Bolt: Eliminate allocations in GradientBlinds loop

Refactors `GradientBlinds` animation loop to avoid garbage collection pressure:
- Uses stable object for `pointerPosRef` instead of nullable ref.
- Uses stable array for `mouseTargetRef` and mutates in-place.
- Mutates `uniforms.iMouse.value` instead of assignment.
- Reduces frame-by-frame allocation overhead for smoother animation.

Co-authored-by: ragusa-it <196988693+ragusa-it@users.noreply.github.com>
This commit is contained in:
google-labs-jules[bot]
2026-02-05 01:51:12 +00:00
parent 2587b9dd29
commit 78a04e80b6

View File

@@ -65,7 +65,8 @@ const GradientBlinds: React.FC<GradientBlindsProps> = ({
const rendererRef = useRef<Renderer | null>(null);
const mouseTargetRef = useRef<[number, number]>([0, 0]);
// Optimization: store raw pointer position (viewport coords) to decouple event handling from calculation
const pointerPosRef = useRef<{ x: number; y: number } | null>(null);
// Changed from {x,y}|null to stable object with active flag to prevent object allocation in loop
const pointerPosRef = useRef<{ x: number; y: number; active: boolean }>({ x: 0, y: 0, active: false });
const isMobileRef = useRef<boolean>(false);
const lastTimeRef = useRef<number>(0);
const firstResizeRef = useRef<boolean>(true);
@@ -304,7 +305,8 @@ void main() {
const cx = gl.drawingBufferWidth / 2;
const cy = gl.drawingBufferHeight / 2;
uniforms.iMouse.value = [cx, cy];
mouseTargetRef.current = [cx, cy];
mouseTargetRef.current[0] = cx;
mouseTargetRef.current[1] = cy;
}
};
@@ -332,10 +334,13 @@ void main() {
x = (e.clientX - rect.left) * scale;
y = (rect.height - (e.clientY - rect.top)) * scale;
}
mouseTargetRef.current = [x, y];
pointerPosRef.current = null; // Ensure loop doesn't override
mouseTargetRef.current[0] = x;
mouseTargetRef.current[1] = y;
pointerPosRef.current.active = false; // Ensure loop doesn't override
} else {
pointerPosRef.current = { x: e.clientX, y: e.clientY };
pointerPosRef.current.x = e.clientX;
pointerPosRef.current.y = e.clientY;
pointerPosRef.current.active = true;
}
};
@@ -344,7 +349,7 @@ void main() {
uniforms.iTime.value = t * 0.001;
// Update target based on pointer position and scroll offset
if (pointerPosRef.current) {
if (pointerPosRef.current.active) {
const scale = (renderer as unknown as { dpr?: number }).dpr || 1;
let x, y;
@@ -361,7 +366,8 @@ void main() {
x = (pointerPosRef.current.x - rect.left) * scale;
y = (rect.height - (pointerPosRef.current.y - rect.top)) * scale;
}
mouseTargetRef.current = [x, y];
mouseTargetRef.current[0] = x;
mouseTargetRef.current[1] = y;
}
if (mouseDampening > 0) {
@@ -376,8 +382,9 @@ void main() {
cur[0] += (target[0] - cur[0]) * factor;
cur[1] += (target[1] - cur[1]) * factor;
} else {
if (pointerPosRef.current || isMobileRef.current) {
uniforms.iMouse.value = mouseTargetRef.current;
if (pointerPosRef.current.active || isMobileRef.current) {
uniforms.iMouse.value[0] = mouseTargetRef.current[0];
uniforms.iMouse.value[1] = mouseTargetRef.current[1];
}
lastTimeRef.current = t;
}