HTML in Canvasv0.3.0
Peel Card
A DOM card that curls back like paper to reveal its back.
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/peel-card.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/peel-card/peel-card.tsx"use client"; import { useEffect, useId, useRef, useState, type ReactNode } from "react"; import { motion, useReducedMotion } from "motion/react"; import { cn } from "@/lib/utils"; import { createGrid, createProgram, drawMesh, PROJECT_GLSL, rgb, 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 PeelCardProps { /** The face on top. */ front: ReactNode; /** The face revealed underneath. */ back: ReactNode; /** Revealed state (controlled). */ revealed?: boolean; /** Starting state when uncontrolled. @default false */ defaultRevealed?: boolean; /** Called when the card is peeled off or covered again. */ onRevealChange?: (revealed: boolean) => void; /** Color of the paper's underside. @default "#f4f1ea" */ paperColor?: string; /** Accessible names for the corner control. */ labels?: { reveal?: string; cover?: string }; /** "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; } /** Room around the card for the flap to swing into, in px. */ const PAD = 48; const RADIUS = 18; const HINT = 22; const FRONT_VERT = /* glsl */ `#version 300 es in vec2 a_pos; uniform vec2 u_size; uniform vec2 u_offset; uniform vec2 u_corner; uniform vec2 u_point; uniform float u_radius; out vec2 v_uv; out float v_angle; ${PROJECT_GLSL} void main() { vec2 x = a_pos * u_size; vec3 pos = vec3(x, 0.0); float angle = 0.0; vec2 cp = u_point - u_corner; float len = length(cp); if (len > 0.5) { // Fold line: the perpendicular bisector of corner → pointer, shifted so the flap lands on the pointer. vec2 n = -cp / len; float pi = 3.14159265; vec2 m = (u_corner + u_point) * 0.5 - n * pi * u_radius * 0.5; float s = dot(x - m, n); if (s > 0.0) { float r = u_radius; float s2; float z; if (s < pi * r) { angle = s / r; s2 = r * sin(angle); z = r * (1.0 - cos(angle)); } else { angle = pi; s2 = -(s - pi * r); z = 2.0 * r; } pos = vec3(x - n * s + n * s2, z); } } v_uv = a_pos; v_angle = angle; vec4 clip = projectCss(vec4(u_offset + pos.xy, 0.0, 1.0)); clip.z = (0.4 - pos.z * 0.004) * clip.w; gl_Position = clip; }`; const FRONT_FRAG = /* glsl */ `#version 300 es precision highp float; in vec2 v_uv; in float v_angle; uniform sampler2D u_tex; uniform vec3 u_paper; uniform float u_alpha; out vec4 outColor; void main() { vec4 c = texture(u_tex, v_uv); if (c.a < 0.01) discard; if (v_angle > 1.5708) { // The flap shows the paper's underside, lit by how far it has turned. float light = 0.82 + 0.18 * -cos(v_angle); outColor = vec4(u_paper * light, 1.0) * c.a * u_alpha; } else { float light = 1.0 - sin(v_angle) * 0.18; outColor = vec4(c.rgb * light, c.a) * u_alpha; } }`; const BACK_VERT = /* glsl */ `#version 300 es in vec2 a_pos; uniform vec2 u_size; uniform vec2 u_offset; out vec2 v_px; out vec2 v_uv; ${PROJECT_GLSL} void main() { v_uv = a_pos; v_px = a_pos * u_size; vec4 clip = projectCss(vec4(u_offset + v_px, 0.0, 1.0)); clip.z = 0.9 * clip.w; gl_Position = clip; }`; const BACK_FRAG = /* glsl */ `#version 300 es precision highp float; in vec2 v_px; in vec2 v_uv; uniform sampler2D u_tex; uniform vec2 u_corner; uniform vec2 u_point; uniform float u_radius; out vec4 outColor; void main() { vec4 c = texture(u_tex, v_uv); vec2 cp = u_point - u_corner; float len = length(cp); if (len > 0.5) { // A soft shadow cast by the curl onto the face below, strongest along the fold. vec2 n = -cp / len; vec2 m = (u_corner + u_point) * 0.5 - n * 3.14159265 * u_radius * 0.5; float s = dot(v_px - m, n); float shadow = s > 0.0 ? exp(-s / (u_radius * 1.6)) * 0.35 : 0.0; c.rgb *= 1.0 - shadow; } outColor = c; }`; /** * A DOM card (a coupon, a profile, real links) that peels like paper through HTML-in-Canvas: drag the * lifted corner to curl it back and reveal a second live face underneath. Released past halfway it * peels off; otherwise it springs back. Without the API, the corner button flips the card in CSS 3D. */ export function PeelCard({ front, back, revealed: revealedProp, defaultRevealed = false, onRevealChange, paperColor = "#f4f1ea", labels, rendering = "auto", onModeChange, className, }: PeelCardProps) { const id = useId(); const reduceMotion = useReducedMotion(); const [inner, setInner] = useState(defaultRevealed); const revealed = revealedProp ?? inner; const rootRef = useRef<HTMLDivElement>(null); const frontRef = useRef<HTMLDivElement>(null); const backRef = useRef<HTMLDivElement>(null); const [size, setSize] = useState<{ w: number; h: number } | null>(null); const [animating, setAnimating] = useState(false); const peel = useRef({ x: 0, y: 0, tx: 0, ty: 0, dragging: false, ready: false, startX: 0, startY: 0, moved: false }); const gl = useRef<{ front: Program; back: Program; mesh: Mesh; quad: Mesh; tf: ElementTexture; tb: ElementTexture } | null>(null); const setRevealed = (next: boolean) => { if (revealedProp === undefined) setInner(next); onRevealChange?.(next); }; const { native, canvasRef, canvasProps, invalidate } = useHtmlCanvas({ context: "webgl2", mode: rendering, animating, contextAttributes: { depth: true }, setup: (ctx) => { gl.current = { front: createProgram(ctx, FRONT_VERT, FRONT_FRAG), back: createProgram(ctx, BACK_VERT, BACK_FRAG), mesh: createGrid(ctx, 28, 28), quad: createGrid(ctx), tf: createElementTexture(ctx), tb: createElementTexture(ctx), }; return () => { const g = gl.current; if (!g) return; ctx.deleteProgram(g.front.program); ctx.deleteProgram(g.back.program); ctx.deleteTexture(g.tf.texture); ctx.deleteTexture(g.tb.texture); gl.current = null; }; }, render: ({ ctx, canvas, width, height: h, reason, delta }) => { const g = gl.current; const f = frontRef.current; const b = backRef.current; if (!g || !f || !b) return; if (reason !== "frame" || !g.tf.width) { uploadElementTexture(ctx, g.tf, f); uploadElementTexture(ctx, g.tb, b); const at = new DOMMatrix().translate(PAD, PAD); syncElementGeometry(canvas, f, at); syncElementGeometry(canvas, b, at); } const w = g.tf.width || f.offsetWidth; const hh = g.tf.height || f.offsetHeight; const corner = { x: w, y: hh }; const p = peel.current; if (!p.ready) { p.x = p.tx = corner.x - HINT; p.y = p.ty = corner.y - HINT; p.ready = true; } // Ease toward the target (the pointer while dragging). const k = p.dragging ? 1 - Math.exp(-delta * 30) : 1 - Math.exp(-delta * 9); p.x += (p.tx - p.x) * (reason === "frame" ? k : 0); p.y += (p.ty - p.y) * (reason === "frame" ? k : 0); const settled = Math.hypot(p.tx - p.x, p.ty - p.y) < 0.5; if (settled) { p.x = p.tx; p.y = p.ty; if (!p.dragging && animating) window.setTimeout(() => setAnimating(false), 0); } ctx.viewport(0, 0, canvas.width, canvas.height); ctx.clearColor(0, 0, 0, 0); ctx.clearDepth(1); ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT); ctx.enable(ctx.DEPTH_TEST); ctx.depthFunc(ctx.LEQUAL); ctx.enable(ctx.BLEND); ctx.blendFunc(ctx.ONE, ctx.ONE_MINUS_SRC_ALPHA); ctx.activeTexture(ctx.TEXTURE0); ctx.useProgram(g.back.program); ctx.uniform2f(g.back.u("u_canvas"), width, h); ctx.uniform2f(g.back.u("u_size"), g.tb.width || w, g.tb.height || hh); ctx.uniform2f(g.back.u("u_offset"), PAD, PAD); ctx.uniform2f(g.back.u("u_corner"), corner.x, corner.y); ctx.uniform2f(g.back.u("u_point"), p.x, p.y); ctx.uniform1f(g.back.u("u_radius"), RADIUS); ctx.bindTexture(ctx.TEXTURE_2D, g.tb.texture); ctx.uniform1i(g.back.u("u_tex"), 0); drawMesh(ctx, g.quad); const gone = revealed && settled; if (!gone) { ctx.useProgram(g.front.program); ctx.uniform2f(g.front.u("u_canvas"), width, h); ctx.uniform2f(g.front.u("u_size"), w, hh); ctx.uniform2f(g.front.u("u_offset"), PAD, PAD); ctx.uniform2f(g.front.u("u_corner"), corner.x, corner.y); ctx.uniform2f(g.front.u("u_point"), p.x, p.y); ctx.uniform1f(g.front.u("u_radius"), RADIUS); ctx.uniform3f(g.front.u("u_paper"), ...rgb(paperColor)); ctx.uniform1f(g.front.u("u_alpha"), 1); ctx.bindTexture(ctx.TEXTURE_2D, g.tf.texture); ctx.uniform1i(g.front.u("u_tex"), 0); drawMesh(ctx, g.mesh); } ctx.disable(ctx.DEPTH_TEST); }, }); useEffect(() => onModeChange?.(native), [native, onModeChange]); // The canvas wraps the taller face. useEffect(() => { if (!native) return; // Canvas children shrink to fit, so the faces take the root's width explicitly. const measure = () => { const f = frontRef.current; const b = backRef.current; const root = rootRef.current; if (f && b && root) setSize({ w: root.clientWidth, h: Math.max(f.offsetHeight, b.offsetHeight) }); }; const observer = new ResizeObserver(measure); if (rootRef.current) observer.observe(rootRef.current); if (frontRef.current) observer.observe(frontRef.current); if (backRef.current) observer.observe(backRef.current); measure(); return () => observer.disconnect(); }, [native]); // Revealed: the flap swings past the opposite corner. Covered: it rests on the corner with a small lift. const aim = (next: boolean) => { const f = frontRef.current; if (!f) return; const w = f.offsetWidth; const h = f.offsetHeight; const p = peel.current; p.tx = next ? w - 2.3 * w : w - HINT; p.ty = next ? h - 2.3 * h : h - HINT; setAnimating(true); invalidate(); }; useEffect(() => { if (native) aim(revealed); // aim reads refs only. // eslint-disable-next-line react-hooks/exhaustive-deps }, [revealed, native]); const local = (event: React.PointerEvent) => { const rect = frontRef.current?.getBoundingClientRect(); const f = frontRef.current; if (!rect || !f) return { x: 0, y: 0 }; // The front's box is synced to the card; its layout size is unscaled. return { x: ((event.clientX - rect.left) / rect.width) * f.offsetWidth, y: ((event.clientY - rect.top) / rect.height) * f.offsetHeight }; }; const onPointerDown = (event: React.PointerEvent<HTMLButtonElement>) => { // Peeling is a drag on the front; covering again is a click. if (!native || revealed) return; const p = peel.current; p.dragging = true; p.moved = false; p.startX = event.clientX; p.startY = event.clientY; event.currentTarget.setPointerCapture(event.pointerId); }; const onPointerMove = (event: React.PointerEvent<HTMLButtonElement>) => { const p = peel.current; if (!p.dragging) return; if (Math.hypot(event.clientX - p.startX, event.clientY - p.startY) > 4) p.moved = true; if (!p.moved) return; const q = local(event); p.tx = q.x; p.ty = q.y; setAnimating(true); }; const onPointerUp = (event: React.PointerEvent<HTMLButtonElement>) => { const p = peel.current; if (!p.dragging) return; p.dragging = false; if (!p.moved) return; event.preventDefault(); const f = frontRef.current; if (!f) return; // Past halfway along the diagonal it peels off; otherwise it springs back. const w = f.offsetWidth; const h = f.offsetHeight; const travelled = Math.hypot(w - p.tx, h - p.ty) / Math.hypot(w, h); if (travelled > 0.5) setRevealed(true); else aim(false); }; const onClick = () => { if (peel.current.moved) { peel.current.moved = false; return; } setRevealed(!revealed); }; const corner = ( <button type="button" aria-label={revealed ? (labels?.cover ?? "Cover the back again") : (labels?.reveal ?? "Peel to reveal the back")} aria-controls={`${id}-faces`} aria-expanded={revealed} onPointerDown={onPointerDown} onPointerMove={onPointerMove} onPointerUp={onPointerUp} onPointerCancel={() => (peel.current.dragging = false)} onClick={onClick} className={cn( "absolute z-10 size-12 cursor-grab touch-none rounded-full outline-none focus-visible:ring-2 focus-visible:ring-ring active:cursor-grabbing", native ? (revealed ? "top-1 right-1" : "right-0 bottom-0") : "right-1 bottom-1 grid place-items-center bg-background/80 shadow-sm", )} > {!native ? ( <svg viewBox="0 0 16 16" className="size-4 text-foreground" aria-hidden="true"> <path d="M3 13L13 3M13 3H7M13 3v6" fill="none" stroke="currentColor" strokeWidth="1.6" strokeLinecap="round" strokeLinejoin="round" /> </svg> ) : null} </button> ); if (!native) { return ( <div className={cn("relative w-full max-w-sm [perspective:1200px]", className)}> <motion.div id={`${id}-faces`} className="relative grid [transform-style:preserve-3d] [&>*]:[grid-area:1/1]" initial={false} animate={{ rotateY: revealed ? 180 : 0 }} transition={reduceMotion ? { duration: 0 } : { type: "spring", stiffness: 180, damping: 22 }} > <div className="[backface-visibility:hidden]" aria-hidden={revealed} inert={revealed}> {front} </div> <div className="[transform:rotateY(180deg)] [backface-visibility:hidden]" aria-hidden={!revealed} inert={!revealed}> {back} </div> </motion.div> {corner} </div> ); } return ( <div ref={rootRef} className={cn("relative w-full max-w-sm", className)} style={{ height: size?.h }}> <div className="absolute" style={{ inset: -PAD }}> <canvas ref={canvasRef} {...canvasProps} id={`${id}-faces`} className="pointer-events-none block size-full"> <div ref={backRef} className="pointer-events-auto" style={{ width: size?.w ?? 320 }} aria-hidden={!revealed} inert={!revealed}> {back} </div> <div ref={frontRef} className="pointer-events-auto" style={{ width: size?.w ?? 320 }} aria-hidden={revealed} inert={revealed}> {front} </div> </canvas> </div> {corner} </div> ); }
Usage
import { PeelCard } from "@/components/ui/peel-card/peel-card";
<PeelCard
front={<Coupon />}
back={<CouponCode />}
onRevealChange={(revealed) => revealed && track("coupon_revealed")}
/>API reference
| Prop | Type | Default | Description |
|---|---|---|---|
front* | ReactNode | – | The face on top. |
back* | ReactNode | – | The face revealed underneath. |
revealed | boolean | – | Revealed state (controlled). |
defaultRevealed | boolean | false | Starting state when uncontrolled. |
onRevealChange | (revealed: boolean) => void | – | Called when the card is peeled off or covered again. |
paperColor | string | "#f4f1ea" | Color of the paper's underside. |
labels | { reveal?: string; cover?: string } | – | Accessible names for the corner control. |
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 curl is a 28 × 28 grid wrapped around a cylinder in the vertex shader, with the paper's underside on the flap and a soft shadow along the fold on the face below.
- Released past halfway along the diagonal, the front peels off; otherwise it springs back to its lifted corner.
Accessibility
- Both faces are live DOM; only the visible one is interactive and in the accessibility tree (the other is inert and aria-hidden).
- The corner is a button named "Peel to reveal the back" or "Cover the back again" with aria-expanded, so the card works from the keyboard: press it instead of dragging.
- With reduced motion, or without the HTML-in-Canvas API, the corner button flips the card in CSS 3D (instantly under reduced motion).