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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@@ -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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