components/we-inc/falling-snow-particle-background-with-depth-and-wind-gusts.tsx
import { useEffect, useRef } from "react";
// Falling Snow with Depth and Gusts: a canvas 2D particle background behind a small hero.
// Sprites are drawn once to small offscreen canvases, motion is scaled by frame
// time, the loop stops off screen, and reduced motion gets one settled frame.
// Values worth changing:
const FLAKES_PER_MPX = 420; // snowfall density per million pixels
const SNOW = "238,243,250"; // flake colour, as r,g,b
const WIND = 1; // gust strength: 0 for still air, 2 for a blizzard
const FALL_SPEED = 1; // how fast flakes sink
const WARMUP = 150; // frames simulated before the first paint
type Ptr = { x: number; y: number; on: boolean };
type Scene = { update: (dt: number, t: number) => void; draw: (c: CanvasRenderingContext2D, t: number) => void };
function glow(size: number, rgb: string, stops: number[][]): HTMLCanvasElement {
const c = document.createElement("canvas");
c.width = c.height = size;
const g = c.getContext("2d")!;
const r = size / 2;
const grd = g.createRadialGradient(r, r, 0, r, r, r);
for (const [o, a] of stops) grd.addColorStop(o, `rgba(${rgb},${a})`);
g.fillStyle = grd;
g.fillRect(0, 0, size, size);
return c;
}
function mount(canvas: HTMLCanvasElement, root: HTMLElement): () => void {
const ctx = canvas.getContext("2d");
if (!ctx) return () => {};
const still = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
const ptr: Ptr = { x: -1e4, y: -1e4, on: false };
let w = 0, h = 0, t = 0, last = 0, raf = 0, seen = true;
let scene: Scene | null = null;
const fit = () => {
const r = canvas.getBoundingClientRect();
if (scene && Math.abs(r.width - w) < 1 && Math.abs(r.height - h) < 1) return;
const dpr = Math.min(window.devicePixelRatio || 1, 1.5);
w = Math.max(1, r.width);
h = Math.max(1, r.height);
canvas.width = Math.round(w * dpr);
canvas.height = Math.round(h * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
scene = createScene(w, h, ptr);
for (let i = 0; i < WARMUP; i++) { t += 1 / 30; scene.update(1 / 30, t); }
scene.draw(ctx, t);
};
const frame = (now: number) => {
const dt = Math.min(0.05, Math.max(0, (now - last) / 1000));
last = now;
t += dt;
if (scene) { scene.update(dt, t); scene.draw(ctx, t); }
raf = requestAnimationFrame(frame);
};
const run = () => {
cancelAnimationFrame(raf);
raf = 0;
if (!still && seen && !document.hidden) { last = performance.now(); raf = requestAnimationFrame(frame); }
};
const ro = new ResizeObserver(fit);
ro.observe(canvas);
const io = new IntersectionObserver((es) => { seen = es[es.length - 1].isIntersecting; run(); });
io.observe(canvas);
document.addEventListener("visibilitychange", run);
fit();
run();
return () => {
cancelAnimationFrame(raf);
ro.disconnect();
io.disconnect();
document.removeEventListener("visibilitychange", run);
};
}
function createScene(w: number, h: number, _ptr: Ptr): Scene {
const n = Math.min(760, Math.round(((w * h) / 1e6) * FLAKES_PER_MPX));
const crisp = glow(16, SNOW, [[0, 1], [0.4, 0.85], [1, 0]]);
const soft = glow(64, SNOW, [[0, 0.55], [0.45, 0.22], [1, 0]]);
const ps = Array.from({ length: n }, () => ({ x: Math.random() * w, y: Math.random() * h, z: Math.random() ** 1.4, s: Math.random() * 99 }));
let gust = 0;
return {
update(dt, t) {
// Wind is a mix of slow swells plus a rare, strong gust.
const target = (Math.sin(t * 0.13) * 0.5 + Math.sin(t * 0.37 + 1.3) * 0.3 + Math.max(0, Math.sin(t * 0.11 - 1)) ** 6 * 2.4) * 46 * WIND;
gust += (target - gust) * Math.min(1, dt * 0.9);
for (const p of ps) {
const depth = 0.25 + p.z * 1.25;
p.y += (12 + p.z * 48) * FALL_SPEED * dt;
p.x += (gust * depth + Math.sin(t * 0.7 + p.s) * (5 + p.z * 12)) * dt;
if (p.y > h + 40) { p.y = -40; p.x = Math.random() * w; }
if (p.x > w + 40) p.x -= w + 80; else if (p.x < -40) p.x += w + 80;
}
},
draw(c) {
c.clearRect(0, 0, w, h);
for (const p of ps) {
if (p.z > 0.9) {
const s = 14 + (p.z - 0.9) * 280;
c.globalAlpha = 0.5;
c.drawImage(soft, p.x - s / 2, p.y - s / 2, s, s);
} else {
const s = 1.6 + p.z * 5.5;
c.globalAlpha = 0.3 + p.z * 0.65;
c.drawImage(crisp, p.x - s / 2, p.y - s / 2, s, s);
}
}
c.globalAlpha = 1;
},
};
}
export default function FallingSnowDepthGusts() {
const canvasRef = useRef<HTMLCanvasElement>(null);
const rootRef = useRef<HTMLElement>(null);
useEffect(() => {
if (!canvasRef.current || !rootRef.current) return;
return mount(canvasRef.current, rootRef.current);
}, []);
return (
<section ref={rootRef} className="snw-bg relative isolate flex min-h-[560px] items-center overflow-hidden px-6 py-20 sm:px-12">
<style>{`.snw-bg{background:radial-gradient(90% 60% at 50% 115%, #5b6878 0%, rgba(91,104,120,0) 70%), linear-gradient(180deg, #19212c 0%, #283342 60%, #3a4655 100%)}`}</style>
<canvas ref={canvasRef} aria-hidden="true" className="pointer-events-none absolute inset-0 -z-10 h-full w-full" />
<div className="mx-auto w-full max-w-6xl">
<div className="max-w-xl">
<p className="text-sm font-semibold uppercase tracking-[0.14em] text-[#cbd5e1]">Hollow Pine Lodge</p>
<h2 className="mt-4 text-4xl font-semibold leading-[1.08] tracking-tight text-[#f1f5f9] sm:text-5xl">Wake up to fresh snow and a fire already lit.</h2>
<p className="mt-5 text-lg leading-relaxed text-[#cbd5e1]">Timber cabins with wood stoves, a cedar sauna and groomed trails that start at your door.</p>
<a
href="#"
className="mt-8 inline-flex h-12 items-center rounded-full bg-[#f8fafc] px-6 text-sm font-semibold text-[#1e293b] transition hover:opacity-90 focus-visible:outline-none focus-visible:ring-2 focus-visible:ring-[#f1f5f9] focus-visible:ring-offset-2 focus-visible:ring-offset-[#1f2833]"
>
Check winter dates
</a>
</div>
</div>
</section>
);
}