Files
skill-tree-portfolio/src/lib/pixi/background.ts
T
TehRiehlDealandClaude Opus 5 8874b35998 perf+fix: audit phase 0/1 — parallel textures, dead weight, two real bugs
Findings from a full frontend audit (static read + live instrumentation of
production). This covers the "bleeding" and performance phases.

Bug fixes:
- StatsPanel branch collapse/expand never re-rendered. Two Svelte 5 defects:
  $state(new Set()) is not proxied (proxy.js bails on non-object/array
  prototypes), so .add()/.delete() were untracked; and the Svelte 4
  `x = x` reactivity idiom is a no-op in runes mode, where sources use a
  strict `equals` comparator. Switched to SvelteSet and dropped the
  self-assignment. Verified: aria-expanded now flips and rows 28<->24.
- The closed stats panel's gold box-shadow (8px offset + 80px blur) bled
  ~88px past its right edge, painting a permanent olive stripe down the
  left of the viewport on every page view. Offset the closed transform
  past the shadow.
- data.ts shipped a placeholder repoUrl (github.com/yourusername/...), a
  live 404 on the node describing this very site. Also removed the
  "Tailwind CSS" techStack claim; it is not a dependency of this project.

Performance:
- nodes.ts awaited Assets.load() inside the node loop, serialising ~56 icon
  round-trips before the tree could render or accept input. Now one
  parallel batch. Measured: all 78 tree icon requests start at ~28ms and
  complete within ~618ms.
- isLoading was cleared right after app.init(), before a single texture
  existed, so the spinner resolved onto an empty screen. Moved to after
  the scene graph is built.
- Renderer left antialias on (costly, ~no benefit on soft glow circles)
  and resolution/autoDensity at defaults (blurry on HiDPI). Now
  antialias:false, resolution:min(dpr,2), autoDensity, high-performance.
- cacheAsTexture on the fully-static gradient (16 full-screen fills) and
  vignette (13); interactiveChildren:false on background containers.
- Dust ticker allocated a fresh closure per frame via forEach; replaced
  with a named function and an indexed loop.

Dead weight:
- static/{headshot,profile}.jpg.original (8.6MB, 83% of the static payload)
  were committed and deployed verbatim by adapter-static, publicly
  fetchable and referenced by nothing. Moved to a gitignored assets-src/
  so the full-res sources stay on disk without shipping.
- precompress:true so nginx gzip_static/brotli_static have siblings to
  serve (the origin currently sends everything uncompressed).

build/ 11.13MB -> 3.7MB. JS wire 727.6KB raw -> 232KB gzip / 202.7KB brotli.
svelte-check clean, 14/14 tests pass.

Note: the matching nginx change lives in the gitignored homelab/default.conf
and must be applied to the container separately.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-09 00:06:01 -07:00

254 lines
7.9 KiB
TypeScript

// Multi-layer space background: gradient → nebula → stars → dust → vignette.
// Each layer is added to the stage here; the three parallax containers are
// returned so the interaction module can offset them while panning.
import { Application, Graphics, Container } from 'pixi.js';
import { gsap } from 'gsap';
import { nebulaPalette } from '$lib/theme';
import { PARTICLE_COUNTS, byDevice } from '$lib/config';
import type { BackgroundLayers } from './types';
export function createBackground(app: Application, isMobile: boolean): BackgroundLayers {
const deepBackgroundContainer = new Container();
const nebulaContainer = new Container();
const starContainer = new Container();
app.stage.addChild(deepBackgroundContainer);
app.stage.addChild(nebulaContainer);
app.stage.addChild(starContainer);
const screenWidth = app.screen.width;
const screenHeight = app.screen.height;
const centerX = screenWidth / 2;
const centerY = screenHeight / 2;
// ========== DEEP SPACE GRADIENT ==========
const spaceGradient = new Graphics();
const gradientRadius = Math.max(screenWidth, screenHeight);
const gradientSteps = 15;
for (let i = gradientSteps; i >= 0; i--) {
const ratio = i / gradientSteps;
const radius = gradientRadius * (0.3 + ratio * 0.7);
const r = Math.floor(8 * (1 - ratio));
const g = Math.floor(6 * (1 - ratio));
const b = Math.floor(20 * (1 - ratio));
const color = (r << 16) + (g << 8) + b;
spaceGradient.circle(centerX, centerY, radius).fill({ color, alpha: 0.8 });
}
deepBackgroundContainer.addChild(spaceGradient);
// ========== NEBULA CLOUDS ==========
const nebulaColors = nebulaPalette;
nebulaColors.forEach((nebula, index) => {
const angle = (index / nebulaColors.length) * Math.PI * 2 + Math.PI / 4;
const distance = Math.min(screenWidth, screenHeight) * 0.35;
const baseX = centerX + Math.cos(angle) * distance;
const baseY = centerY + Math.sin(angle) * distance;
const nebulaCloud = new Graphics();
// Outer very faint glow
const outerSize = 200 + Math.random() * 150;
for (let layer = 5; layer >= 0; layer--) {
const layerRatio = layer / 5;
const size = outerSize * (0.4 + layerRatio * 0.6);
const alpha = 0.02 * (1 - layerRatio);
nebulaCloud.circle(0, 0, size).fill({ color: nebula.color, alpha });
}
// Irregular blobs for a more organic look
for (let i = 0; i < 3; i++) {
const offsetX = (Math.random() - 0.5) * 100;
const offsetY = (Math.random() - 0.5) * 100;
const blobSize = 60 + Math.random() * 80;
for (let layer = 3; layer >= 0; layer--) {
const layerRatio = layer / 3;
const size = blobSize * (0.5 + layerRatio * 0.5);
const alpha = 0.03 * (1 - layerRatio);
nebulaCloud.circle(offsetX, offsetY, size).fill({ color: nebula.color, alpha });
}
}
nebulaCloud.x = baseX;
nebulaCloud.y = baseY;
nebulaContainer.addChild(nebulaCloud);
// Animate nebula pulsing
gsap.to(nebulaCloud, {
alpha: 0.6,
duration: 3 + Math.random() * 2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 2
});
gsap.to(nebulaCloud.scale, {
x: 1.1,
y: 1.1,
duration: 4 + Math.random() * 2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 2
});
});
// ========== DISTANT STAR FIELD ==========
// Layer 1: Tiny distant stars (many, dim)
const distantStarCount = byDevice(PARTICLE_COUNTS.distantStars, isMobile);
for (let i = 0; i < distantStarCount; i++) {
const star = new Graphics();
const size = Math.random() * 1 + 0.5;
const alpha = Math.random() * 0.4 + 0.1;
star.circle(0, 0, size).fill({ color: 0xffffff, alpha });
star.x = Math.random() * screenWidth;
star.y = Math.random() * screenHeight;
starContainer.addChild(star);
gsap.to(star, {
alpha: alpha * 0.3,
duration: 1 + Math.random() * 2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 3
});
}
// Layer 2: Medium stars with colour tints
const mediumStarCount = byDevice(PARTICLE_COUNTS.mediumStars, isMobile);
const starTints = [0xffffff, 0xfff8e7, 0xe7f0ff, 0xffe7e7, 0xe7ffe7];
for (let i = 0; i < mediumStarCount; i++) {
const star = new Graphics();
const size = Math.random() * 1.5 + 1;
const alpha = Math.random() * 0.5 + 0.3;
const tint = starTints[Math.floor(Math.random() * starTints.length)];
star.circle(0, 0, size + 2).fill({ color: tint, alpha: alpha * 0.2 });
star.circle(0, 0, size).fill({ color: tint, alpha });
star.x = Math.random() * screenWidth;
star.y = Math.random() * screenHeight;
starContainer.addChild(star);
gsap.to(star, {
alpha: alpha * 0.4,
duration: 0.5 + Math.random() * 1.5,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 2
});
}
// Layer 3: Bright feature stars (few, prominent)
const brightStarCount = byDevice(PARTICLE_COUNTS.brightStars, isMobile);
for (let i = 0; i < brightStarCount; i++) {
const star = new Graphics();
const size = Math.random() * 2 + 1.5;
const tint = starTints[Math.floor(Math.random() * starTints.length)];
star.circle(0, 0, size + 6).fill({ color: tint, alpha: 0.05 });
star.circle(0, 0, size + 3).fill({ color: tint, alpha: 0.1 });
star.circle(0, 0, size).fill({ color: 0xffffff, alpha: 0.9 });
star.x = Math.random() * screenWidth;
star.y = Math.random() * screenHeight;
starContainer.addChild(star);
gsap.to(star.scale, {
x: 1.3,
y: 1.3,
duration: 2 + Math.random() * 2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 2
});
}
// ========== FLOATING DUST PARTICLES ==========
const dustParticles: Array<{ graphics: Graphics; vx: number; vy: number }> = [];
const dustCount = byDevice(PARTICLE_COUNTS.dust, isMobile);
for (let i = 0; i < dustCount; i++) {
const dust = new Graphics();
const size = Math.random() * 2 + 1;
const colorIndex = Math.floor(Math.random() * nebulaColors.length);
const color = nebulaColors[colorIndex].color;
dust.circle(0, 0, size + 4).fill({ color, alpha: 0.05 });
dust.circle(0, 0, size + 2).fill({ color, alpha: 0.08 });
dust.circle(0, 0, size).fill({ color, alpha: 0.15 });
dust.x = Math.random() * screenWidth;
dust.y = Math.random() * screenHeight;
starContainer.addChild(dust);
dustParticles.push({
graphics: dust,
vx: (Math.random() - 0.5) * 0.2,
vy: (Math.random() - 0.5) * 0.2
});
gsap.to(dust, {
alpha: 0.3,
duration: 3 + Math.random() * 2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 2
});
}
// Animate dust particles drifting. Named function + indexed loop: `forEach`
// with an inline arrow allocated a fresh closure on every frame.
function driftDust() {
for (let i = 0; i < dustParticles.length; i++) {
const p = dustParticles[i];
const g = p.graphics;
g.x += p.vx;
g.y += p.vy;
if (g.x < -20) g.x = screenWidth + 20;
else if (g.x > screenWidth + 20) g.x = -20;
if (g.y < -20) g.y = screenHeight + 20;
else if (g.y > screenHeight + 20) g.y = -20;
}
}
app.ticker.add(driftDust);
// ========== VIGNETTE OVERLAY ==========
const vignette = new Graphics();
const vignetteSize = Math.max(screenWidth, screenHeight) * 1.2;
for (let i = 12; i >= 0; i--) {
const ratio = i / 12;
const radius = vignetteSize * (0.4 + ratio * 0.6);
const alpha = ratio * ratio * 0.4;
vignette.circle(centerX, centerY, radius).fill({ color: 0x000000, alpha });
}
app.stage.addChild(vignette);
// The gradient (16 fills) and vignette (13 fills) are near-full-screen and
// never change — bake them to a texture instead of recompositing every frame.
deepBackgroundContainer.cacheAsTexture(true);
vignette.cacheAsTexture(true);
// Nothing in the background is clickable; skip it during hit-testing.
deepBackgroundContainer.interactiveChildren = false;
nebulaContainer.interactiveChildren = false;
starContainer.interactiveChildren = false;
vignette.eventMode = 'none';
return { deepBackgroundContainer, nebulaContainer, starContainer };
}