HTML in Canvasv0.3.0
CRT Terminal
A real terminal on a curved, glowing CRT.
Experimental · Chrome origin trialChecking support…
Built on the WICG HTML-in-Canvas proposal, which is not a web standard and changes between Chrome versions. Every component works without it: other browsers get the same live DOM with a CSS approximation of the effect.
To try the native version locally, open Chrome Canary and enable chrome://flags/#canvas-draw-element. In production, register for the origin trial and set NEXT_PUBLIC_HTML_IN_CANVAS_OT_TOKEN.
Installation
CLI
npx shadcn@latest add https://hantui-theta.vercel.app/r/crt-terminal.jsonManual
Install the dependencies
npm install clsx motion tailwind-mergeAdd the shared helpers
Components use
cn()fromlib/utils.tsand the motion tokens below. See Installation if you have not set them up yet.lib/html-canvas/gl.ts/** * Small WebGL2 helpers shared by the HTML-in-Canvas components. Shaders work in the canvas's CSS * pixels, so a DOMMatrix used to draw an element is the same one passed to `syncElementGeometry`. */ /** * GLSL: projects a CSS-px position (already multiplied by the draw matrix, so it may carry a * perspective w) to clip space. Keeps w for perspective-correct texturing. Needs `uniform vec2 u_canvas`. */ export const PROJECT_GLSL = /* glsl */ ` uniform vec2 u_canvas; vec4 projectCss(vec4 q) { return vec4(2.0 * q.x / u_canvas.x - q.w, -(2.0 * q.y / u_canvas.y - q.w), 0.0, q.w); }`; /** GLSL: signed distance to a rounded rectangle centered at the origin (half size `b`, radius `r`). */ export const ROUND_RECT_GLSL = /* glsl */ ` float sdRoundRect(vec2 p, vec2 b, float r) { vec2 q = abs(p) - b + r; return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - r; }`; function compile(gl: WebGL2RenderingContext, type: number, source: string) { const shader = gl.createShader(type); if (!shader) throw new Error("Could not create a shader"); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS) && !gl.isContextLost()) { const log = gl.getShaderInfoLog(shader); gl.deleteShader(shader); throw new Error(`Shader compile failed: ${log}`); } return shader; } export interface Program { program: WebGLProgram; /** Cached uniform location lookup. */ u: (name: string) => WebGLUniformLocation | null; } /** Compiles and links a program. Attribute 0 is always `a_pos`. */ export function createProgram(gl: WebGL2RenderingContext, vertex: string, fragment: string): Program { const program = gl.createProgram(); if (!program) throw new Error("Could not create a program"); gl.attachShader(program, compile(gl, gl.VERTEX_SHADER, vertex)); gl.attachShader(program, compile(gl, gl.FRAGMENT_SHADER, fragment)); gl.bindAttribLocation(program, 0, "a_pos"); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS) && !gl.isContextLost()) throw new Error(`Program link failed: ${gl.getProgramInfoLog(program)}`); const cache = new Map<string, WebGLUniformLocation | null>(); return { program, u: (name) => { if (!cache.has(name)) cache.set(name, gl.getUniformLocation(program, name)); return cache.get(name) ?? null; }, }; } export interface Mesh { vao: WebGLVertexArrayObject; count: number; } /** A unit grid over [0, 1]² as indexed triangles, in attribute 0. One cell is a plain quad. */ export function createGrid(gl: WebGL2RenderingContext, cols = 1, rows = 1): Mesh { const vao = gl.createVertexArray(); if (!vao) throw new Error("Could not create a vertex array"); gl.bindVertexArray(vao); const positions: number[] = []; for (let y = 0; y <= rows; y++) for (let x = 0; x <= cols; x++) positions.push(x / cols, y / rows); const indices: number[] = []; for (let y = 0; y < rows; y++) { for (let x = 0; x < cols; x++) { const i = y * (cols + 1) + x; indices.push(i, i + 1, i + cols + 1, i + 1, i + cols + 2, i + cols + 1); } } const vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); const ibo = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(indices), gl.STATIC_DRAW); gl.bindVertexArray(null); return { vao, count: indices.length }; } /** Draws a mesh from `createGrid`. */ export function drawMesh(gl: WebGL2RenderingContext, mesh: Mesh, instances = 0) { gl.bindVertexArray(mesh.vao); if (instances > 0) gl.drawElementsInstanced(gl.TRIANGLES, mesh.count, gl.UNSIGNED_INT, 0, instances); else gl.drawElements(gl.TRIANGLES, mesh.count, gl.UNSIGNED_INT, 0); gl.bindVertexArray(null); } /** Uploads a DOMMatrix to a mat4 uniform. */ export function setMatrix(gl: WebGL2RenderingContext, location: WebGLUniformLocation | null, matrix: DOMMatrix) { gl.uniformMatrix4fv(location, false, matrix.toFloat32Array()); } /** Parses "#rrggbb" into 0–1 RGB. */ export function rgb(hex: string): [number, number, number] { const h = hex.replace("#", ""); const n = Number.parseInt(h.length === 3 ? h.replace(/./g, (c) => c + c) : h, 16) || 0; return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255]; }lib/html-canvas/setup.tsimport type { HtmlCanvasSupport } from "@/lib/html-canvas/support"; /* eslint-disable @typescript-eslint/no-explicit-any -- the API is not in lib.dom yet */ /** * Attributes that make a canvas lay out and paint its children, for use in JSX so the canvas is * drawable from its first layout: `content="drawable"` on 155+, `layoutsubtree` before that. */ export function drawableCanvasAttributes(support: HtmlCanvasSupport): Record<string, string> { if (support.version === "155+") return { content: "drawable" }; if (support.version === "none") return {}; return { layoutsubtree: "" }; } /** Makes a canvas drawable after the fact (idempotent). */ export function prepareDrawableCanvas(canvas: HTMLCanvasElement) { const c = canvas as any; if ("content" in HTMLCanvasElement.prototype) { if (canvas.getAttribute("content") !== "drawable") canvas.setAttribute("content", "drawable"); } else if (!canvas.hasAttribute("layoutsubtree")) { canvas.setAttribute("layoutsubtree", ""); if ("layoutSubtree" in c) c.layoutSubtree = true; } } /** * Attributes for an element the canvas draws on its own. On 155+ it must carry `drawable`; on older * versions it must instead be a direct child of the canvas, which callers arrange in their markup. */ export function drawableElementAttributes(support: HtmlCanvasSupport): Record<string, string> { return support.version === "155+" ? { drawable: "" } : {}; } /** Asks the canvas for a `paint` event on the next frame, where supported. */ export function requestCanvasPaint(canvas: HTMLCanvasElement) { const c = canvas as any; if (typeof c.requestPaint === "function") c.requestPaint(); } /* eslint-enable @typescript-eslint/no-explicit-any */lib/html-canvas/support.ts/** * Feature detection for the experimental HTML-in-Canvas API (WICG html-in-canvas). The API is a * Chrome origin trial, not a standard, and its shape changed in Chrome 150 and 155. Nothing outside * `src/lib/html-canvas/` may touch it: every call goes through these adapters. * * - 155+: `content="drawable"`, `drawable` descendants, `texElementSubImage2D`, * `canvas.updateElementGeometry()` and automatic hit-testing for 2D draws. * - 150–154: `layoutsubtree`, `drawElementImage()` returning a DOMMatrix, `texElementImage2D(target, * internalformat, element)` and `canvas.getElementTransform(element, drawTransform)`. * - legacy (< 150): `texElementImage2D(target, level, internalformat, format, type, element)`. */ export type HtmlCanvasVersion = "155+" | "150-154" | "legacy" | "none"; export interface HtmlCanvasSupport { /** `drawElementImage` on 2D contexts. */ twoD: boolean; /** Element textures in WebGL2. */ webgl: boolean; /** Element textures in WebGPU. */ webgpu: boolean; version: HtmlCanvasVersion; } export const NO_SUPPORT: HtmlCanvasSupport = { twoD: false, webgl: false, webgpu: false, version: "none" }; /* eslint-disable @typescript-eslint/no-explicit-any -- the API is not in lib.dom yet */ let cached: HtmlCanvasSupport | null = null; /** What this browser supports. Always "none" on the server. Cached after the first call. */ export function getHtmlCanvasSupport(): HtmlCanvasSupport { if (typeof window === "undefined" || typeof HTMLCanvasElement === "undefined") return NO_SUPPORT; if (cached) return cached; const canvasProto = HTMLCanvasElement.prototype as any; const ctx2d = typeof CanvasRenderingContext2D !== "undefined" ? (CanvasRenderingContext2D.prototype as any) : {}; const gl2 = typeof WebGL2RenderingContext !== "undefined" ? (WebGL2RenderingContext.prototype as any) : {}; const gpuQueue = typeof (window as any).GPUQueue !== "undefined" ? (window as any).GPUQueue.prototype : {}; const twoD = "drawElementImage" in ctx2d; const sub = "texElementSubImage2D" in gl2; const tex = "texElementImage2D" in gl2; const webgpu = "drawElementImageToTexture" in gpuQueue || "copyElementImageToTexture" in gpuQueue; let version: HtmlCanvasVersion = "none"; if (sub || "content" in canvasProto || "updateElementGeometry" in canvasProto) version = "155+"; else if (tex) version = typeof gl2.texElementImage2D === "function" && gl2.texElementImage2D.length >= 6 ? "legacy" : "150-154"; else if (twoD || "layoutSubtree" in canvasProto) version = "150-154"; cached = { twoD, webgl: sub || tex, webgpu, version }; return cached; } /** True when the API can draw into the given context type. */ export function supportsContext(support: HtmlCanvasSupport, context: "2d" | "webgl2") { return support.version !== "none" && (context === "2d" ? support.twoD : support.webgl); } /** A short label for status chips: "Chrome 150–154 API". */ export function describeSupport(support: HtmlCanvasSupport) { if (support.version === "none") return "Not supported"; return { "155+": "Chrome 155+ API", "150-154": "Chrome 150–154 API", legacy: "Pre-150 API" }[support.version]; } /* eslint-enable @typescript-eslint/no-explicit-any */lib/html-canvas/sync-geometry.tsimport { getHtmlCanvasSupport } from "@/lib/html-canvas/support"; /* eslint-disable @typescript-eslint/no-explicit-any -- the API is not in lib.dom yet */ /** * Tells the browser where an element is drawn, so clicks, text selection, focus rings and screen * reader focus land on the drawn pixels. `canvasTransform` maps the element's own CSS px (origin at * its top-left) to the canvas's CSS px, and may include perspective; it is converted to the device * pixels the API expects. * * Canvas children are laid out at the canvas's top-left corner (they do not stack), so the transform * is the element's whole position. * * For non-affine warps (ripples, curls, cloth), pass the closest affine approximation and calm the * warp while an input inside the element has focus. */ export function syncElementGeometry(canvas: HTMLCanvasElement, element: HTMLElement, canvasTransform: DOMMatrix) { const c = canvas as any; const support = getHtmlCanvasSupport(); const cssWidth = canvas.clientWidth || canvas.width; const cssHeight = canvas.clientHeight || canvas.height; // The API works in device pixels on both sides (the element's rendered image and the canvas's backing // store), so the CSS-px matrix is conjugated by the pixel ratio: S · M · S⁻¹. const toBackingStore = new DOMMatrix().scale(canvas.width / cssWidth, canvas.height / cssHeight, 1); const pixels = toBackingStore.multiply(canvasTransform).multiply(toBackingStore.inverse()); try { if (support.version === "155+" && typeof c.updateElementGeometry === "function") { c.updateElementGeometry(element, { canvasTransform: pixels }); return; } if (typeof c.getElementTransform === "function") { element.style.transform = c.getElementTransform(element, pixels).toString(); return; } } catch { // Fall through to the manual mapping below. } // Manual: children sit at the canvas origin, so the CSS-px transform applies as is. element.style.transformOrigin = "0 0"; element.style.transform = canvasTransform.toString(); } /** Clears geometry set by `syncElementGeometry` or a legacy `drawElement2D`. */ export function clearElementGeometry(element: HTMLElement) { element.style.transform = ""; element.style.transformOrigin = ""; } /** A CSS-px perspective matrix, like `perspective(d)` in CSS. */ export function perspective(distance: number) { return new DOMMatrix([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, -1 / distance, 0, 0, 0, 1]); } /* eslint-enable @typescript-eslint/no-explicit-any */lib/html-canvas/texture-webgl.tsimport { getHtmlCanvasSupport } from "@/lib/html-canvas/support"; /* eslint-disable @typescript-eslint/no-explicit-any -- the API is not in lib.dom yet */ /** A WebGL texture that holds a live element's pixels. */ export interface ElementTexture { texture: WebGLTexture; /** Natural size of the last upload, in CSS px. */ width: number; height: number; /** Allocated size on 155+, where the storage is reused until the element resizes. */ allocated: { width: number; height: number } | null; } /** Creates an empty, linearly filtered, edge-clamped texture for `uploadElementTexture`. */ export function createElementTexture(gl: WebGL2RenderingContext): ElementTexture { const texture = gl.createTexture(); if (!texture) throw new Error("Could not create a texture"); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); return { texture, width: 0, height: 0, allocated: null }; } /** * Uploads an element's current rendering into `target`. Call it from the canvas `paint` event or on * resize, never every frame. Returns false when the element could not be uploaded. * * - 155+: measures with `captureElementImage`, allocates once with `texImage2D(…, null)` (again only * when the size changes), then copies with `texElementSubImage2D`. * - 150–154: `texElementImage2D(target, internalformat, element)`. * - legacy: `texElementImage2D(target, level, internalformat, format, type, element)`. */ export function uploadElementTexture(gl: WebGL2RenderingContext, target: ElementTexture, element: Element) { const g = gl as any; const support = getHtmlCanvasSupport(); const box = element.getBoundingClientRect(); const html = element as HTMLElement; // Layout size, unaffected by the CSS transform used for hit-testing. const width = html.offsetWidth || box.width; const height = html.offsetHeight || box.height; if (!width || !height) return false; gl.bindTexture(gl.TEXTURE_2D, target.texture); try { if (support.version === "155+" && typeof g.texElementSubImage2D === "function") { const canvas = gl.canvas as any; let natural = { width, height }; if (typeof canvas.captureElementImage === "function") { const image = canvas.captureElementImage(element); natural = { width: image.width, height: image.height }; image.close?.(); } if (!target.allocated || target.allocated.width !== natural.width || target.allocated.height !== natural.height) { gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, natural.width, natural.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); target.allocated = natural; } g.texElementSubImage2D(gl.TEXTURE_2D, 0, 0, 0, element); } else if (support.version === "legacy") { g.texElementImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, element); } else if (typeof g.texElementImage2D === "function") { g.texElementImage2D(gl.TEXTURE_2D, gl.RGBA8, element); } else { return false; } } catch { return false; } target.width = width; target.height = height; return true; } /* eslint-enable @typescript-eslint/no-explicit-any */lib/html-canvas/use-html-canvas.ts"use client"; import { useCallback, useEffect, useLayoutEffect, useRef, useState, useSyncExternalStore } from "react"; import { useReducedMotion } from "motion/react"; import { drawableCanvasAttributes, prepareDrawableCanvas, requestCanvasPaint } from "@/lib/html-canvas/setup"; import { getHtmlCanvasSupport, NO_SUPPORT, supportsContext, type HtmlCanvasSupport } from "@/lib/html-canvas/support"; export type HtmlCanvasMode = "auto" | "native" | "fallback"; type ContextType = "2d" | "webgl2"; type ContextFor<C extends ContextType> = C extends "2d" ? CanvasRenderingContext2D : WebGL2RenderingContext; export interface HtmlCanvasFrame<C extends ContextType> { ctx: ContextFor<C>; canvas: HTMLCanvasElement; /** Canvas size in CSS px. */ width: number; height: number; /** Device pixels per CSS px used for the backing store (capped). */ dpr: number; /** Seconds since the hook started. */ time: number; /** Seconds since the previous render. */ delta: number; /** Why this render happened: drawn elements repainted, the canvas resized, or an animation frame. */ reason: "paint" | "resize" | "frame" | "request"; /** Elements that repainted (from the paint event), when known. */ changed: readonly Element[]; } export interface UseHtmlCanvasOptions<C extends ContextType> { /** Context to draw with. */ context: C; /** "auto" uses the API when available, "fallback" never does, "native" requires it. @default "auto" */ mode?: HtmlCanvasMode; /** Run a render every frame while true (e.g. while a ripple is fading). Paused offscreen and in hidden tabs. */ animating?: boolean; /** Called once per context (again after a lost context is restored). Return a cleanup. */ setup?: (ctx: ContextFor<C>, canvas: HTMLCanvasElement) => void | (() => void); /** Draws a frame. Upload element textures only when `reason` is "paint" or "resize". */ render: (frame: HtmlCanvasFrame<C>) => void; /** Highest device pixel ratio for the backing store. @default 2 */ maxDpr?: number; /** Context attributes for WebGL. */ contextAttributes?: WebGLContextAttributes; } export interface HtmlCanvasController { /** True when the canvas path is active; render the fallback DOM otherwise. */ native: boolean; /** What the browser supports (none on the server and during hydration). */ support: HtmlCanvasSupport; /** Ref for the <canvas>. */ canvasRef: (canvas: HTMLCanvasElement | null) => void; /** Spread onto the <canvas> so it lays out and paints its children from the first layout. */ canvasProps: Record<string, string>; /** Asks for one more render (and a browser paint event where supported). */ invalidate: () => void; } const noop = () => () => {}; /** * Ties the HTML-in-Canvas adapter together: decides native vs. fallback (never during SSR or * hydration, never under reduced motion), prepares the canvas, renders on the canvas `paint` event * and on resize, runs a frame loop only while `animating`, pauses offscreen and in hidden tabs, * recovers from a lost WebGL context and cleans up on unmount. */ export function useHtmlCanvas<C extends ContextType>({ context, mode = "auto", animating = false, setup, render, maxDpr = 2, contextAttributes, }: UseHtmlCanvasOptions<C>): HtmlCanvasController { const hydrated = useSyncExternalStore( noop, () => true, () => false, ); const reduceMotion = useReducedMotion(); const support = hydrated ? getHtmlCanvasSupport() : NO_SUPPORT; const [failed, setFailed] = useState(false); const native = hydrated && !failed && mode !== "fallback" && !reduceMotion && supportsContext(support, context); // The element lives in a ref (it is mutated: size, attributes); the counter re-runs the effect when it changes. const canvasEl = useRef<HTMLCanvasElement | null>(null); const [canvasVersion, setCanvasVersion] = useState(0); const canvasRef = useCallback((el: HTMLCanvasElement | null) => { if (canvasEl.current === el) return; canvasEl.current = el; setCanvasVersion((v) => v + 1); }, []); const renderRef = useRef(render); const setupRef = useRef(setup); const animatingRef = useRef(animating); useLayoutEffect(() => { renderRef.current = render; setupRef.current = setup; animatingRef.current = animating; }); const kick = useRef<(reason: HtmlCanvasFrame<C>["reason"]) => void>(() => {}); useEffect(() => { const canvas = canvasEl.current; if (!native || !canvas) return; prepareDrawableCanvas(canvas); const ctx = canvas.getContext(context, context === "webgl2" ? { alpha: true, premultipliedAlpha: true, antialias: true, ...contextAttributes } : undefined) as ContextFor<C> | null; if (!ctx) { // Defer so the state change happens outside the effect body. const t = window.setTimeout(() => setFailed(true), 0); return () => window.clearTimeout(t); } let cleanupSetup: void | (() => void); let ready = false; const runSetup = () => { try { cleanupSetup = setupRef.current?.(ctx, canvas); ready = true; } catch (error) { console.error(error); ready = false; window.setTimeout(() => setFailed(true), 0); } }; runSetup(); const start = performance.now(); // Frame time is measured between loop frames only, so the first frame after idling has a normal step. let lastFrame = 0; let size = { width: 0, height: 0, dpr: 1 }; let visible = true; let frame = 0; let changed: readonly Element[] = []; const draw = (reason: HtmlCanvasFrame<C>["reason"]) => { if (!ready || !size.width || !size.height) return; const now = performance.now(); const delta = reason === "frame" && lastFrame ? Math.min(1 / 20, (now - lastFrame) / 1000) : reason === "frame" ? 1 / 60 : 0; if (reason === "frame") lastFrame = now; try { renderRef.current({ ctx, canvas, width: size.width, height: size.height, dpr: size.dpr, time: (now - start) / 1000, delta, reason, changed }); } catch (error) { console.error(error); } changed = []; }; const loop = () => { frame = 0; if (!visible || document.hidden || !animatingRef.current) { lastFrame = 0; return; } draw("frame"); frame = requestAnimationFrame(loop); }; const ensureLoop = () => { if (!frame && visible && !document.hidden && animatingRef.current) frame = requestAnimationFrame(loop); }; kick.current = (reason) => { draw(reason); ensureLoop(); }; const resize = () => { const rect = canvas.getBoundingClientRect(); const dpr = Math.min(maxDpr, window.devicePixelRatio || 1); const width = Math.max(1, Math.round(rect.width)); const height = Math.max(1, Math.round(rect.height)); if (width === size.width && height === size.height && dpr === size.dpr) return; size = { width, height, dpr }; canvas.width = Math.round(width * dpr); canvas.height = Math.round(height * dpr); draw("resize"); requestCanvasPaint(canvas); }; const resizeObserver = new ResizeObserver(resize); resizeObserver.observe(canvas); resize(); const onPaint = (event: Event) => { changed = ((event as Event & { changedElements?: Element[] }).changedElements ?? []) as Element[]; draw("paint"); ensureLoop(); }; canvas.addEventListener("paint", onPaint); const io = new IntersectionObserver(([entry]) => { visible = entry?.isIntersecting ?? true; ensureLoop(); }); io.observe(canvas); const onVisibility = () => ensureLoop(); document.addEventListener("visibilitychange", onVisibility); const onLost = (event: Event) => { event.preventDefault(); ready = false; cancelAnimationFrame(frame); frame = 0; }; const onRestored = () => { runSetup(); draw("resize"); requestCanvasPaint(canvas); }; canvas.addEventListener("webglcontextlost", onLost); canvas.addEventListener("webglcontextrestored", onRestored); requestCanvasPaint(canvas); return () => { cancelAnimationFrame(frame); resizeObserver.disconnect(); io.disconnect(); canvas.removeEventListener("paint", onPaint); canvas.removeEventListener("webglcontextlost", onLost); canvas.removeEventListener("webglcontextrestored", onRestored); document.removeEventListener("visibilitychange", onVisibility); kick.current = () => {}; if (typeof cleanupSetup === "function") cleanupSetup(); }; // contextAttributes and maxDpr are read once per canvas. // eslint-disable-next-line react-hooks/exhaustive-deps }, [native, canvasVersion, context]); // Start or stop the loop when `animating` flips. useEffect(() => { if (animating) kick.current("frame"); }, [animating]); const invalidate = useCallback(() => { kick.current("request"); if (canvasEl.current) requestCanvasPaint(canvasEl.current); }, []); return { native, support, canvasRef, canvasProps: drawableCanvasAttributes(support), invalidate }; }Copy the source
components/ui/crt-terminal/crt-terminal.tsx"use client"; import { useEffect, useId, useRef, useState, type FormEvent } from "react"; import { cn } from "@/lib/utils"; import { createGrid, createProgram, drawMesh, PROJECT_GLSL, type Mesh, type Program } from "@/lib/html-canvas/gl"; import { createElementTexture, uploadElementTexture, type ElementTexture } from "@/lib/html-canvas/texture-webgl"; import { syncElementGeometry } from "@/lib/html-canvas/sync-geometry"; import { useHtmlCanvas, type HtmlCanvasMode } from "@/lib/html-canvas/use-html-canvas"; export type TerminalCommand = (args: string[]) => string | string[]; export interface CrtTerminalProps { /** "crt" glows green on black; "paper" is a light e-ink terminal with grain. @default "crt" */ variant?: "crt" | "paper"; /** Prompt before the input. @default "guest@hantui:~$" */ prompt?: string; /** Lines printed after boot. */ welcome?: string[]; /** Extra commands by name, added to help, clear, about, theme and echo. */ commands?: Record<string, TerminalCommand>; /** Text for `about`. */ about?: string; /** Height in px. @default 320 */ height?: number; /** Called when `theme` switches the variant. */ onVariantChange?: (variant: "crt" | "paper") => void; /** "auto" uses HTML-in-Canvas when available, "fallback" never does. @default "auto" */ rendering?: HtmlCanvasMode; /** Called when the rendering mode is known. */ onModeChange?: (native: boolean) => void; /** Classes for the root. */ className?: string; } const BOOT = 1.4; const VERT = /* glsl */ `#version 300 es in vec2 a_pos; uniform vec2 u_size; out vec2 v_uv; ${PROJECT_GLSL} void main() { v_uv = a_pos; gl_Position = projectCss(vec4(a_pos * u_size, 0.0, 1.0)); }`; const FRAG = /* glsl */ `#version 300 es precision highp float; in vec2 v_uv; uniform sampler2D u_tex; uniform vec2 u_size; uniform float u_time; uniform float u_paper; out vec4 outColor; float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); } void main() { // Barrel curvature: sample further out toward the corners. vec2 c = v_uv - 0.5; float k = mix(0.045, 0.012, u_paper); vec2 uv = 0.5 + c * (1.0 + k * dot(c, c) * 4.0); if (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) { outColor = vec4(0.0); return; } // Boot: the picture opens from a bright line, flickering, then settles. float boot = clamp(u_time / ${BOOT.toFixed(1)}, 0.0, 1.0); float open = smoothstep(0.0, 0.45, boot); float band = abs(uv.y - 0.5) * 2.0; if (u_paper < 0.5 && band > open + 0.02) { outColor = vec4(0.0, 0.0, 0.0, 1.0); return; } vec2 px = 1.0 / u_size; float ab = mix(1.4, 0.0, u_paper) * (0.4 + length(c)); vec4 base = texture(u_tex, uv); float r = texture(u_tex, uv + vec2(ab, 0.0) * px).r; float b = texture(u_tex, uv - vec2(ab, 0.0) * px).b; vec3 col = vec3(r, base.g, b); if (u_paper < 0.5) { // Phosphor glow: a cheap 8-tap halo added on top. vec3 glow = vec3(0.0); for (int i = 0; i < 8; i++) { float a = float(i) * 0.785398; glow += texture(u_tex, uv + vec2(cos(a), sin(a)) * px * 2.6).rgb; } col += glow / 8.0 * 0.45; // Scanlines and a soft vignette. float scan = 0.82 + 0.18 * sin(uv.y * u_size.y * 3.14159); col *= scan; col *= 1.0 - dot(c, c) * 0.9; float flicker = boot < 1.0 ? 0.75 + 0.35 * hash(vec2(floor(u_time * 24.0), 1.0)) : 1.0; col *= flicker; col += vec3(0.9, 1.0, 0.9) * (1.0 - open) * 0.6 * (1.0 - smoothstep(0.0, 0.03, abs(uv.y - 0.5))); outColor = vec4(col, 1.0); } else { // Paper: fine grain and a faint fade toward the edges. float grain = (hash(floor(uv * u_size)) - 0.5) * 0.06; col += grain; col *= 1.0 - dot(c, c) * 0.12; outColor = vec4(col * base.a, base.a); } }`; type Line = { id: number; kind: "out" | "in" | "err"; text: string }; /** * A real terminal through HTML-in-Canvas: the scrollback is selectable DOM text and the prompt is a * real input, drawn on a curved CRT with scanlines, phosphor glow, chromatic fringing and a flicker on * boot (or as a light e-ink terminal with grain). A small mock shell answers help, clear, about, * theme and echo. Without the API, it is a monospace terminal with a CSS scanline overlay. */ export function CrtTerminal({ variant: variantProp = "crt", prompt = "guest@hantui:~$", welcome = ["hantui terminal", "Type 'help' to see what this shell can do."], commands = {}, about = "A live DOM terminal rendered through the experimental HTML-in-Canvas API. Select any line to copy it.", height = 320, onVariantChange, rendering = "auto", onModeChange, className, }: CrtTerminalProps) { const id = useId(); const [variant, setVariant] = useState(variantProp); const [prevProp, setPrevProp] = useState(variantProp); if (prevProp !== variantProp) { setPrevProp(variantProp); setVariant(variantProp); } const [lines, setLines] = useState<Line[]>(() => welcome.map((text, i) => ({ id: i, kind: "out", text }))); const [value, setValue] = useState(""); const [history, setHistory] = useState<string[]>([]); const [cursor, setCursor] = useState(-1); const counter = useRef(welcome.length); const termRef = useRef<HTMLDivElement>(null); const scrollRef = useRef<HTMLDivElement>(null); const inputRef = useRef<HTMLInputElement>(null); const [booting, setBooting] = useState(true); const clock = useRef(0); const gl = useRef<{ program: Program; mesh: Mesh; texture: ElementTexture } | null>(null); const paper = variant === "paper"; const { native, canvasRef, canvasProps } = useHtmlCanvas({ context: "webgl2", mode: rendering, animating: booting, setup: (ctx) => { clock.current = performance.now(); gl.current = { program: createProgram(ctx, VERT, FRAG), mesh: createGrid(ctx), texture: createElementTexture(ctx) }; return () => { if (!gl.current) return; ctx.deleteProgram(gl.current.program.program); ctx.deleteTexture(gl.current.texture.texture); gl.current = null; }; }, render: ({ ctx, canvas, width, height: h, reason }) => { const g = gl.current; const term = termRef.current; if (!g || !term) return; if (reason !== "frame" || !g.texture.width) { uploadElementTexture(ctx, g.texture, term); syncElementGeometry(canvas, term, new DOMMatrix()); } const t = (performance.now() - clock.current) / 1000; if (t > BOOT + 0.1 && booting) window.setTimeout(() => setBooting(false), 0); ctx.viewport(0, 0, canvas.width, canvas.height); ctx.clearColor(0, 0, 0, 0); ctx.clear(ctx.COLOR_BUFFER_BIT); ctx.useProgram(g.program.program); const { u } = g.program; ctx.uniform2f(u("u_canvas"), width, h); ctx.uniform2f(u("u_size"), width, h); ctx.uniform1f(u("u_time"), t); ctx.uniform1f(u("u_paper"), paper ? 1 : 0); ctx.activeTexture(ctx.TEXTURE0); ctx.bindTexture(ctx.TEXTURE_2D, g.texture.texture); ctx.uniform1i(u("u_tex"), 0); drawMesh(ctx, g.mesh); }, }); useEffect(() => onModeChange?.(native), [native, onModeChange]); // Keep the newest line in view. useEffect(() => { const el = scrollRef.current; if (el) el.scrollTop = el.scrollHeight; }, [lines]); const print = (kind: Line["kind"], text: string | string[]) => setLines((l) => [...l, ...(Array.isArray(text) ? text : [text]).map((t) => ({ id: counter.current++, kind, text: t }))]); const run = (raw: string) => { const input = raw.trim(); print("in", `${prompt} ${raw}`); if (!input) return; setHistory((h) => [input, ...h].slice(0, 50)); const [name, ...args] = input.split(/\s+/); const builtins: Record<string, TerminalCommand> = { help: () => ["Commands:", ...["help", "clear", "about", "theme", "echo", ...Object.keys(commands)].map((c) => ` ${c}`)], about: () => about, echo: (a) => a.join(" "), theme: () => { const next = paper ? "crt" : "paper"; setVariant(next); onVariantChange?.(next); return `Switched to the ${next === "crt" ? "CRT" : "paper"} theme.`; }, }; if (name === "clear") { setLines([]); return; } const command = commands[name] ?? builtins[name]; if (!command) { print("err", `command not found: ${name}`); return; } print("out", command(args)); }; const submit = (event: FormEvent) => { event.preventDefault(); run(value); setValue(""); setCursor(-1); }; const onKeyDown = (event: React.KeyboardEvent<HTMLInputElement>) => { if (event.key === "ArrowUp" || event.key === "ArrowDown") { event.preventDefault(); const next = Math.max(-1, Math.min(history.length - 1, cursor + (event.key === "ArrowUp" ? 1 : -1))); setCursor(next); setValue(next === -1 ? "" : history[next]); } else if (event.key === "l" && event.ctrlKey) { event.preventDefault(); setLines([]); } }; const colors = paper ? "bg-[#f3f1ea] text-[#26241f] [--term-dim:#6f6a5e] [--term-err:#a3341f] [--term-accent:#26241f] selection:bg-[#26241f] selection:text-[#f3f1ea]" : "bg-[#071008] text-[#7dff9a] [--term-dim:#3fae5c] [--term-err:#ff7a6b] [--term-accent:#b8ffc8] selection:bg-[#7dff9a] selection:text-[#071008]"; const terminal = ( <div ref={termRef} role="region" aria-label="Terminal" onClick={() => { if (!window.getSelection()?.toString()) inputRef.current?.focus(); }} className={cn("relative flex w-full flex-col overflow-hidden rounded-2xl p-4 font-mono text-[13px] leading-[1.55]", colors, !native && !paper && "[text-shadow:0_0_6px_rgb(125_255_154/0.45)]")} style={{ height }} > <div ref={scrollRef} role="log" aria-live="polite" aria-label="Output" className="min-h-0 flex-1 overflow-y-auto [scrollbar-width:none]"> {lines.map((line) => ( <p key={line.id} className={cn("break-words whitespace-pre-wrap", line.kind === "in" && "text-[var(--term-accent)]", line.kind === "err" && "text-[var(--term-err)]")}> {line.text} </p> ))} </div> <form onSubmit={submit} className="mt-1 flex items-center gap-2"> <label htmlFor={`${id}-input`} className="shrink-0 text-[var(--term-dim)]"> {prompt} </label> <input ref={inputRef} id={`${id}-input`} value={value} onChange={(e) => setValue(e.target.value)} onKeyDown={onKeyDown} autoComplete="off" autoCapitalize="off" spellCheck={false} aria-label="Command" className="min-w-0 flex-1 bg-transparent caret-current outline-none" /> </form> {!native ? ( <span aria-hidden="true" className="pointer-events-none absolute inset-0 rounded-2xl" style={{ background: paper ? "radial-gradient(ellipse at center, transparent 60%, rgb(0 0 0 / 0.06))" : "repeating-linear-gradient(to bottom, rgb(0 0 0 / 0.22) 0 1px, transparent 1px 3px), radial-gradient(ellipse at center, transparent 55%, rgb(0 0 0 / 0.45))", }} /> ) : null} </div> ); if (!native) return <div className={cn("w-full max-w-xl", className)}>{terminal}</div>; return ( <div className={cn("relative w-full max-w-xl", className)} style={{ height }}> <canvas ref={canvasRef} {...canvasProps} className="absolute inset-0 block size-full rounded-2xl"> {terminal} </canvas> </div> ); }
Usage
import { CrtTerminal } from "@/components/ui/crt-terminal/crt-terminal";
<CrtTerminal
prompt="guest@acme:~$"
commands={{ whoami: () => "guest", deploy: (args) => `Deploying ${args[0] ?? "main"}…` }}
/>API reference
| Prop | Type | Default | Description |
|---|---|---|---|
variant | "crt" | "paper" | "crt" | "crt" glows green on black; "paper" is a light e-ink terminal with grain. |
prompt | string | "guest@hantui:~$" | Prompt before the input. |
welcome | string[] | – | Lines printed after boot. |
commands | Record<string, TerminalCommand> | – | Extra commands by name, added to help, clear, about, theme and echo. |
about | string | – | Text for `about`. |
height | number | 320 | Height in px. |
onVariantChange | (variant: "crt" | "paper") => void | – | Called when `theme` switches the variant. |
rendering | HtmlCanvasMode | "auto" | "auto" uses HTML-in-Canvas when available, "fallback" never does. |
onModeChange | (native: boolean) => void | – | Called when the rendering mode is known. |
className | string | – | Classes for the root. |
- Experimental: uses the HTML-in-Canvas origin trial through src/lib/html-canvas/. Works in every browser via the fallback.
- The curvature is mild and the drawn terminal is synced to its unwarped geometry, so clicks and selection stay within a few pixels at the corners. The texture is re-uploaded only when the browser repaints the terminal; the frame loop runs only during the boot flicker.
- Built-in commands are help, clear, about, theme (switches between CRT and paper) and echo. Your `commands` are added to them and listed by help.
Accessibility
- The scrollback is a role="log" region of real text, so screen readers hear new output and every line can be selected and copied. The prompt is a labelled input; clicking anywhere in the terminal focuses it unless you are selecting text.
- ↑ and ↓ walk the command history; Ctrl+L clears the screen.
- With reduced motion, or without the HTML-in-Canvas API, it renders as a plain monospace terminal with a CSS scanline overlay and no boot flicker.