Files
Webklar.com/components/PixelBlast.tsx
Basilosaurusrex f027651f9b main repo
2025-11-24 18:09:40 +01:00

706 lines
21 KiB
TypeScript

'use client';
import { useEffect, useRef } from 'react';
import * as THREE from 'three';
import { EffectComposer, EffectPass, RenderPass, Effect } from 'postprocessing';
import './PixelBlast.css';
const createTouchTexture = () => {
const size = 64;
const canvas = document.createElement('canvas');
canvas.width = size;
canvas.height = size;
const ctx = canvas.getContext('2d');
if (!ctx) throw new Error('2D context not available');
ctx.fillStyle = 'black';
ctx.fillRect(0, 0, canvas.width, canvas.height);
const texture = new THREE.Texture(canvas);
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.generateMipmaps = false;
const trail: Array<{ x: number; y: number; age: number; force: number; vx: number; vy: number }> = [];
let last: { x: number; y: number } | null = null;
const maxAge = 64;
let radius = 0.1 * size;
const speed = 1 / maxAge;
const clear = () => {
ctx.fillStyle = 'black';
ctx.fillRect(0, 0, canvas.width, canvas.height);
};
const drawPoint = (p: { x: number; y: number; age: number; force: number; vx: number; vy: number }) => {
const pos = { x: p.x * size, y: (1 - p.y) * size };
let intensity = 1;
const easeOutSine = (t: number) => Math.sin((t * Math.PI) / 2);
const easeOutQuad = (t: number) => -t * (t - 2);
if (p.age < maxAge * 0.3) intensity = easeOutSine(p.age / (maxAge * 0.3));
else intensity = easeOutQuad(1 - (p.age - maxAge * 0.3) / (maxAge * 0.7)) || 0;
intensity *= p.force;
const color = `${((p.vx + 1) / 2) * 255}, ${((p.vy + 1) / 2) * 255}, ${intensity * 255}`;
const offset = size * 5;
ctx.shadowOffsetX = offset;
ctx.shadowOffsetY = offset;
ctx.shadowBlur = radius;
ctx.shadowColor = `rgba(${color},${0.22 * intensity})`;
ctx.beginPath();
ctx.fillStyle = 'rgba(255,0,0,1)';
ctx.arc(pos.x - offset, pos.y - offset, radius, 0, Math.PI * 2);
ctx.fill();
};
const addTouch = (norm: { x: number; y: number }) => {
let force = 0;
let vx = 0;
let vy = 0;
if (last) {
const dx = norm.x - last.x;
const dy = norm.y - last.y;
if (dx === 0 && dy === 0) return;
const dd = dx * dx + dy * dy;
const d = Math.sqrt(dd);
vx = dx / (d || 1);
vy = dy / (d || 1);
force = Math.min(dd * 10000, 1);
}
last = { x: norm.x, y: norm.y };
trail.push({ x: norm.x, y: norm.y, age: 0, force, vx, vy });
};
const update = () => {
clear();
for (let i = trail.length - 1; i >= 0; i--) {
const point = trail[i];
const f = point.force * speed * (1 - point.age / maxAge);
point.x += point.vx * f;
point.y += point.vy * f;
point.age++;
if (point.age > maxAge) trail.splice(i, 1);
}
for (let i = 0; i < trail.length; i++) drawPoint(trail[i]);
texture.needsUpdate = true;
};
return {
canvas,
texture,
addTouch,
update,
set radiusScale(v: number) {
radius = 0.1 * size * v;
},
get radiusScale() {
return radius / (0.1 * size);
},
size
};
};
const createLiquidEffect = (texture: THREE.Texture, opts?: { strength?: number; freq?: number }) => {
const fragment = `
uniform sampler2D uTexture;
uniform float uStrength;
uniform float uTime;
uniform float uFreq;
void mainUv(inout vec2 uv) {
vec4 tex = texture2D(uTexture, uv);
float vx = tex.r * 2.0 - 1.0;
float vy = tex.g * 2.0 - 1.0;
float intensity = tex.b;
float wave = 0.5 + 0.5 * sin(uTime * uFreq + intensity * 6.2831853);
float amt = uStrength * intensity * wave;
uv += vec2(vx, vy) * amt;
}
`;
return new Effect('LiquidEffect', fragment, {
uniforms: new Map([
['uTexture', new THREE.Uniform(texture)],
['uStrength', new THREE.Uniform(opts?.strength ?? 0.025)],
['uTime', new THREE.Uniform(0)],
['uFreq', new THREE.Uniform(opts?.freq ?? 4.5)]
])
});
};
const SHAPE_MAP: Record<string, number> = {
square: 0,
circle: 1,
triangle: 2,
diamond: 3
};
const VERTEX_SRC = `
void main() {
gl_Position = vec4(position, 1.0);
}
`;
const FRAGMENT_SRC = `
precision highp float;
uniform vec3 uColor;
uniform vec2 uResolution;
uniform float uTime;
uniform float uPixelSize;
uniform float uScale;
uniform float uDensity;
uniform float uPixelJitter;
uniform int uEnableRipples;
uniform float uRippleSpeed;
uniform float uRippleThickness;
uniform float uRippleIntensity;
uniform float uEdgeFade;
uniform int uShapeType;
const int SHAPE_SQUARE = 0;
const int SHAPE_CIRCLE = 1;
const int SHAPE_TRIANGLE = 2;
const int SHAPE_DIAMOND = 3;
const int MAX_CLICKS = 10;
uniform vec2 uClickPos [MAX_CLICKS];
uniform float uClickTimes[MAX_CLICKS];
out vec4 fragColor;
float Bayer2(vec2 a) {
a = floor(a);
return fract(a.x / 2. + a.y * a.y * .75);
}
#define Bayer4(a) (Bayer2(.5*(a))*0.25 + Bayer2(a))
#define Bayer8(a) (Bayer4(.5*(a))*0.25 + Bayer2(a))
#define FBM_OCTAVES 5
#define FBM_LACUNARITY 1.25
#define FBM_GAIN 1.0
float hash11(float n){ return fract(sin(n)*43758.5453); }
float vnoise(vec3 p){
vec3 ip = floor(p);
vec3 fp = fract(p);
float n000 = hash11(dot(ip + vec3(0.0,0.0,0.0), vec3(1.0,57.0,113.0)));
float n100 = hash11(dot(ip + vec3(1.0,0.0,0.0), vec3(1.0,57.0,113.0)));
float n010 = hash11(dot(ip + vec3(0.0,1.0,0.0), vec3(1.0,57.0,113.0)));
float n110 = hash11(dot(ip + vec3(1.0,1.0,0.0), vec3(1.0,57.0,113.0)));
float n001 = hash11(dot(ip + vec3(0.0,0.0,1.0), vec3(1.0,57.0,113.0)));
float n101 = hash11(dot(ip + vec3(1.0,0.0,1.0), vec3(1.0,57.0,113.0)));
float n011 = hash11(dot(ip + vec3(0.0,1.0,1.0), vec3(1.0,57.0,113.0)));
float n111 = hash11(dot(ip + vec3(1.0,1.0,1.0), vec3(1.0,57.0,113.0)));
vec3 w = fp*fp*fp*(fp*(fp*6.0-15.0)+10.0);
float x00 = mix(n000, n100, w.x);
float x10 = mix(n010, n110, w.x);
float x01 = mix(n001, n101, w.x);
float x11 = mix(n011, n111, w.x);
float y0 = mix(x00, x10, w.y);
float y1 = mix(x01, x11, w.y);
return mix(y0, y1, w.z) * 2.0 - 1.0;
}
float fbm2(vec2 uv, float t){
vec3 p = vec3(uv * uScale, t);
float amp = 1.0;
float freq = 1.0;
float sum = 1.0;
for (int i = 0; i < FBM_OCTAVES; ++i){
sum += amp * vnoise(p * freq);
freq *= FBM_LACUNARITY;
amp *= FBM_GAIN;
}
return sum * 0.5 + 0.5;
}
float maskCircle(vec2 p, float cov){
float r = sqrt(cov) * .25;
float d = length(p - 0.5) - r;
float aa = 0.5 * fwidth(d);
return cov * (1.0 - smoothstep(-aa, aa, d * 2.0));
}
float maskTriangle(vec2 p, vec2 id, float cov){
bool flip = mod(id.x + id.y, 2.0) > 0.5;
if (flip) p.x = 1.0 - p.x;
float r = sqrt(cov);
float d = p.y - r*(1.0 - p.x);
float aa = fwidth(d);
return cov * clamp(0.5 - d/aa, 0.0, 1.0);
}
float maskDiamond(vec2 p, float cov){
float r = sqrt(cov) * 0.564;
return step(abs(p.x - 0.49) + abs(p.y - 0.49), r);
}
void main(){
float pixelSize = uPixelSize;
vec2 fragCoord = gl_FragCoord.xy - uResolution * .5;
float aspectRatio = uResolution.x / uResolution.y;
vec2 pixelId = floor(fragCoord / pixelSize);
vec2 pixelUV = fract(fragCoord / pixelSize);
float cellPixelSize = 8.0 * pixelSize;
vec2 cellId = floor(fragCoord / cellPixelSize);
vec2 cellCoord = cellId * cellPixelSize;
vec2 uv = cellCoord / uResolution * vec2(aspectRatio, 1.0);
float base = fbm2(uv, uTime * 0.05);
base = base * 0.5 - 0.65;
float feed = base + (uDensity - 0.5) * 0.3;
float speed = uRippleSpeed;
float thickness = uRippleThickness;
const float dampT = 1.0;
const float dampR = 10.0;
if (uEnableRipples == 1) {
for (int i = 0; i < MAX_CLICKS; ++i){
vec2 pos = uClickPos[i];
if (pos.x < 0.0) continue;
float cellPixelSize = 8.0 * pixelSize;
vec2 cuv = (((pos - uResolution * .5 - cellPixelSize * .5) / (uResolution))) * vec2(aspectRatio, 1.0);
float t = max(uTime - uClickTimes[i], 0.0);
float r = distance(uv, cuv);
float waveR = speed * t;
float ring = exp(-pow((r - waveR) / thickness, 2.0));
float atten = exp(-dampT * t) * exp(-dampR * r);
feed = max(feed, ring * atten * uRippleIntensity);
}
}
float bayer = Bayer8(fragCoord / uPixelSize) - 0.5;
float bw = step(0.5, feed + bayer);
float h = fract(sin(dot(floor(fragCoord / uPixelSize), vec2(127.1, 311.7))) * 43758.5453);
float jitterScale = 1.0 + (h - 0.5) * uPixelJitter;
float coverage = bw * jitterScale;
float M;
if (uShapeType == SHAPE_CIRCLE) M = maskCircle (pixelUV, coverage);
else if (uShapeType == SHAPE_TRIANGLE) M = maskTriangle(pixelUV, pixelId, coverage);
else if (uShapeType == SHAPE_DIAMOND) M = maskDiamond(pixelUV, coverage);
else M = coverage;
if (uEdgeFade > 0.0) {
vec2 norm = gl_FragCoord.xy / uResolution;
float edge = min(min(norm.x, norm.y), min(1.0 - norm.x, 1.0 - norm.y));
float fade = smoothstep(0.0, uEdgeFade, edge);
M *= fade;
}
vec3 color = uColor;
fragColor = vec4(color, M);
}
`;
const MAX_CLICKS = 10;
interface PixelBlastProps {
variant?: 'square' | 'circle' | 'triangle' | 'diamond';
pixelSize?: number;
color?: string;
className?: string;
style?: React.CSSProperties;
antialias?: boolean;
patternScale?: number;
patternDensity?: number;
liquid?: boolean;
liquidStrength?: number;
liquidRadius?: number;
pixelSizeJitter?: number;
enableRipples?: boolean;
rippleIntensityScale?: number;
rippleThickness?: number;
rippleSpeed?: number;
liquidWobbleSpeed?: number;
autoPauseOffscreen?: boolean;
speed?: number;
transparent?: boolean;
edgeFade?: number;
noiseAmount?: number;
}
const PixelBlast = ({
variant = 'square',
pixelSize = 3,
color = '#B19EEF',
className,
style,
antialias = true,
patternScale = 2,
patternDensity = 1,
liquid = false,
liquidStrength = 0.1,
liquidRadius = 1,
pixelSizeJitter = 0,
enableRipples = true,
rippleIntensityScale = 1,
rippleThickness = 0.1,
rippleSpeed = 0.3,
liquidWobbleSpeed = 4.5,
autoPauseOffscreen = true,
speed = 0.5,
transparent = true,
edgeFade = 0.5,
noiseAmount = 0
}: PixelBlastProps) => {
const containerRef = useRef<HTMLDivElement>(null);
const visibilityRef = useRef({ visible: true });
const speedRef = useRef(speed);
const threeRef = useRef<{
renderer: THREE.WebGLRenderer;
scene: THREE.Scene;
camera: THREE.OrthographicCamera;
material: THREE.ShaderMaterial;
clock: THREE.Clock;
clickIx: number;
uniforms: Record<string, THREE.IUniform>;
resizeObserver: ResizeObserver;
raf: number;
quad: THREE.Mesh;
timeOffset: number;
composer?: EffectComposer;
touch?: ReturnType<typeof createTouchTexture>;
liquidEffect?: Effect;
} | null>(null);
const prevConfigRef = useRef<{ antialias: boolean; liquid: boolean; noiseAmount: number } | null>(null);
useEffect(() => {
const container = containerRef.current;
if (!container) return;
speedRef.current = speed;
const needsReinitKeys: Array<keyof { antialias: boolean; liquid: boolean; noiseAmount: number }> = ['antialias', 'liquid', 'noiseAmount'];
const cfg = { antialias, liquid, noiseAmount };
let mustReinit = false;
if (!threeRef.current) mustReinit = true;
else if (prevConfigRef.current) {
for (const k of needsReinitKeys) {
if (prevConfigRef.current[k] !== cfg[k]) {
mustReinit = true;
break;
}
}
}
if (mustReinit) {
if (threeRef.current) {
const t = threeRef.current;
t.resizeObserver?.disconnect();
cancelAnimationFrame(t.raf);
t.quad?.geometry.dispose();
t.material.dispose();
t.composer?.dispose();
t.renderer.dispose();
if (t.renderer.domElement.parentElement === container) {
container.removeChild(t.renderer.domElement);
}
threeRef.current = null;
}
const canvas = document.createElement('canvas');
const renderer = new THREE.WebGLRenderer({
canvas,
antialias,
alpha: true,
powerPreference: 'high-performance'
});
renderer.domElement.style.width = '100%';
renderer.domElement.style.height = '100%';
renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
container.appendChild(renderer.domElement);
if (transparent) renderer.setClearAlpha(0);
else renderer.setClearColor(0x000000, 1);
const uniforms: Record<string, THREE.IUniform> = {
uResolution: { value: new THREE.Vector2(0, 0) },
uTime: { value: 0 },
uColor: { value: new THREE.Color(color) },
uClickPos: {
value: Array.from({ length: MAX_CLICKS }, () => new THREE.Vector2(-1, -1))
},
uClickTimes: { value: new Float32Array(MAX_CLICKS) },
uShapeType: { value: SHAPE_MAP[variant] ?? 0 },
uPixelSize: { value: pixelSize * renderer.getPixelRatio() },
uScale: { value: patternScale },
uDensity: { value: patternDensity },
uPixelJitter: { value: pixelSizeJitter },
uEnableRipples: { value: enableRipples ? 1 : 0 },
uRippleSpeed: { value: rippleSpeed },
uRippleThickness: { value: rippleThickness },
uRippleIntensity: { value: rippleIntensityScale },
uEdgeFade: { value: edgeFade }
};
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
const material = new THREE.ShaderMaterial({
vertexShader: VERTEX_SRC,
fragmentShader: FRAGMENT_SRC,
uniforms,
transparent: true,
depthTest: false,
depthWrite: false,
glslVersion: THREE.GLSL3
});
const quadGeom = new THREE.PlaneGeometry(2, 2);
const quad = new THREE.Mesh(quadGeom, material);
scene.add(quad);
const clock = new THREE.Clock();
const setSize = () => {
const w = container.clientWidth || 1;
const h = container.clientHeight || 1;
renderer.setSize(w, h, false);
uniforms.uResolution.value.set(renderer.domElement.width, renderer.domElement.height);
if (threeRef.current?.composer) {
threeRef.current.composer.setSize(renderer.domElement.width, renderer.domElement.height);
}
uniforms.uPixelSize.value = pixelSize * renderer.getPixelRatio();
};
setSize();
const ro = new ResizeObserver(setSize);
ro.observe(container);
const randomFloat = () => {
if (typeof window !== 'undefined' && window.crypto?.getRandomValues) {
const u32 = new Uint32Array(1);
window.crypto.getRandomValues(u32);
return u32[0] / 0xffffffff;
}
return Math.random();
};
const timeOffset = randomFloat() * 1000;
let composer: EffectComposer | undefined;
let touch: ReturnType<typeof createTouchTexture> | undefined;
let liquidEffect: Effect | undefined;
if (liquid) {
touch = createTouchTexture();
touch.radiusScale = liquidRadius;
composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
liquidEffect = createLiquidEffect(touch.texture, {
strength: liquidStrength,
freq: liquidWobbleSpeed
});
const effectPass = new EffectPass(camera, liquidEffect);
effectPass.renderToScreen = true;
composer.addPass(renderPass);
composer.addPass(effectPass);
}
if (noiseAmount > 0) {
if (!composer) {
composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
}
const noiseEffect = new Effect(
'NoiseEffect',
`uniform float uTime; uniform float uAmount; float hash(vec2 p){ return fract(sin(dot(p, vec2(127.1,311.7))) * 43758.5453);} void mainUv(inout vec2 uv){} void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){ float n=hash(floor(uv*vec2(1920.0,1080.0))+floor(uTime*60.0)); float g=(n-0.5)*uAmount; outputColor=inputColor+vec4(vec3(g),0.0);} `,
{
uniforms: new Map([
['uTime', new THREE.Uniform(0)],
['uAmount', new THREE.Uniform(noiseAmount)]
])
}
);
const noisePass = new EffectPass(camera, noiseEffect);
noisePass.renderToScreen = true;
if (composer && composer.passes.length > 0) {
composer.passes.forEach(p => {
p.renderToScreen = false;
});
}
composer.addPass(noisePass);
}
if (composer) composer.setSize(renderer.domElement.width, renderer.domElement.height);
const mapToPixels = (e: PointerEvent) => {
const rect = renderer.domElement.getBoundingClientRect();
const scaleX = renderer.domElement.width / rect.width;
const scaleY = renderer.domElement.height / rect.height;
const fx = (e.clientX - rect.left) * scaleX;
const fy = (rect.height - (e.clientY - rect.top)) * scaleY;
return { fx, fy, w: renderer.domElement.width, h: renderer.domElement.height };
};
const onPointerDown = (e: PointerEvent) => {
const { fx, fy } = mapToPixels(e);
const ix = threeRef.current?.clickIx ?? 0;
(uniforms.uClickPos.value as THREE.Vector2[])[ix].set(fx, fy);
(uniforms.uClickTimes.value as Float32Array)[ix] = uniforms.uTime.value as number;
if (threeRef.current) threeRef.current.clickIx = (ix + 1) % MAX_CLICKS;
};
const onPointerMove = (e: PointerEvent) => {
if (!touch) return;
const { fx, fy, w, h } = mapToPixels(e);
touch.addTouch({ x: fx / w, y: fy / h });
};
renderer.domElement.addEventListener('pointerdown', onPointerDown, { passive: true });
renderer.domElement.addEventListener('pointermove', onPointerMove, { passive: true });
let raf = 0;
const animate = () => {
if (autoPauseOffscreen && !visibilityRef.current.visible) {
raf = requestAnimationFrame(animate);
return;
}
uniforms.uTime.value = timeOffset + clock.getElapsedTime() * speedRef.current;
if (liquidEffect) {
const uTime = liquidEffect.uniforms.get('uTime');
if (uTime) uTime.value = uniforms.uTime.value as number;
}
if (composer) {
if (touch) touch.update();
composer.passes.forEach(p => {
const effs = p.effects;
if (effs) {
effs.forEach(eff => {
const u = eff.uniforms?.get('uTime');
if (u) u.value = uniforms.uTime.value as number;
});
}
});
composer.render();
} else {
renderer.render(scene, camera);
}
raf = requestAnimationFrame(animate);
};
raf = requestAnimationFrame(animate);
if (autoPauseOffscreen) {
const io = new IntersectionObserver(
entries => {
visibilityRef.current.visible = entries[0].isIntersecting;
},
{ threshold: 0 }
);
io.observe(container);
}
threeRef.current = {
renderer,
scene,
camera,
material,
clock,
clickIx: 0,
uniforms,
resizeObserver: ro,
raf,
quad,
timeOffset,
composer,
touch,
liquidEffect
};
} else {
const t = threeRef.current;
if (!t) return;
t.uniforms.uShapeType.value = SHAPE_MAP[variant] ?? 0;
t.uniforms.uPixelSize.value = pixelSize * t.renderer.getPixelRatio();
(t.uniforms.uColor.value as THREE.Color).set(color);
t.uniforms.uScale.value = patternScale;
t.uniforms.uDensity.value = patternDensity;
t.uniforms.uPixelJitter.value = pixelSizeJitter;
t.uniforms.uEnableRipples.value = enableRipples ? 1 : 0;
t.uniforms.uRippleIntensity.value = rippleIntensityScale;
t.uniforms.uRippleThickness.value = rippleThickness;
t.uniforms.uRippleSpeed.value = rippleSpeed;
t.uniforms.uEdgeFade.value = edgeFade;
if (transparent) t.renderer.setClearAlpha(0);
else t.renderer.setClearColor(0x000000, 1);
if (t.liquidEffect) {
const uStrength = t.liquidEffect.uniforms.get('uStrength');
if (uStrength) (uStrength as THREE.Uniform).value = liquidStrength;
const uFreq = t.liquidEffect.uniforms.get('uFreq');
if (uFreq) (uFreq as THREE.Uniform).value = liquidWobbleSpeed;
}
if (t.touch) t.touch.radiusScale = liquidRadius;
}
prevConfigRef.current = cfg;
return () => {
if (mustReinit && threeRef.current) return;
if (!threeRef.current) return;
const t = threeRef.current;
t.resizeObserver?.disconnect();
cancelAnimationFrame(t.raf);
t.quad?.geometry.dispose();
t.material.dispose();
t.composer?.dispose();
t.renderer.dispose();
if (t.renderer.domElement.parentElement === container) {
container.removeChild(t.renderer.domElement);
}
threeRef.current = null;
};
}, [
antialias,
liquid,
noiseAmount,
pixelSize,
patternScale,
patternDensity,
enableRipples,
rippleIntensityScale,
rippleThickness,
rippleSpeed,
pixelSizeJitter,
edgeFade,
transparent,
liquidStrength,
liquidRadius,
liquidWobbleSpeed,
autoPauseOffscreen,
variant,
color,
speed
]);
return (
<div
ref={containerRef}
className={`pixel-blast-container ${className ?? ''}`}
style={style}
aria-label="PixelBlast interactive background"
/>
);
};
export default PixelBlast;