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webgl-page-curl

3D page-curl animation of a DOM element

1.0.5
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webgl-page-curl

webgl-page-curl lets you do a page-curl animation of a DOM element, peeling back the current content to replace it with the next page.

It works by first taking a screenshot of the element, rendering that into a <canvas> on top of the element, and doing a WebGL animation on that <canvas> to make the screenshot appear to peel/curl away, revealing the element below.

Example

View a live example.

https://github.com/user-attachments/assets/9dc62f56-7b83-4e66-ad66-2b6777869b3d

Prerequisites

Prerequisite: Take a screenshot of the DOM element

Unfortunately, the browser has no API for taking a screenshot of a DOM element. We recommend using html2canvas to do it, but html2canvas is simulating a browser; it's rendering may not be a perfect match for the content you want to animate.

webgl-page-curl doesn't directly depend on html2canvas; it's not a mandatory dependency. Instead, if you want to use html2canvas (and we recommend that you do!) you'll need to load html2canvas yourself.

webgl-page-curl exports a function captureScreenshotOfParentElement(element, html2canvas, options = {logging: false}) to take the screenshot. It takes the screenshot of the parent of the element you pass, because that way, if the parent element is smaller than the element itself, we'll take a screenshot of that smaller, reduced shape. (If your parent element is the body, then we'll just take a screenshot of the entire page.)

html2canvas returns a <canvas> element.

Use it like this:

import html2canvas from 'https://esm.sh/html2canvas';
import { captureScreenshotOfParentElement } from 'webgl-page-curl';
const screenshotCanvas = await captureScreenshotOfParentElement(element, html2canvas);

If you find another/better way to take a screenshot instead of html2canvas, feel free to use it, passing your screenshot to the curl() function.

Prerequisite: Ensure the parent element either is the document.body or documentElement, or has position: relative

Once we capture the screenshot, we'll create a <canvas> next to the curling element, with position: absolute; left: 0; top: 0;.

Despite the name absolute, a position: absolute element "is positioned relative to its closest positioned ancestor."

If you're animating the document.body or documentElement, the <canvas> will appear at the top-left corner of the screen, which is probably what you want. If you're animating another element, its parent element must have position: relative, to ensure that the <canvas> appears directly on top of it.

Curling the page

Once you have a screenshotCanvas, you can invoke the curl function like this:

import { curl } from 'webgl-page-curl';
await curl({
  element: element,
  durationInMs: 1000,
  screenshotCanvas: screenshotCanvas,
  nextPageContent: nextPageContent,
});

The nextPageContent can either be a string of HTML to set on element.innerHTML, or it can be a callback function accepting the element as its only parameter. The function can then configure whatever HTML it wants in the updated element.

How it works

  • curl() will start by converting your screenshotCanvas into a WebGL <canvas> containing your screenshot on a plane

  • We'll append that <canvas> as a sibling of your element, using position: absolute, top: 0, left: 0, with a z-index above your element. (Thus, your element's parent must either be the document.body or must have position: relative.)

    At this point, the user will no longer see your element, but will see a screenshot of your element. (Hopefully the user won't notice, but html2canvas is by no means perfect.)

  • Then, we'll replace the element's content with the nextPageContent.

    The user won't see your updated content yet, because it's still behind the screenshot.

  • Then, we'll begin a WebGL animation, curling the <canvas> and revealing the updated element behind it.

  • Finally, we'll remove the <canvas> from the DOM and resolve the promise.

Adjusting the curl shape

You can set other curl parameters, too. Try playing around with these to see how they feel.

  • curlRadius: The curl functions as if a cylinder were rolling over the page, with a radius you provide. The default is 0.2.
  • startX/startY: We start curling from this point. In the X coordinate, 1.0 is right, 0.0 is left. In the Y coordinate, 1.0 is top, 0.0 is bottom. The curl starts at 1, 0 by default, the lower-right corner.
  • endX/endY: We'll curl the cylinder toward this end point. The curl ends at 0, 1 by default, the upper-left corner.
    • Especially try playing around with endX. If you want to peel the page up and away, try setting endX closer to 1.0.

Keywords

webgl

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Package last updated on 06 Jun 2025

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