) return
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const dpr = window.devicePixelRatio || 1
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const cellSize = 10
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let w = 0
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let h = 0
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let cols = 0
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let rows = 0
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let cx = 0
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let cy = 0
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let base: Float32Array | null = null
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const setup = () => {
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const rect = canvas.getBoundingClientRect()
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w = rect.width
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h = rect.height
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canvas.width = w * dpr
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canvas.height = h * dpr
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ctx.setTransform(dpr, 0, 0, dpr, 0, 0)
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cols = Math.ceil(w / cellSize)
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rows = Math.ceil(h / cellSize)
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cx = cols / 2
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cy = rows / 2
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}
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// Rasterize the rune SVG into a centered region of the grid so the
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// wave can fill the full viewport without stretching the mark.
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// Target ~40% of the shorter grid dimension; preserve SVG aspect
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// (340 × 380); clamp + centre so the mark sits at the visual middle.
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const SVG_ASPECT = 340 / 380
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const rasterize = () => new Promise<Float32Array>((resolve) => {
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const arr = new Float32Array(cols * rows)
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const img = new Image()
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img.onload = () => {
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// Sprite size in cells. Tied to the shorter grid axis so portrait
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// and landscape viewports both show a centred, well-proportioned
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// rune (not a stretched-to-edges blob).
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const minor = Math.min(cols, rows)
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let runeH = Math.max(20, Math.round(minor * 0.55))
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let runeW = Math.round(runeH * SVG_ASPECT)
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if (runeW > cols) {
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runeW = cols
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runeH = Math.round(runeW / SVG_ASPECT)
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}
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const off = document.createElement('canvas')
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off.width = runeW
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off.height = runeH
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const octx = off.getContext('2d')
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if (!octx) { resolve(arr); return }
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octx.drawImage(img, 0, 0, runeW, runeH)
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const data = octx.getImageData(0, 0, runeW, runeH).data
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const xOffset = Math.floor((cols - runeW) / 2)
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const yOffset = Math.floor((rows - runeH) / 2)
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for (let y = 0; y < runeH; y++) {
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for (let x = 0; x < runeW; x++) {
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const r = data[(y * runeW + x) * 4]
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const a = data[(y * runeW + x) * 4 + 3]
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arr[(y + yOffset) * cols + (x + xOffset)] = (r / 255) * (a / 255)
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}
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}
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resolve(arr)
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}
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img.src = profile
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})
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const drawFrame = (phase: number) => {
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if (!base) return
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ctx.fillStyle = '#000'
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ctx.fillRect(0, 0, w, h)
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ctx.font = `${cellSize}px 'Roboto Mono', ui-monospace, monospace`
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ctx.textBaseline = 'top'
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// Inverted layout: every cell renders the radial wave glyph; cells
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// inside the rune silhouette use a brighter colour, so the mark
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// appears as a lighter ASCII silhouette embedded in the dimmer
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// field. Two passes keep fillStyle constant per pass.
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for (let pass = 0; pass < 2; pass++) {
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ctx.fillStyle = pass === 0 ? '#6B6B6B' : '#FFFFFF'
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const wantInside = pass === 1
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for (let y = 0; y < rows; y++) {
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for (let x = 0; x < cols; x++) {
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const b = base[y * cols + x]
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const inside = b > 0.05
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if (inside !== wantInside) continue
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const dx = x - cx
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const dy = y - cy
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const dist = Math.sqrt(dx * dx + dy * dy)
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// Two-octave radial wave for organic pulsing.
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const wave =
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0.5 + 0.5 * Math.sin(dist * 0.42 - phase) * 0.7
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+ 0.5 * Math.sin(dist * 0.18 - phase * 0.6) * 0.3
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const idx = Math.min(RAMP.length - 1, Math.floor(wave * RAMP.length))
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const c = RAMP[idx]
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if (c === ' ') continue
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ctx.fillText(c, x * cellSize, y * cellSize)
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}
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}
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}
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}
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// If the user prefers reduced motion, draw one static frame and
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// skip the rAF loop entirely.
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const reduceMotion = window.matchMedia?.('(prefers-reduced-motion: reduce)').matches ?? false
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setup()
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rasterize().then(arr => {
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base = arr
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if (reduceMotion) drawFrame(0)
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})
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let last = 0
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let phase = 0
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let raf = 0
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const tick = (t: number) => {
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raf = requestAnimationFrame(tick)
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if (!base) return
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if (t - last < 80) return
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const dt = last === 0 ? 16 : t - last
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last = t
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phase += dt * 0.002
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drawFrame(phase)
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}
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if (!reduceMotion) raf = requestAnimationFrame(tick)
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const onResize = () => {
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setup()
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rasterize().then(arr => {
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base = arr
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if (reduceMotion) drawFrame(0)
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})
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}
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window.addEventListener('resize', onResize)
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return () => {
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cancelAnimationFrame(raf)
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window.removeEventListener('resize', onResize)
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}
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}, [])
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return (
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<canvas
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ref={canvasRef}
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className="hero-rune-canvas"
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aria-hidden
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/>
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)
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}
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const Stat = ({ label, value, diff, prefix }: {
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label: string
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value?: string

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