buildmymcpserver/apps/web/components/particle-hero/index.tsx

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feat(web): hero redesign — cycling step rotator + full-width video section Restructures the landing page above-the-fold into two distinct sections: 1. **Hero — left copy + cycling tile, no static stack of three blocks** New `<HeroStepRotator>` (Framer Motion client component) shows ONE tile centred in the column, cycling prompt.txt → build.log → claude_desktop_config.json every 3.5s. Auto-advance pauses on hover and exposes a 3-dot tablist so users can jump to any step. The active dot grows wide with an accent glow. Mouse interaction: spring-smoothed 3D tilt on rotateX/rotateY plus a radial glow that translates toward the cursor — both driven by motion values, so the transforms stay on the GPU compositor instead of re-rendering on every mousemove. `useReducedMotion()` strips the tilt + glow translation and collapses the page transition to an instant cross-fade (the rotation itself still advances — it's content, not decoration). Hero padding tightened (py-12/14/16 vs py-14/20/28) so the video section below is teased above the fold. New scroll cue ("see it run" + animated chevron) sits at the bottom of the hero, anchored to #flow. 2. **Flow video — full-width edge-to-edge under the hero (new section)** The hero.mp4 / hero.webm pair moves out of the "How it works" section into its own #flow section. No max-w wrapper — it spans the viewport with `w-full aspect-video`, so on a 1080p monitor the video gets the full 1920px width. Adds a subtle radial vignette so the black edges blend into the page chrome. 3. **"How it works" — now lean** Video removed (it's the flow section now). Just the three textual cards as supporting copy. Adds `framer-motion@11.18.2` to apps/web/package.json. Build passes typecheck + Next.js production build with no new warnings; LCP path is untouched since the rotator is client-hydrated after first paint and Framer Motion is tree-shaken to the components we import. Note: visitors with `prefers-reduced-motion: reduce` will still see the video's poster instead of autoplay — Chrome blocks the network fetch entirely for autoplay media when reduced-motion is set. The flow video remains visible for the rest, and the step rotator continues to cycle its content (with instant cross-fade instead of slide+scale). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 12:05:28 +02:00
'use client';
/**
* ParticleHero public entry to the WebGL particle background.
*
* Responsibilities (kept OUT of ParticleField so that component can
* assume happy-path WebGL2):
*
* 1. WebGL2 missing static gradient.
* 2. Mobile / low-power profile either 16k particles or skip.
* 3. prefers-reduced-motion still WebGL + cursor tracking, but
* capped at 16k particles with halved drift and halved push
* velocity. The ring still follows the cursor at full fidelity
* because that's the interaction the user explicitly wants; we
* only damp the *ambient* motion so the field reads as calm.
* 4. Lazy-load Three.js via next/dynamic so the hero LCP text isn't
* blocked by ~150kb of WebGL plumbing.
*
* The static fallback is a CSS-only radial gradient + faint dot mask.
* It looks intentional, not broken same color story as the live
* particle field, just without motion.
*/
import dynamic from 'next/dynamic';
import { useEffect, useState } from 'react';
type Capability =
| { kind: 'unknown' }
| { kind: 'fallback' }
| { kind: 'webgl'; textureSize: 128 | 256; motionScale: number };
// Dynamic import keeps three out of the initial bundle. ssr:false
// because there's no DOM/Canvas during SSR anyway.
const ParticleField = dynamic(
() => import('./ParticleField').then((m) => ({ default: m.ParticleField })),
{
ssr: false,
// No loading UI — the static gradient already lives at z-0 above
// until this resolves, and the canvas paints into the same slot.
loading: () => null,
},
);
/**
* Detect WebGL2 + float-render-target support without keeping the
* context around. We create a throwaway canvas, ask for `webgl2`, and
* probe `EXT_color_buffer_float`. If anything fails we fall back.
*
* Runs sync-only in the browser; never during SSR.
*/
function detectWebGL2(): boolean {
try {
const c = document.createElement('canvas');
const gl = c.getContext('webgl2');
if (!gl) return false;
const ext = gl.getExtension('EXT_color_buffer_float');
// Losing context to ensure we don't leak the probe.
const loseExt = gl.getExtension('WEBGL_lose_context');
loseExt?.loseContext();
return Boolean(ext);
} catch {
return false;
}
}
export function ParticleHero() {
// Start in 'unknown' so SSR markup matches the first client render —
// the fallback gradient is rendered until we resolve capability, so
// there's no flash either way.
const [cap, setCap] = useState<Capability>({ kind: 'unknown' });
useEffect(() => {
// 1. WebGL2 + float targets — hard gate. Without these the sim
// can't run at all, fall through to the static gradient.
if (!detectWebGL2()) {
setCap({ kind: 'fallback' });
return;
}
const reduce = window.matchMedia('(prefers-reduced-motion: reduce)');
/**
* Pick the right particle tier for the device.
*
* Returns a non-fallback WebGL config OR null when the device is
* too constrained to render the field at all (low-core phones).
* Reduced-motion does NOT shrink the tier here it's applied as
* a separate motion scalar on top, because the user still wants
* the cursor-tracking interaction.
*/
const pickTier = (): Capability => {
// Heuristic: small viewport OR an absurd DPR (low-DPI phones lying
// about retina) with no high-end signal. hardwareConcurrency is a
// rough but free proxy; logical cores <= 4 on a small viewport is
// a strong hint we shouldn't push 65k particles.
const isNarrow = window.matchMedia('(max-width: 768px)').matches;
const dpr = window.devicePixelRatio || 1;
const cores = navigator.hardwareConcurrency ?? 4;
const reduced = reduce.matches;
// Motion-reduce caps drift + ring-push velocity at 50% but keeps
// pointer position fidelity at 100%. 1.0 means "default motion".
const motionScale = reduced ? 0.5 : 1.0;
if (isNarrow) {
// Phones: drop to 16k. Going lower than that and the field
// visibly thins out; going higher and we cook batteries.
// 4-core phones get the static fallback — those are the
// budget Androids most likely to thermal-throttle.
if (cores <= 4) {
return { kind: 'fallback' };
}
return { kind: 'webgl', textureSize: 128, motionScale };
}
if (dpr > 2.5 && cores <= 4) {
// High-DPI low-core — likely a low-end tablet.
return { kind: 'webgl', textureSize: 128, motionScale };
}
// Desktop / capable tablet. Reduced-motion users get the same 128
// tier as mobile — fewer particles means less ambient activity in
// peripheral vision, which is what the motion preference is for.
if (reduced) {
return { kind: 'webgl', textureSize: 128, motionScale };
}
return { kind: 'webgl', textureSize: 256, motionScale };
};
setCap(pickTier());
// Respond to motion-preference changes mid-session — re-pick the
// tier so toggling the OS setting takes effect without a reload.
const onReduceChange = () => setCap(pickTier());
reduce.addEventListener('change', onReduceChange);
return () => reduce.removeEventListener('change', onReduceChange);
}, []);
// Static fallback: radial indigo glow + faint dotted mask.
// Used both for 'unknown' (pre-hydration) and 'fallback'.
if (cap.kind !== 'webgl') {
return (
<div
aria-hidden="true"
className="absolute inset-0 size-full overflow-hidden"
style={{
backgroundImage: [
// Soft indigo glow centered on the hero
'radial-gradient(60% 80% at 50% 45%, rgba(99,102,241,0.18), rgba(99,102,241,0) 70%)',
// Very faint dotted texture — reads as "field of particles
// at rest" rather than a flat gradient.
'radial-gradient(circle at 1px 1px, rgba(255,255,255,0.05) 1px, transparent 1.5px)',
].join(', '),
backgroundSize: '100% 100%, 24px 24px',
}}
/>
);
}
return <ParticleField textureSize={cap.textureSize} motionScale={cap.motionScale} />;
}
export default ParticleHero;