Canvas Threejs
Use when building or reviewing Canvas 2D, Three.js/WebGL, React Three Fiber, GLSL shaders, ShaderToy-to-WebGL adaptation, 2D/3D visualization, game rendering, animation loops, GPU …
Bovin Phang
@bovinphang
Install
$ openclaw skills install @bovinphang/fec-canvas-threejsCanvas and Three.js
Purpose
Enable high-performance 2D/3D graphics rendering in the browser.
Procedure
- First select the rendering layer: DOM for standard UI; Canvas 2D for simple 2D graphics/signatures/particles; Three.js/WebGL for 3D models, spatial interactions and complex particles; React Three Fiber for declarative 3D in React projects.
- Define stable size, DPI adaptation, and resize behavior for the render container; Canvas does not automatically scale cleanly with CSS.
- The animation loop uses
requestAnimationFrame, which is paused when it is invisible or has no changes, and canceled when it is uninstalled. - Three.js must release geometry/material/texture/renderer and remove event listeners and observers.
- Shader/WebGL tasks first identify whether it is an SDF, ray marching, noise, particle, post-processing, multipass or debugging issue, and then decide whether native WebGL2, Three.js ShaderMaterial or R3F is required.
- Check the GLSL version, entry function, varying/in-out, texture API, uniform usage and function declaration order when adapting to WebGL2 to avoid white screen leaving only console errors.
- Provide
aria-label, alternative text or DOM summary for inaccessible graphic content; interactive graphics must have keyboard support.
Core Patterns
const dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = width * dpr;
canvas.height = height * dpr;
canvas.style.width = `${width}px`;
canvas.style.height = `${height}px`;
ctx.scale(dpr, dpr);
let animationId = 0;
function animate() {
animationId = requestAnimationFrame(animate);
renderer.render(scene, camera);
}
return () => {
cancelAnimationFrame(animationId);
geometry.dispose();
material.dispose();
renderer.dispose();
};
Detailed reference
Load references/rendering-patterns.md when it comes to Canvas 2D drawing, animation loops, Three.js scene building, React Three Fiber, InstancedMesh, and performance cleanup.
Load references/shader-webgl-patterns.md when it comes to shader routing, WebGL2 adaptation, GLSL debugging, multi-pass budgeting, and visual verification.
Constraints
- Canvas/WebGL content is not visible to screen readers and alternative semantics must be provided.
- WebGL consumes GPU, and low-end devices need to limit the pixel ratio, number of faces and texture size.
- Three.js resources will not be released automatically, and missing
dispose()will cause GPU memory leaks. - Canvas responsive must synchronize CSS dimensions, drawing dimensions, and camera/viewport.
- Complex layout/path planning can be combined with the background thread workflow, but the rendering itself is still coordinated on the main thread/rendering thread.
- The Shader main loop, number of sampling layers, and number of multi-passes must be budgeted; on low-end devices, reduce the DPR, number of steps, number of particles, or disable heavy post-processing.
- Before delivery, you must confirm that the canvas is not empty, has the correct size, is not stretched after resize, and has no shader compile/link errors in the console.
Expected Output
2D/3D scenes are crisp, responsive, cleanable, and close to 60fps on key devices; users can understand/operate with core content via alt text or keyboard paths.
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