feat: replace animated backgrounds with Aceternity UI system

- Add 16 animated background components (aurora, sparkles, vortex, shooting-stars,
  beams, beams-collision, gradient-animation, wavy, lines, boxes, meteors, grid,
  dots, spotlight, noise, ripple, gemini-effect)
- Add full admin BackgroundEditor with live preview, type gallery, per-type settings
- Add BackgroundRenderer with lazy loading, localStorage cache, mobile reduction
- Add input sanitization (sanitizeColor, clampNumber) across all components
- Add translations for en, ru, zh, fa locales
- Remove old Aurora (WebGL/OGL) and AnimatedBackground (CSS wave-blob)
- Remove ogl dependency, add simplex-noise
This commit is contained in:
Fringg
2026-02-25 07:12:59 +03:00
parent 78e70992f1
commit 1a702a68b9
35 changed files with 2919 additions and 653 deletions

View File

@@ -23,7 +23,7 @@ import TicketNotificationBell from '@/components/TicketNotificationBell';
import { MobileBottomNav } from './MobileBottomNav';
import { AppHeader } from './AppHeader';
import { Aurora } from './Aurora';
import { BackgroundRenderer } from '@/components/backgrounds/BackgroundRenderer';
// Desktop nav icons
const HomeIcon = ({ className }: { className?: string }) => (
@@ -279,7 +279,7 @@ export function AppShell({ children }: AppShellProps) {
return (
<div className="min-h-screen">
{/* Animated background */}
<Aurora />
<BackgroundRenderer />
{/* Global components */}
<WebSocketNotifications />

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@@ -1,363 +0,0 @@
import { useEffect, useRef } from 'react';
import { useQuery } from '@tanstack/react-query';
import { Renderer, Program, Mesh, Color, Triangle } from 'ogl';
import { brandingApi } from '@/api/branding';
import { themeColorsApi } from '@/api/themeColors';
import { useTheme } from '@/hooks/useTheme';
import { DEFAULT_THEME_COLORS } from '@/types/theme';
const VERT = /* glsl */ `#version 300 es
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const FRAG = /* glsl */ `#version 300 es
precision highp float;
uniform float uTime;
uniform float uAmplitude;
uniform vec3 uColorStops[3];
uniform vec2 uResolution;
uniform float uBlend;
out vec4 fragColor;
vec3 permute(vec3 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); }
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy));
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0))
+ i.x + vec3(0.0, i1.x, 1.0));
vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy),
dot(x12.zw, x12.zw)), 0.0);
m = m * m;
m = m * m;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
struct ColorStop {
vec3 color;
float position;
};
#define COLOR_RAMP(colors, factor, finalColor) { \
int index = 0; \
for (int i = 0; i < colors.length() - 1; i++) { \
ColorStop currentColor = cyclingColors[i]; \
bool isInBetween = cyclingColors[i].position <= factor; \
index = isInBetween ? i : index; \
} \
ColorStop currentColor = cyclingColors[index]; \
ColorStop nextColor = cyclingColors[index + 1]; \
float range = cyclingColors[index + 1].position - currentColor.position; \
float lerpFactor = (factor - currentColor.position) / range; \
finalColor = mix(currentColor.color, nextColor.color, lerpFactor); \
}
void main() {
vec2 uv = gl_FragCoord.xy / uResolution;
ColorStop cyclingColors[3];
cyclingColors[0] = ColorStop(uColorStops[0], 0.0);
cyclingColors[1] = ColorStop(uColorStops[1], 0.5);
cyclingColors[2] = ColorStop(uColorStops[2], 1.0);
float noiseValue = snoise(uv * uAmplitude + uTime) * 0.5 + 0.5;
vec3 rampColor;
COLOR_RAMP(cyclingColors, noiseValue, rampColor);
fragColor = vec4(rampColor, uBlend);
}
`;
function hexToRgb(hex: string): [number, number, number] {
hex = hex.replace('#', '');
if (hex.length === 3) {
hex = hex
.split('')
.map((c) => c + c)
.join('');
}
const r = parseInt(hex.substring(0, 2), 16) / 255;
const g = parseInt(hex.substring(2, 4), 16) / 255;
const b = parseInt(hex.substring(4, 6), 16) / 255;
return [r, g, b];
}
// Reduce lightness of a hex color for subdued background blobs
function dimAccent(hex: string, factor = 0.45): string {
hex = hex.replace('#', '');
if (hex.length === 3) {
hex = hex
.split('')
.map((c) => c + c)
.join('');
}
const r = Math.round(parseInt(hex.substring(0, 2), 16) * factor);
const g = Math.round(parseInt(hex.substring(2, 4), 16) * factor);
const b = Math.round(parseInt(hex.substring(4, 6), 16) * factor);
return `#${r.toString(16).padStart(2, '0')}${g.toString(16).padStart(2, '0')}${b.toString(16).padStart(2, '0')}`;
}
function generateColorStops(background: string, surface: string, accent: string): string[] {
return [background, surface, dimAccent(accent)];
}
let _webglAvailable: boolean | null = null;
function isWebglAvailable(): boolean {
if (_webglAvailable === null) {
try {
const canvas = document.createElement('canvas');
const gl = canvas.getContext('webgl2') || canvas.getContext('webgl');
_webglAvailable = !!gl;
if (gl) {
const loseCtx = gl.getExtension('WEBGL_lose_context');
if (loseCtx) loseCtx.loseContext();
}
} catch {
_webglAvailable = false;
}
}
return _webglAvailable;
}
export function Aurora() {
if (!isWebglAvailable()) return null;
return <AuroraImpl />;
}
function AuroraImpl() {
const containerRef = useRef<HTMLDivElement>(null);
const animationFrameRef = useRef<number>(0);
const rendererRef = useRef<Renderer | null>(null);
const programRef = useRef<Program | null>(null);
// Fetch animation setting
const { data: animationSetting } = useQuery({
queryKey: ['animation-enabled'],
queryFn: brandingApi.getAnimationEnabled,
staleTime: 60000,
});
const isEnabled = animationSetting?.enabled ?? false;
// Subscribe reactively to theme-colors cache so Aurora re-renders on setQueryData
const { data: themeColors = DEFAULT_THEME_COLORS } = useQuery({
queryKey: ['theme-colors'],
queryFn: themeColorsApi.getColors,
staleTime: 5 * 60 * 1000,
});
// Pick background and surface based on current theme
const { isDark } = useTheme();
const background = isDark ? themeColors.darkBackground : themeColors.lightBackground;
const surface = isDark ? themeColors.darkSurface : themeColors.lightSurface;
// Refs for initial color values (WebGL context shouldn't recreate on color change)
const backgroundRef = useRef(background);
backgroundRef.current = background;
const surfaceRef = useRef(surface);
surfaceRef.current = surface;
const accentRef = useRef(themeColors.accent);
accentRef.current = themeColors.accent;
// Initialize WebGL context once (only depends on isEnabled)
useEffect(() => {
if (!isEnabled || !containerRef.current) return;
// Check for reduced motion preference
const prefersReducedMotion = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
if (prefersReducedMotion) return;
const container = containerRef.current;
const renderer = new Renderer({
alpha: true,
antialias: false,
powerPreference: 'low-power',
});
rendererRef.current = renderer;
const gl = renderer.gl;
gl.clearColor(0, 0, 0, 0);
container.appendChild(gl.canvas);
const geometry = new Triangle(gl);
const colorStops = generateColorStops(
backgroundRef.current,
surfaceRef.current,
accentRef.current,
);
const colorStopsArray = colorStops
.map((hex) => {
const c = new Color(hex);
return [c.r, c.g, c.b];
})
.flat();
const program = new Program(gl, {
vertex: VERT,
fragment: FRAG,
uniforms: {
uTime: { value: 0 },
uAmplitude: { value: 1.0 },
uColorStops: { value: colorStopsArray },
uResolution: { value: [container.offsetWidth, container.offsetHeight] },
uBlend: { value: 1.0 },
},
});
programRef.current = program;
const mesh = new Mesh(gl, { geometry, program });
// Рендерим на 10% разрешения — шейдер обрабатывает в ~100 раз меньше пикселей.
// renderer.setSize задаёт и буфер, и CSS-размер канваса, поэтому после него
// принудительно возвращаем CSS на 100% — канвас растягивается браузером,
// а filter: blur() сглаживает артефакты масштабирования.
const RESOLUTION_SCALE = 0.1;
function resize() {
if (!containerRef.current || !rendererRef.current || !programRef.current) return;
const fullW = containerRef.current.offsetWidth;
const fullH = containerRef.current.offsetHeight;
const bufW = Math.max(Math.ceil(fullW * RESOLUTION_SCALE), 1);
const bufH = Math.max(Math.ceil(fullH * RESOLUTION_SCALE), 1);
rendererRef.current.setSize(bufW, bufH);
// OGL setSize ставит canvas.style.width/height = bufW/bufH px,
// перезаписываем на 100% чтобы CSS растянул маленький буфер на весь экран
const canvas = rendererRef.current.gl.canvas as HTMLCanvasElement;
canvas.style.width = '100%';
canvas.style.height = '100%';
programRef.current.uniforms.uResolution.value = [bufW, bufH];
}
window.addEventListener('resize', resize);
resize();
let lastTime = 0;
const targetFPS = 10;
const frameInterval = 1000 / targetFPS;
const speed = 0.3;
function animate(currentTime: number) {
const delta = currentTime - lastTime;
if (delta < frameInterval) {
animationFrameRef.current = requestAnimationFrame(animate);
return;
}
lastTime = currentTime - (delta % frameInterval);
if (programRef.current && rendererRef.current) {
programRef.current.uniforms.uTime.value += speed * 0.01;
rendererRef.current.render({ scene: mesh });
}
animationFrameRef.current = requestAnimationFrame(animate);
}
function handleVisibilityChange() {
if (document.hidden) {
cancelAnimationFrame(animationFrameRef.current);
animationFrameRef.current = 0;
} else {
lastTime = 0;
animationFrameRef.current = requestAnimationFrame(animate);
}
}
document.addEventListener('visibilitychange', handleVisibilityChange);
animationFrameRef.current = requestAnimationFrame(animate);
return () => {
document.removeEventListener('visibilitychange', handleVisibilityChange);
window.removeEventListener('resize', resize);
cancelAnimationFrame(animationFrameRef.current);
if (rendererRef.current) {
const glCtx = rendererRef.current.gl;
// Delete GPU resources
if (programRef.current) {
glCtx.deleteProgram(programRef.current.program);
}
// Force-release the WebGL context
const loseCtx = glCtx.getExtension('WEBGL_lose_context');
if (loseCtx) loseCtx.loseContext();
if (container.contains(glCtx.canvas)) {
container.removeChild(glCtx.canvas);
}
}
rendererRef.current = null;
programRef.current = null;
};
}, [isEnabled]);
// Update color uniforms reactively without recreating WebGL context
useEffect(() => {
if (!programRef.current) return;
const colorStops = generateColorStops(background, surface, themeColors.accent);
const colorStopsArray = colorStops
.map((hex) => {
const c = new Color(hex);
return [c.r, c.g, c.b];
})
.flat();
programRef.current.uniforms.uColorStops.value = colorStopsArray;
}, [themeColors.accent, background, surface]);
if (!isEnabled) {
return null;
}
// Blur overlay color from accent (very subtle)
const [r, g, b] = hexToRgb(themeColors.accent);
const blurColor = `rgba(${Math.round(r * 255)}, ${Math.round(g * 255)}, ${Math.round(b * 255)}, 0.03)`;
return (
<>
{/* WebGL Aurora canvas — рендерится на ~10% разрешения, CSS растягивает обратно.
filter: blur() сглаживает артефакты масштабирования (дешевле backdrop-filter в ~10-20 раз,
т.к. блюрит только один элемент, а не все слои под ним). */}
<div
ref={containerRef}
className="pointer-events-none fixed inset-0 z-0"
style={{
width: '100%',
height: '100%',
filter: 'blur(20px)',
WebkitFilter: 'blur(20px)',
backgroundColor: blurColor,
contain: 'strict',
}}
/>
</>
);
}

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@@ -2,4 +2,3 @@ export { AppShell } from './AppShell';
export { DesktopSidebar } from './DesktopSidebar';
export { MobileBottomNav } from './MobileBottomNav';
export { AppHeader } from './AppHeader';
export { Aurora } from './Aurora';