feat: Implement dark mode and mobile optimizations
This commit introduces dark mode support by defining CSS variables and applies optimizations for mobile devices by reducing polygon counts in 3D models. Co-authored-by: matissjurevics <matissjurevics@gmail.com>
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@@ -19,6 +19,12 @@ const GlobeMesh = () => {
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const groupRef = useRef();
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const [bordersTexture, setBordersTexture] = useState(null);
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// Detect mobile device and reduce polygon count accordingly
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const isMobile = useMemo(() => {
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return /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent) ||
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(window.innerWidth <= 768);
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}, []);
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// Generate Borders Texture using D3
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useEffect(() => {
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const generateTexture = async () => {
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@@ -69,17 +75,23 @@ const GlobeMesh = () => {
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}
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});
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// Reduce segment counts for mobile devices
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const baseSphereSegments = isMobile ? 24 : 64; // Reduce from 64x64 to 24x24 on mobile
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const wireframeSegments = isMobile ? 16 : 32; // Reduce from 32x32 to 16x16 on mobile
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const markerSegments = isMobile ? 8 : 16; // Reduce from 16x16 to 8x8 on mobile
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const ringSegments = isMobile ? 16 : 32; // Reduce from 32 to 16 on mobile
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return (
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<group ref={groupRef}>
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{/* 1. Base Dark Sphere (blocks background stars/wireframe from showing through backface) */}
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<mesh>
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<sphereGeometry args={[1.95, 64, 64]} />
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<sphereGeometry args={[1.95, baseSphereSegments, baseSphereSegments]} />
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<meshBasicMaterial color="#000000" />
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</mesh>
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{/* 2. Light Wireframe Sphere - Outer Cage */}
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<mesh>
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<sphereGeometry args={[2.0, 32, 32]} />
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<sphereGeometry args={[2.0, wireframeSegments, wireframeSegments]} />
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<meshBasicMaterial
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color="#444"
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wireframe={true}
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@@ -91,7 +103,7 @@ const GlobeMesh = () => {
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{/* 3. Borders Sphere (Texture) */}
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{bordersTexture && (
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<mesh>
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<sphereGeometry args={[2.01, 64, 64]} />
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<sphereGeometry args={[2.01, baseSphereSegments, baseSphereSegments]} />
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<meshBasicMaterial
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map={bordersTexture}
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transparent={true}
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@@ -105,11 +117,11 @@ const GlobeMesh = () => {
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{/* Ireland Marker */}
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<mesh position={irelandPos}>
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<sphereGeometry args={[0.04, 16, 16]} />
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<sphereGeometry args={[0.04, markerSegments, markerSegments]} />
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<meshBasicMaterial color="#ff4d00" />
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</mesh>
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<mesh position={irelandPos}>
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<ringGeometry args={[0.06, 0.09, 32]} />
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<ringGeometry args={[0.06, 0.09, ringSegments]} />
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<meshBasicMaterial color="#ff4d00" side={THREE.DoubleSide} transparent opacity={0.6} />
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</mesh>
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</group>
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@@ -8,8 +8,15 @@ const Terrain = () => {
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const materialRef = useRef();
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const noise3D = useMemo(() => createNoise3D(), []);
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// Create geometry with HIGHER segment count for smoother, denser wave like the reference
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const geometry = useMemo(() => new THREE.PlaneGeometry(20, 20, 100, 100), []);
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// Detect mobile device and reduce polygon count accordingly
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const isMobile = useMemo(() => {
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return /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent) ||
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(window.innerWidth <= 768);
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}, []);
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// Create geometry with reduced segment count for mobile devices
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const segments = isMobile ? 40 : 100; // Reduce from 100x100 to 40x40 on mobile (84% reduction)
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const geometry = useMemo(() => new THREE.PlaneGeometry(20, 20, segments, segments), [segments]);
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useFrame((state) => {
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if (mesh.current) {
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@@ -52,6 +59,12 @@ const Terrain = () => {
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};
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const HeroModel = () => {
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// Detect dark mode for fog color
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const fogColor = useMemo(() => {
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const prefersDark = window.matchMedia('(prefers-color-scheme: dark)').matches;
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return prefersDark ? '#0a0a0a' : '#e4e4e4';
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}, []);
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return (
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<div style={{ width: '100%', height: '100vh', position: 'absolute', top: 0, left: 0, zIndex: 0 }}>
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<Canvas
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@@ -66,7 +79,7 @@ const HeroModel = () => {
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<Terrain />
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{/* Fog to fade edges into background color */}
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<fog attach="fog" args={['#e4e4e4', 5, 20]} />
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<fog attach="fog" args={[fogColor, 5, 20]} />
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</Suspense>
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</Canvas>
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</div>
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