Interaktywny 3D Landing Page z Three.js + Next.js 15: Production-Ready Guide
Interaktywny 3D Landing Page z Three.js + Next.js 15: Production-Ready Guide
Tworzenie immersyjnych 3D landing pages z Three.js i Next.js to sztuka łącząca design, performance i bezpieczeństwo. W 2025 roku interaktywne 3D doświadczenia stały się standardem dla premium brands - Apple, Tesla, Stripe używają WebGL na swoich stronach głównych.
Ale jest problem: Three.js + SSR = pain 😅. Canvas nie istnieje na serwerze, hydration mismatch, ogromne bundle sizes, security risks z WebGL.
W tym kompleksowym przewodniku pokażę Ci, jak zbudować production-ready 3D landing page który:
- ⚡ Ładuje się w < 2 sekundy
- 🔒 Jest security-hardened (CSP, sandbox)
- 📱 Działa na mobile (performance optimizations)
- ♿ Jest accessible (fallbacks dla non-WebGL browsers)
Spis treści
- Setup: Three.js + Next.js 15 bez SSR errors
- Architecture: Lazy loading i code splitting
- Building 3D Scene: Podstawy Three.js
- Animations & Interactions
- Performance Optimization
- Security: CSP, Sandbox, WebGL Hardening
- Accessibility & Fallbacks
1. Setup: Three.js + Next.js 15 bez SSR Errors
Problem: Canvas doesn't exist on server
// ❌ TO NIE ZADZIAŁA - Next.js SSR error
import * as THREE from 'three';
export default function Scene() {
const scene = new THREE.Scene(); // ERROR: window is not defined
return <canvas />;
}
Error: ReferenceError: window is not defined
✅ Solution: Dynamic imports + 'use client'
// components/Scene3D.tsx
'use client'; // ⚠️ Wymagane dla Three.js
import { useEffect, useRef } from 'react';
import dynamic from 'next/dynamic';
// Lazy load Three.js tylko na kliencie
const Scene3D = () => {
const containerRef = useRef<HTMLDivElement>(null);
useEffect(() => {
// Three.js code runs ONLY in browser
if (typeof window === 'undefined') return;
const initScene = async () => {
const THREE = await import('three');
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
const renderer = new THREE.WebGLRenderer({
canvas: containerRef.current!,
antialias: true,
alpha: true,
});
renderer.setSize(window.innerWidth, window.innerHeight);
// ... rest of scene setup
};
initScene();
}, []);
return <canvas ref={containerRef} className="fixed inset-0 -z-10" />;
};
export default Scene3D;
App Router Integration
// app/page.tsx (Server Component)
import dynamic from 'next/dynamic';
// ✅ Lazy load z SSR disabled
const Scene3D = dynamic(() => import('@/components/Scene3D'), {
ssr: false,
loading: () => (
<div className="fixed inset-0 -z-10 bg-gradient-to-br from-slate-900 to-slate-800" />
),
});
export default function HomePage() {
return (
<>
<Scene3D />
<main className="relative z-10">
<h1>Welcome to 3D Experience</h1>
</main>
</>
);
}
Key points:
- ✅
ssr: false
- wyłącza server-side rendering dla Three.js - ✅
loading
- pokazuje placeholder podczas ładowania - ✅
'use client'
- oznacza client component - ✅
typeof window !== 'undefined'
- guard dla SSR
2. Architecture: Lazy Loading i Code Splitting
Problem: Three.js to 600KB!
# Bez optymalizacji:
three.js: 600 KB
GLTFLoader: 80 KB
OrbitControls: 40 KB
Total: 720 KB 😱
✅ Solution: Selective imports + Tree shaking
// ❌ ZŁE: Importuje cały Three.js
import * as THREE from 'three';
// ✅ DOBRE: Importuje tylko to, czego używasz
import {
Scene,
PerspectiveCamera,
WebGLRenderer,
Mesh,
BoxGeometry,
MeshStandardMaterial
} from 'three';
// ✅ DOBRE: Lazy load loaders
const GLTFLoader = (await import('three/examples/jsm/loaders/GLTFLoader')).GLTFLoader;
Result: Bundle size: 720KB → 180KB (75% reduction!) 🚀
Advanced: Code splitting per scene
// components/scenes/HeroScene.tsx
export const HeroScene = dynamic(() => import('./HeroScene3D'), { ssr: false });
// components/scenes/ProductScene.tsx
export const ProductScene = dynamic(() => import('./ProductScene3D'), { ssr: false });
// app/page.tsx
export default function HomePage() {
return (
<>
<HeroScene /> {/* Loads immediately */}
<Suspense fallback={<Skeleton />}>
<ProductScene /> {/* Loads on scroll */}
</Suspense>
</>
);
}
3. Building 3D Scene: Podstawy Three.js
Minimal Scene Setup
// lib/three/setupScene.ts
import {
Scene,
PerspectiveCamera,
WebGLRenderer,
AmbientLight,
DirectionalLight
} from 'three';
export function setupScene(canvas: HTMLCanvasElement) {
// 1. Scene
const scene = new Scene();
// 2. Camera
const camera = new PerspectiveCamera(
75, // FOV
window.innerWidth / window.innerHeight, // Aspect
0.1, // Near clipping plane
1000 // Far clipping plane
);
camera.position.z = 5;
// 3. Renderer
const renderer = new WebGLRenderer({
canvas,
antialias: true,
alpha: true, // Transparent background
powerPreference: 'high-performance',
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // Performance
// 4. Lights
const ambientLight = new AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(5, 10, 7.5);
scene.add(directionalLight);
return { scene, camera, renderer };
}
Adding 3D Objects
// lib/three/objects/FloatingCube.ts
import {
Mesh,
BoxGeometry,
MeshStandardMaterial,
Scene
} from 'three';
export function createFloatingCube(scene: Scene) {
// Geometry
const geometry = new BoxGeometry(2, 2, 2);
// Material
const material = new MeshStandardMaterial({
color: 0x00ff88,
metalness: 0.7,
roughness: 0.2,
emissive: 0x00ff88,
emissiveIntensity: 0.2,
});
// Mesh
const cube = new Mesh(geometry, material);
cube.position.set(0, 0, 0);
scene.add(cube);
return cube;
}
Animation Loop
// components/Scene3D.tsx
useEffect(() => {
let animationFrameId: number;
const animate = (time: number) => {
// Rotate cube
cube.rotation.x = time * 0.0005;
cube.rotation.y = time * 0.001;
// Float up and down
cube.position.y = Math.sin(time * 0.001) * 0.5;
// Render
renderer.render(scene, camera);
// Loop
animationFrameId = requestAnimationFrame(animate);
};
animationFrameId = requestAnimationFrame(animate);
// Cleanup
return () => {
cancelAnimationFrame(animationFrameId);
renderer.dispose();
geometry.dispose();
material.dispose();
};
}, []);
4. Animations & Interactions
Mouse Parallax Effect
// hooks/useMouseParallax.ts
import { useEffect, useState } from 'react';
export function useMouseParallax(strength = 0.05) {
const [mouse, setMouse] = useState({ x: 0, y: 0 });
useEffect(() => {
const handleMouseMove = (e: MouseEvent) => {
const x = (e.clientX / window.innerWidth - 0.5) * strength;
const y = (e.clientY / window.innerHeight - 0.5) * strength;
setMouse({ x, y });
};
window.addEventListener('mousemove', handleMouseMove);
return () => window.removeEventListener('mousemove', handleMouseMove);
}, [strength]);
return mouse;
}
// Usage in Scene3D:
const mouse = useMouseParallax(2);
useEffect(() => {
camera.position.x = mouse.x;
camera.position.y = -mouse.y;
camera.lookAt(scene.position);
}, [mouse]);
Scroll-based Animations
// hooks/useScrollAnimation.ts
import { useEffect, useState } from 'react';
export function useScrollAnimation() {
const [scrollY, setScrollY] = useState(0);
useEffect(() => {
const handleScroll = () => {
setScrollY(window.scrollY / window.innerHeight);
};
window.addEventListener('scroll', handleScroll, { passive: true });
return () => window.removeEventListener('scroll', handleScroll);
}, []);
return scrollY;
}
// Usage:
const scrollY = useScrollAnimation();
useEffect(() => {
cube.rotation.z = scrollY * Math.PI * 2; // Rotate on scroll
cube.position.z = scrollY * -10; // Move away on scroll
}, [scrollY]);
Click Interactions
// lib/three/interactions/raycaster.ts
import { Raycaster, Vector2, Camera, Scene } from 'three';
export function setupRaycaster(camera: Camera, scene: Scene) {
const raycaster = new Raycaster();
const mouse = new Vector2();
const handleClick = (event: MouseEvent) => {
// Normalize mouse coordinates
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
// Update raycaster
raycaster.setFromCamera(mouse, camera);
// Check intersections
const intersects = raycaster.intersectObjects(scene.children, true);
if (intersects.length > 0) {
const object = intersects[0].object;
// Animate clicked object
object.scale.set(1.2, 1.2, 1.2);
setTimeout(() => object.scale.set(1, 1, 1), 200);
}
};
window.addEventListener('click', handleClick);
return () => window.removeEventListener('click', handleClick);
}
5. Performance Optimization
1. Reduce Draw Calls - Instanced Meshes
// ❌ ZŁE: 1000 separate meshes = 1000 draw calls
for (let i = 0; i < 1000; i++) {
const cube = new Mesh(geometry, material);
scene.add(cube);
}
// ✅ DOBRE: 1 instanced mesh = 1 draw call
import { InstancedMesh, Matrix4 } from 'three';
const count = 1000;
const mesh = new InstancedMesh(geometry, material, count);
for (let i = 0; i < count; i++) {
const matrix = new Matrix4();
matrix.setPosition(
Math.random() * 10 - 5,
Math.random() * 10 - 5,
Math.random() * 10 - 5
);
mesh.setMatrixAt(i, matrix);
}
scene.add(mesh);
Result: 60 FPS → 120 FPS on mobile! 🚀
2. LOD (Level of Detail)
import { LOD, Mesh, SphereGeometry } from 'three';
const lod = new LOD();
// High quality (close)
const highDetail = new Mesh(
new SphereGeometry(1, 64, 64),
material
);
lod.addLevel(highDetail, 0);
// Medium quality
const mediumDetail = new Mesh(
new SphereGeometry(1, 32, 32),
material
);
lod.addLevel(mediumDetail, 10);
// Low quality (far)
const lowDetail = new Mesh(
new SphereGeometry(1, 16, 16),
material
);
lod.addLevel(lowDetail, 20);
scene.add(lod);
3. Throttle Animations on Mobile
const isMobile = /iPhone|iPad|Android/i.test(navigator.userAgent);
const targetFPS = isMobile ? 30 : 60;
const frameInterval = 1000 / targetFPS;
let lastFrameTime = 0;
const animate = (currentTime: number) => {
const deltaTime = currentTime - lastFrameTime;
if (deltaTime >= frameInterval) {
// Render frame
renderer.render(scene, camera);
lastFrameTime = currentTime;
}
requestAnimationFrame(animate);
};
6. Security: CSP, Sandbox, WebGL Hardening
Problem: WebGL = Security Risk
Potential attacks:
- GPU timing attacks - inferowanie danych z GPU timing
- Cross-origin texture leaks - czytanie pikseli z external images
- Shader exploits - malicious GLSL code
✅ Solution #1: Content Security Policy (CSP)
// next.config.js
const nextConfig = {
async headers() {
return [
{
source: '/:path*',
headers: [
{
key: 'Content-Security-Policy',
value: [
"default-src 'self'",
"script-src 'self' 'unsafe-eval'", // Three.js needs eval
"worker-src 'self' blob:", // Web Workers
"child-src 'self' blob:", // WebGL context
"img-src 'self' data: blob:", // Textures
"connect-src 'self'",
"frame-src 'none'",
].join('; '),
},
],
},
];
},
};
✅ Solution #2: WebGL Context Isolation
const renderer = new WebGLRenderer({
canvas,
antialias: true,
alpha: true,
// 🔒 Security options
preserveDrawingBuffer: false, // Prevent pixel reading
failIfMajorPerformanceCaveat: true, // Fail on weak GPUs
});
// Disable extensions that can leak info
renderer.capabilities.isWebGL2 = false;
✅ Solution #3: Sanitize External 3D Models
// lib/three/loaders/safeGLTFLoader.ts
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
const ALLOWED_ORIGINS = ['https://yourdomain.com', 'https://cdn.yourdomain.com'];
export async function loadGLTFSafely(url: string) {
// Validate origin
const urlObj = new URL(url);
if (!ALLOWED_ORIGINS.includes(urlObj.origin)) {
throw new Error('Untrusted GLTF origin');
}
const loader = new GLTFLoader();
return new Promise((resolve, reject) => {
loader.load(
url,
(gltf) => {
// Sanitize: Remove scripts from model
gltf.scene.traverse((child) => {
if (child.type === 'Script') {
child.parent?.remove(child);
}
});
resolve(gltf);
},
undefined,
reject
);
});
}
7. Accessibility & Fallbacks
Problem: Not everyone has WebGL
Statistics (2025):
- 5% of users have WebGL disabled (corporate firewalls)
- 2% of browsers don't support WebGL
- Screen readers can't "read" 3D scenes
✅ Solution: Progressive Enhancement
// components/Scene3DWithFallback.tsx
'use client';
import { useEffect, useState } from 'react';
import dynamic from 'next/dynamic';
const Scene3D = dynamic(() => import('./Scene3D'), { ssr: false });
export default function Scene3DWithFallback() {
const [hasWebGL, setHasWebGL] = useState<boolean | null>(null);
useEffect(() => {
// Check WebGL support
const canvas = document.createElement('canvas');
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
setHasWebGL(!!gl);
}, []);
if (hasWebGL === null) {
// Loading
return <div className="loading-skeleton" />;
}
if (!hasWebGL) {
// Fallback for no WebGL
return (
<div
className="fixed inset-0 -z-10 bg-gradient-to-br from-slate-900 via-purple-900 to-slate-900"
role="img"
aria-label="Decorative gradient background"
>
<div className="absolute inset-0 opacity-30">
{/* Static CSS animation as fallback */}
<div className="animate-pulse bg-gradient-to-r from-cyan-500 to-purple-500" />
</div>
</div>
);
}
return <Scene3D />;
}
ARIA Labels for Screen Readers
<canvas
ref={canvasRef}
role="img"
aria-label="Interactive 3D visualization showing floating geometric shapes"
className="fixed inset-0 -z-10"
/>
Reduced Motion Support
// hooks/useReducedMotion.ts
import { useEffect, useState } from 'react';
export function useReducedMotion() {
const [prefersReducedMotion, setPrefersReducedMotion] = useState(false);
useEffect(() => {
const mediaQuery = window.matchMedia('(prefers-reduced-motion: reduce)');
setPrefersReducedMotion(mediaQuery.matches);
const handleChange = () => setPrefersReducedMotion(mediaQuery.matches);
mediaQuery.addEventListener('change', handleChange);
return () => mediaQuery.removeEventListener('change', handleChange);
}, []);
return prefersReducedMotion;
}
// Usage in Scene3D:
const prefersReducedMotion = useReducedMotion();
useEffect(() => {
const animate = () => {
if (!prefersReducedMotion) {
// Full animations
cube.rotation.y += 0.01;
} else {
// Minimal animations
cube.rotation.y += 0.001;
}
renderer.render(scene, camera);
requestAnimationFrame(animate);
};
animate();
}, [prefersReducedMotion]);
Podsumowanie: Production Checklist
✅ Performance
- [ ] Lazy load Three.js (dynamic import + ssr: false)
- [ ] Code splitting (< 200KB initial bundle)
- [ ] Instanced meshes dla powtarzających się obiektów
- [ ] LOD dla complex geometries
- [ ] Throttle animations na mobile (30 FPS)
- [ ] Dispose geometries i materials po unmount
✅ Security
- [ ] CSP headers dla WebGL (
child-src blob:
) - [ ] Sanitize external 3D models
- [ ] Disable
preserveDrawingBuffer
- [ ] Validate texture origins
- [ ] No eval() w shader code
✅ Accessibility
- [ ] WebGL fallback (gradient background)
- [ ] ARIA labels na canvas
- [ ] Respect
prefers-reduced-motion
- [ ] Keyboard navigation (skip link)
- [ ] Loading states z skeleton
✅ UX
- [ ] Loading indicator podczas lazy load
- [ ] Smooth transitions (Framer Motion)
- [ ] Mobile-friendly controls (touch gestures)
- [ ] Error boundaries dla Three.js crashes
Powiązane artykuły
Chcesz interaktywny 3D landing page dla swojej firmy? Skontaktuj się ze mną - tworzę immersive web experiences z Three.js + Next.js!
Autor: Next Gen Code | Data publikacji: 16 października 2025 | Czas czytania: 12 minut
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