HTML in Canvasv0.3.0
Magnifier Lens
A loupe that magnifies the live DOM under the pointer.
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/magnifier-lens.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/magnifier-lens/magnifier-lens.tsx"use client"; import { useEffect, useRef, useState, type PointerEvent as ReactPointerEvent, type ReactNode } 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 interface MagnifierLensProps { /** The live content to magnify. It stays fully interactive under the lens. */ children: ReactNode; /** Magnification. @default 2 */ zoom?: number; /** Lens diameter in px. @default 140 */ size?: number; /** Barrel distortion toward the rim, 0–1. @default 0.35 */ distortion?: number; /** "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 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 vec2 u_lens; uniform float u_radius; uniform float u_zoom; uniform float u_distortion; uniform float u_show; out vec4 outColor; void main() { vec2 px = v_uv * u_size; vec4 base = texture(u_tex, v_uv); float r = u_radius * u_show; vec2 d = px - u_lens; float dist = length(d); if (r < 1.0 || dist > r + 22.0) { outColor = base; return; } // Soft drop shadow under the lens. float shadow = (1.0 - smoothstep(r - 4.0, r + 20.0, length(d - vec2(0.0, 6.0)))) * 0.22; if (dist > r) { outColor = vec4(base.rgb * (1.0 - shadow * base.a), max(base.a, shadow)); return; } // Inside: magnify around the lens center, pushing harder toward the rim (barrel). float n = dist / r; float bend = 1.0 + u_distortion * n * n * 1.6; vec2 src = u_lens + d / u_zoom * bend; vec4 lens = texture(u_tex, clamp(src / u_size, 0.0, 1.0)); // Glass: a white fill behind the content, a bright rim and a highlight up and to the left. vec3 col = mix(vec3(1.0), lens.rgb, lens.a); float rim = smoothstep(r - 5.0, r - 1.0, dist); col = mix(col, vec3(0.86, 0.88, 0.92), rim * 0.85); float edge = 1.0 - smoothstep(r - 1.5, r, dist); float hi = smoothstep(0.55, 0.0, length((d / r) - vec2(-0.38, -0.42))) * 0.22; col += hi; col *= 1.0 - smoothstep(0.75, 1.0, n) * 0.08; outColor = vec4(col * edge + base.rgb * (1.0 - edge), 1.0); }`; /** * A loupe that follows the pointer (or is dragged on touch) over live DOM content, drawn through * HTML-in-Canvas: a zoomed, slightly barrel-distorted view inside a glass circle with a rim and soft * shadow. The content under the lens stays clickable. Without the API, a scaled clone of the content * is shown inside a clip-path circle. */ export function MagnifierLens({ children, zoom = 2, size = 140, distortion = 0.35, rendering = "auto", onModeChange, className }: MagnifierLensProps) { const contentRef = useRef<HTMLDivElement>(null); const [lens, setLens] = useState<{ x: number; y: number } | null>(null); const [height, setHeight] = useState<number | null>(null); const show = useRef({ value: 0, target: 0 }); const pos = useRef({ x: 0, y: 0 }); const [animating, setAnimating] = useState(false); const gl = useRef<{ program: Program; mesh: Mesh; texture: ElementTexture } | null>(null); const radius = size / 2; const { native, canvasRef, canvasProps, invalidate } = useHtmlCanvas({ context: "webgl2", mode: rendering, animating, setup: (ctx) => { 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, delta }) => { const g = gl.current; const content = contentRef.current; if (!g || !content) return; if (reason === "paint" || reason === "resize" || !g.texture.width) { uploadElementTexture(ctx, g.texture, content); syncElementGeometry(canvas, content, new DOMMatrix()); } // The lens grows in and shrinks away. const s = show.current; s.value = reason === "frame" ? s.value + (s.target - s.value) * (1 - Math.exp(-delta * 18)) : s.value; if (Math.abs(s.target - s.value) < 0.01) { s.value = s.target; if (animating) window.setTimeout(() => setAnimating(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.uniform2f(u("u_lens"), pos.current.x, pos.current.y); ctx.uniform1f(u("u_radius"), radius); ctx.uniform1f(u("u_zoom"), Math.max(1, zoom)); ctx.uniform1f(u("u_distortion"), Math.max(0, Math.min(1, distortion))); ctx.uniform1f(u("u_show"), s.value); 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]); useEffect(() => { const el = contentRef.current; if (!native || !el) return; const observer = new ResizeObserver(() => setHeight(el.offsetHeight)); observer.observe(el); return () => observer.disconnect(); }, [native]); const move = (event: ReactPointerEvent<HTMLDivElement>) => { // On touch the lens only follows while a finger is down. if (event.pointerType === "touch" && event.type === "pointermove" && event.buttons === 0) return; const rect = event.currentTarget.getBoundingClientRect(); const p = { x: event.clientX - rect.left, y: event.clientY - rect.top }; pos.current = p; setLens(p); if (show.current.target !== 1) { show.current.target = 1; setAnimating(true); } invalidate(); }; const leave = () => { setLens(null); show.current.target = 0; setAnimating(true); }; if (!native) { return ( <div className={cn("relative w-full", className)} onPointerMove={move} onPointerDown={move} onPointerLeave={leave} onPointerCancel={leave}> <div ref={contentRef}>{children}</div> {lens ? ( <div aria-hidden="true" inert className="pointer-events-none absolute inset-0 overflow-hidden" style={{ clipPath: `circle(${radius}px at ${lens.x}px ${lens.y}px)` }} > <div className="absolute inset-0 bg-background" style={{ transformOrigin: `${lens.x}px ${lens.y}px`, transform: `scale(${zoom})` }}> {children} </div> <span className="absolute rounded-full shadow-[inset_0_0_0_4px_rgb(220_224_232),inset_8px_8px_24px_rgb(255_255_255/0.4)]" style={{ left: lens.x - radius, top: lens.y - radius, width: size, height: size }} /> </div> ) : null} </div> ); } return ( <div className={cn("relative w-full touch-pan-y", className)} style={{ height: height ?? undefined }} onPointerMove={move} onPointerDown={move} onPointerLeave={leave} onPointerCancel={leave}> <canvas ref={canvasRef} {...canvasProps} className="absolute inset-0 block size-full"> <div ref={contentRef} className="w-full"> {children} </div> </canvas> </div> ); }
Usage
import { MagnifierLens } from "@/components/ui/magnifier-lens/magnifier-lens";
<MagnifierLens zoom={2} size={140}>
<PricingTable />
</MagnifierLens>API reference
| Prop | Type | Default | Description |
|---|---|---|---|
children* | ReactNode | – | The live content to magnify. It stays fully interactive under the lens. |
zoom | number | 2 | Magnification. |
size | number | 140 | Lens diameter in px. |
distortion | number | 0.35 | Barrel distortion toward the rim, 0–1. |
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 content texture is uploaded only when the content repaints; moving the lens only redraws, and the frame loop runs only while the lens grows in or out.
- `distortion` bends the magnified view toward the rim like a real loupe; 0 gives a flat zoom.
Accessibility
- The lens is purely visual: the content keeps its own semantics, tab order and links, and stays clickable under the lens.
- On touch the lens appears while a finger is down and follows it; the page still scrolls vertically.
- With reduced motion, or without the HTML-in-Canvas API, a scaled clone of the content (inert and hidden from assistive tech) is shown in a clip-path circle instead.