mirror of
https://github.com/DavidHDev/vue-bits.git
synced 2026-03-07 14:39:30 -07:00
Added <PrismaticBurst /> Background
This commit is contained in:
@@ -19,11 +19,11 @@
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/>
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<div class="hero-main-content">
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<router-link to="/backgrounds/gradient-blinds" class="hero-new-badge-container">
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<router-link to="/backgrounds/prismatic-burst" class="hero-new-badge-container">
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<span class="hero-new-badge">New 🎉</span>
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<div class="hero-new-badge-text">
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<span>Gradient Blinds</span>
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<GoArrowRight />
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<span>Prismatic Burst</span>
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<i class="pi-arrow-right pi" style="font-size: 0.8rem"></i>
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</div>
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</router-link>
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@@ -1,5 +1,5 @@
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// Highlighted sidebar items
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export const NEW = ['Gradient Blinds', 'Bubble Menu', 'Prism', 'Plasma', 'Electric Border', 'Target Cursor', 'Ripple Grid', 'Magic Bento', 'Galaxy', 'Glass Surface', 'Sticker Peel', 'Scroll Stack', 'Faulty Terminal', 'Pill Nav', 'Card Nav', 'Logo Loop'];
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export const NEW = ['Gradient Blinds', 'Bubble Menu', 'Prism', 'Plasma', 'Electric Border', 'Target Cursor', 'Pill Nav', 'Card Nav', 'Logo Loop', 'Prismatic Burst'];
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export const UPDATED = [];
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// Used for main sidebar navigation
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@@ -103,6 +103,7 @@ export const CATEGORIES = [
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'Dark Veil',
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'Dither',
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'Gradient Blinds',
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'Prismatic Burst',
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'Dot Grid',
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'Hyperspeed',
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'Faulty Terminal',
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@@ -110,6 +110,7 @@ const backgrounds = {
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'plasma': () => import('../demo/Backgrounds/PlasmaDemo.vue'),
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'prism': () => import('../demo/Backgrounds/PrismDemo.vue'),
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'gradient-blinds': () => import('../demo/Backgrounds/GradientBlindsDemo.vue'),
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'prismatic-burst': () => import('../demo/Backgrounds/PrismaticBurstDemo.vue'),
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};
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export const componentMap = {
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26
src/constants/code/Backgrounds/prismaticBurstCode.ts
Normal file
26
src/constants/code/Backgrounds/prismaticBurstCode.ts
Normal file
@@ -0,0 +1,26 @@
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import code from '@content/Backgrounds/PrismaticBurst/PrismaticBurst.vue?raw';
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import { createCodeObject } from '../../../types/code';
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export const prismaticBurst = createCodeObject(code, 'Backgrounds/PrismaticBurst', {
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installation: `npm install ogl`,
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usage: `<template>
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<div style="width: 100%; height: 600px; position: relative;">
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<PrismaticBurst
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animationType="rotate3d"
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:intensity="2"
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:speed="0.5"
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:distort="1.0"
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:paused="false"
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:offset="{ x: 0, y: 0 }"
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:hoverDampness="0.25"
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:rayCount="24"
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mixBlendMode="lighten"
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:colors="['#ff007a', '#4d3dff', '#ffffff']"
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/>
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</div>
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</template>
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<script setup lang="ts">
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import PrismaticBurst from "./PrismaticBurst.vue";
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</script>`
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});
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469
src/content/Backgrounds/PrismaticBurst/PrismaticBurst.vue
Normal file
469
src/content/Backgrounds/PrismaticBurst/PrismaticBurst.vue
Normal file
@@ -0,0 +1,469 @@
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<script setup lang="ts">
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import { Renderer, Program, Mesh, Triangle, Texture } from 'ogl';
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import { onMounted, onUnmounted, ref, useTemplateRef, watch, type CSSProperties } from 'vue';
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type Offset = { x?: number | string; y?: number | string };
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type AnimationType = 'rotate' | 'rotate3d' | 'hover';
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export type PrismaticBurstProps = {
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intensity?: number;
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speed?: number;
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animationType?: AnimationType;
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colors?: string[];
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distort?: number;
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paused?: boolean;
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offset?: Offset;
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hoverDampness?: number;
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rayCount?: number;
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mixBlendMode?: CSSProperties['mixBlendMode'] | 'none';
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};
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const vertexShader = `#version 300 es
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in vec2 position;
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in vec2 uv;
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out vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = vec4(position, 0.0, 1.0);
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}
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`;
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const fragmentShader = `#version 300 es
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precision highp float;
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precision highp int;
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out vec4 fragColor;
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uniform vec2 uResolution;
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uniform float uTime;
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uniform float uIntensity;
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uniform float uSpeed;
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uniform int uAnimType;
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uniform vec2 uMouse;
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uniform int uColorCount;
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uniform float uDistort;
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uniform vec2 uOffset;
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uniform sampler2D uGradient;
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uniform float uNoiseAmount;
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uniform int uRayCount;
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float hash21(vec2 p){
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p = floor(p);
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float f = 52.9829189 * fract(dot(p, vec2(0.065, 0.005)));
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return fract(f);
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}
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mat2 rot30(){ return mat2(0.8, -0.5, 0.5, 0.8); }
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float layeredNoise(vec2 fragPx){
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vec2 p = mod(fragPx + vec2(uTime * 30.0, -uTime * 21.0), 1024.0);
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vec2 q = rot30() * p;
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float n = 0.0;
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n += 0.40 * hash21(q);
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n += 0.25 * hash21(q * 2.0 + 17.0);
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n += 0.20 * hash21(q * 4.0 + 47.0);
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n += 0.10 * hash21(q * 8.0 + 113.0);
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n += 0.05 * hash21(q * 16.0 + 191.0);
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return n;
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}
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vec3 rayDir(vec2 frag, vec2 res, vec2 offset, float dist){
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float focal = res.y * max(dist, 1e-3);
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return normalize(vec3(2.0 * (frag - offset) - res, focal));
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}
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float edgeFade(vec2 frag, vec2 res, vec2 offset){
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vec2 toC = frag - 0.5 * res - offset;
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float r = length(toC) / (0.5 * min(res.x, res.y));
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float x = clamp(r, 0.0, 1.0);
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float q = x * x * x * (x * (x * 6.0 - 15.0) + 10.0);
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float s = q * 0.5;
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s = pow(s, 1.5);
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float tail = 1.0 - pow(1.0 - s, 2.0);
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s = mix(s, tail, 0.2);
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float dn = (layeredNoise(frag * 0.15) - 0.5) * 0.0015 * s;
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return clamp(s + dn, 0.0, 1.0);
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}
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mat3 rotX(float a){ float c = cos(a), s = sin(a); return mat3(1.0,0.0,0.0, 0.0,c,-s, 0.0,s,c); }
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mat3 rotY(float a){ float c = cos(a), s = sin(a); return mat3(c,0.0,s, 0.0,1.0,0.0, -s,0.0,c); }
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mat3 rotZ(float a){ float c = cos(a), s = sin(a); return mat3(c,-s,0.0, s,c,0.0, 0.0,0.0,1.0); }
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vec3 sampleGradient(float t){
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t = clamp(t, 0.0, 1.0);
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return texture(uGradient, vec2(t, 0.5)).rgb;
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}
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vec2 rot2(vec2 v, float a){
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float s = sin(a), c = cos(a);
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return mat2(c, -s, s, c) * v;
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}
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float bendAngle(vec3 q, float t){
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float a = 0.8 * sin(q.x * 0.55 + t * 0.6)
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+ 0.7 * sin(q.y * 0.50 - t * 0.5)
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+ 0.6 * sin(q.z * 0.60 + t * 0.7);
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return a;
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}
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void main(){
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vec2 frag = gl_FragCoord.xy;
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float t = uTime * uSpeed;
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float jitterAmp = 0.1 * clamp(uNoiseAmount, 0.0, 1.0);
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vec3 dir = rayDir(frag, uResolution, uOffset, 1.0);
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float marchT = 0.0;
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vec3 col = vec3(0.0);
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float n = layeredNoise(frag);
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vec4 c = cos(t * 0.2 + vec4(0.0, 33.0, 11.0, 0.0));
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mat2 M2 = mat2(c.x, c.y, c.z, c.w);
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float amp = clamp(uDistort, 0.0, 50.0) * 0.15;
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mat3 rot3dMat = mat3(1.0);
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if(uAnimType == 1){
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vec3 ang = vec3(t * 0.31, t * 0.21, t * 0.17);
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rot3dMat = rotZ(ang.z) * rotY(ang.y) * rotX(ang.x);
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}
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mat3 hoverMat = mat3(1.0);
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if(uAnimType == 2){
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vec2 m = uMouse * 2.0 - 1.0;
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vec3 ang = vec3(m.y * 0.6, m.x * 0.6, 0.0);
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hoverMat = rotY(ang.y) * rotX(ang.x);
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}
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for (int i = 0; i < 44; ++i) {
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vec3 P = marchT * dir;
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P.z -= 2.0;
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float rad = length(P);
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vec3 Pl = P * (10.0 / max(rad, 1e-6));
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if(uAnimType == 0){
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Pl.xz *= M2;
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} else if(uAnimType == 1){
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Pl = rot3dMat * Pl;
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} else {
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Pl = hoverMat * Pl;
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}
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float stepLen = min(rad - 0.3, n * jitterAmp) + 0.1;
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float grow = smoothstep(0.35, 3.0, marchT);
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float a1 = amp * grow * bendAngle(Pl * 0.6, t);
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float a2 = 0.5 * amp * grow * bendAngle(Pl.zyx * 0.5 + 3.1, t * 0.9);
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vec3 Pb = Pl;
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Pb.xz = rot2(Pb.xz, a1);
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Pb.xy = rot2(Pb.xy, a2);
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float rayPattern = smoothstep(
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0.5, 0.7,
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sin(Pb.x + cos(Pb.y) * cos(Pb.z)) *
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sin(Pb.z + sin(Pb.y) * cos(Pb.x + t))
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);
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if (uRayCount > 0) {
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float ang = atan(Pb.y, Pb.x);
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float comb = 0.5 + 0.5 * cos(float(uRayCount) * ang);
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comb = pow(comb, 3.0);
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rayPattern *= smoothstep(0.15, 0.95, comb);
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}
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vec3 spectralDefault = 1.0 + vec3(
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cos(marchT * 3.0 + 0.0),
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cos(marchT * 3.0 + 1.0),
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cos(marchT * 3.0 + 2.0)
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);
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float saw = fract(marchT * 0.25);
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float tRay = saw * saw * (3.0 - 2.0 * saw);
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vec3 userGradient = 2.0 * sampleGradient(tRay);
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vec3 spectral = (uColorCount > 0) ? userGradient : spectralDefault;
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vec3 base = (0.05 / (0.4 + stepLen))
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* smoothstep(5.0, 0.0, rad)
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* spectral;
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col += base * rayPattern;
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marchT += stepLen;
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}
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col *= edgeFade(frag, uResolution, uOffset);
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col *= uIntensity;
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fragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
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}`;
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const hexToRgb01 = (hex: string): [number, number, number] => {
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let h = hex.trim();
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if (h.startsWith('#')) h = h.slice(1);
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if (h.length === 3) {
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const r = h[0],
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g = h[1],
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b = h[2];
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h = r + r + g + g + b + b;
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}
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const intVal = parseInt(h, 16);
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if (isNaN(intVal) || (h.length !== 6 && h.length !== 8)) return [1, 1, 1];
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const r = ((intVal >> 16) & 255) / 255;
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const g = ((intVal >> 8) & 255) / 255;
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const b = (intVal & 255) / 255;
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return [r, g, b];
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};
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const toPx = (v: number | string | undefined): number => {
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if (v == null) return 0;
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if (typeof v === 'number') return v;
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const s = String(v).trim();
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const num = parseFloat(s.replace('px', ''));
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return isNaN(num) ? 0 : num;
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};
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const props = withDefaults(defineProps<PrismaticBurstProps>(), {
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intensity: 2,
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speed: 0.5,
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animationType: 'rotate3d',
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distort: 0,
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paused: false,
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offset: () => ({ x: 0, y: 0 }),
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hoverDampness: 0,
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mixBlendMode: 'lighten'
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});
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const containerRef = useTemplateRef('containerRef');
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const programRef = ref<Program | null>(null);
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const rendererRef = ref<Renderer | null>(null);
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const mouseTargetRef = ref<[number, number]>([0.5, 0.5]);
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const mouseSmoothRef = ref<[number, number]>([0.5, 0.5]);
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const pausedRef = ref<boolean>(props.paused);
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const gradTexRef = ref<Texture | null>(null);
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const hoverDampRef = ref<number>(props.hoverDampness);
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const isVisibleRef = ref<boolean>(true);
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const meshRef = ref<Mesh | null>(null);
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const triRef = ref<Triangle | null>(null);
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onMounted(() => {
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const container = containerRef.value;
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if (!container) return;
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const dpr = Math.min(window.devicePixelRatio || 1, 2);
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const renderer = new Renderer({ dpr, alpha: false, antialias: false });
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rendererRef.value = renderer;
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const gl = renderer.gl;
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gl.canvas.style.position = 'absolute';
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gl.canvas.style.inset = '0';
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gl.canvas.style.width = '100%';
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gl.canvas.style.height = '100%';
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gl.canvas.style.mixBlendMode = props.mixBlendMode && props.mixBlendMode !== 'none' ? props.mixBlendMode : '';
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container.appendChild(gl.canvas);
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const white = new Uint8Array([255, 255, 255, 255]);
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const gradientTex = new Texture(gl, {
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image: white,
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width: 1,
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height: 1,
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generateMipmaps: false,
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flipY: false
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});
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gradientTex.minFilter = gl.LINEAR;
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gradientTex.magFilter = gl.LINEAR;
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gradientTex.wrapS = gl.CLAMP_TO_EDGE;
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gradientTex.wrapT = gl.CLAMP_TO_EDGE;
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gradTexRef.value = gradientTex;
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const program = new Program(gl, {
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vertex: vertexShader,
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fragment: fragmentShader,
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uniforms: {
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uResolution: { value: [1, 1] as [number, number] },
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uTime: { value: 0 },
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uIntensity: { value: 1 },
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uSpeed: { value: 1 },
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uAnimType: { value: 0 },
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uMouse: { value: [0.5, 0.5] as [number, number] },
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uColorCount: { value: 0 },
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uDistort: { value: 0 },
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uOffset: { value: [0, 0] as [number, number] },
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uGradient: { value: gradientTex },
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uNoiseAmount: { value: 0.8 },
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uRayCount: { value: 0 }
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}
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});
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programRef.value = program;
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||||
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const triangle = new Triangle(gl);
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const mesh = new Mesh(gl, { geometry: triangle, program });
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triRef.value = triangle;
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meshRef.value = mesh;
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const resize = () => {
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const w = container.clientWidth || 1;
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const h = container.clientHeight || 1;
|
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renderer.setSize(w, h);
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program.uniforms.uResolution.value = [gl.drawingBufferWidth, gl.drawingBufferHeight];
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};
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||||
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||||
let ro: ResizeObserver | null = null;
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||||
if ('ResizeObserver' in window) {
|
||||
ro = new ResizeObserver(resize);
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||||
ro.observe(container);
|
||||
} else {
|
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(window as Window).addEventListener('resize', resize);
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}
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resize();
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||||
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||||
const onPointer = (e: PointerEvent) => {
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||||
const rect = container.getBoundingClientRect();
|
||||
const x = (e.clientX - rect.left) / Math.max(rect.width, 1);
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const y = (e.clientY - rect.top) / Math.max(rect.height, 1);
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||||
mouseTargetRef.value = [Math.min(Math.max(x, 0), 1), Math.min(Math.max(y, 0), 1)];
|
||||
};
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container.addEventListener('pointermove', onPointer, { passive: true });
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||||
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||||
let io: IntersectionObserver | null = null;
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||||
if ('IntersectionObserver' in window) {
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||||
io = new IntersectionObserver(
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||||
entries => {
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||||
if (entries[0]) isVisibleRef.value = entries[0].isIntersecting;
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||||
},
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||||
{ root: null, threshold: 0.01 }
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);
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io.observe(container);
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}
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const onVis = () => {};
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||||
document.addEventListener('visibilitychange', onVis);
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||||
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||||
let raf = 0;
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||||
let last = performance.now();
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||||
let accumTime = 0;
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||||
|
||||
const update = (now: number) => {
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||||
const dt = Math.max(0, now - last) * 0.001;
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||||
last = now;
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||||
const visible = isVisibleRef.value && !document.hidden;
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||||
if (!pausedRef.value) accumTime += dt;
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||||
if (!visible) {
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||||
raf = requestAnimationFrame(update);
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return;
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||||
}
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||||
const tau = 0.02 + Math.max(0, Math.min(1, hoverDampRef.value)) * 0.5;
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||||
const alpha = 1 - Math.exp(-dt / tau);
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||||
const tgt = mouseTargetRef.value;
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||||
const sm = mouseSmoothRef.value;
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||||
sm[0] += (tgt[0] - sm[0]) * alpha;
|
||||
sm[1] += (tgt[1] - sm[1]) * alpha;
|
||||
program.uniforms.uMouse.value = sm as [number, number];
|
||||
program.uniforms.uTime.value = accumTime;
|
||||
renderer.render({ scene: meshRef.value! });
|
||||
raf = requestAnimationFrame(update);
|
||||
};
|
||||
raf = requestAnimationFrame(update);
|
||||
|
||||
onUnmounted(() => {
|
||||
cancelAnimationFrame(raf);
|
||||
container.removeEventListener('pointermove', onPointer);
|
||||
ro?.disconnect();
|
||||
if (!ro) window.removeEventListener('resize', resize);
|
||||
io?.disconnect();
|
||||
document.removeEventListener('visibilitychange', onVis);
|
||||
try {
|
||||
container.removeChild(gl.canvas);
|
||||
} catch (e) {
|
||||
void e;
|
||||
}
|
||||
meshRef.value = null;
|
||||
triRef.value = null;
|
||||
programRef.value = null;
|
||||
try {
|
||||
const glCtx = rendererRef.value?.gl;
|
||||
if (glCtx && gradTexRef.value?.texture) glCtx.deleteTexture(gradTexRef.value.texture);
|
||||
} catch (e) {
|
||||
void e;
|
||||
}
|
||||
rendererRef.value = null;
|
||||
gradTexRef.value = null;
|
||||
});
|
||||
});
|
||||
|
||||
watch(
|
||||
() => props.paused,
|
||||
v => (pausedRef.value = v)
|
||||
);
|
||||
watch(
|
||||
() => props.hoverDampness,
|
||||
v => (hoverDampRef.value = v)
|
||||
);
|
||||
|
||||
watch(
|
||||
() => props.mixBlendMode,
|
||||
mode => {
|
||||
const canvas = rendererRef.value?.gl?.canvas as HTMLCanvasElement | undefined;
|
||||
if (canvas) {
|
||||
canvas.style.mixBlendMode = mode && mode !== 'none' ? mode : '';
|
||||
}
|
||||
}
|
||||
);
|
||||
|
||||
watch(
|
||||
() => [props.intensity, props.speed, props.animationType, props.colors, props.distort, props.offset, props.rayCount],
|
||||
() => {
|
||||
const program = programRef.value;
|
||||
const renderer = rendererRef.value;
|
||||
const gradTex = gradTexRef.value;
|
||||
if (!program || !renderer || !gradTex) return;
|
||||
|
||||
program.uniforms.uIntensity.value = props.intensity ?? 1;
|
||||
program.uniforms.uSpeed.value = props.speed ?? 1;
|
||||
|
||||
const animTypeMap: Record<AnimationType, number> = {
|
||||
rotate: 0,
|
||||
rotate3d: 1,
|
||||
hover: 2
|
||||
};
|
||||
program.uniforms.uAnimType.value = animTypeMap[props.animationType ?? 'rotate'];
|
||||
|
||||
program.uniforms.uDistort.value = typeof props.distort === 'number' ? props.distort : 0;
|
||||
|
||||
const ox = toPx(props.offset?.x);
|
||||
const oy = toPx(props.offset?.y);
|
||||
program.uniforms.uOffset.value = [ox, oy];
|
||||
program.uniforms.uRayCount.value = Math.max(0, Math.floor(props.rayCount ?? 0));
|
||||
|
||||
let count = 0;
|
||||
if (Array.isArray(props.colors) && props.colors.length > 0) {
|
||||
const gl = renderer.gl;
|
||||
const capped = props.colors.slice(0, 64);
|
||||
count = capped.length;
|
||||
const data = new Uint8Array(count * 4);
|
||||
for (let i = 0; i < count; i++) {
|
||||
const [r, g, b] = hexToRgb01(capped[i]);
|
||||
data[i * 4 + 0] = Math.round(r * 255);
|
||||
data[i * 4 + 1] = Math.round(g * 255);
|
||||
data[i * 4 + 2] = Math.round(b * 255);
|
||||
data[i * 4 + 3] = 255;
|
||||
}
|
||||
gradTex.image = data;
|
||||
gradTex.width = count;
|
||||
gradTex.height = 1;
|
||||
gradTex.minFilter = gl.LINEAR;
|
||||
gradTex.magFilter = gl.LINEAR;
|
||||
gradTex.wrapS = gl.CLAMP_TO_EDGE;
|
||||
gradTex.wrapT = gl.CLAMP_TO_EDGE;
|
||||
gradTex.flipY = false;
|
||||
gradTex.generateMipmaps = false;
|
||||
gradTex.format = gl.RGBA;
|
||||
gradTex.type = gl.UNSIGNED_BYTE;
|
||||
gradTex.needsUpdate = true;
|
||||
} else {
|
||||
count = 0;
|
||||
}
|
||||
program.uniforms.uColorCount.value = count;
|
||||
},
|
||||
{ immediate: true }
|
||||
);
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div class="relative w-full h-full overflow-hidden" ref="containerRef" />
|
||||
</template>
|
||||
154
src/demo/Backgrounds/PrismaticBurstDemo.vue
Normal file
154
src/demo/Backgrounds/PrismaticBurstDemo.vue
Normal file
@@ -0,0 +1,154 @@
|
||||
<template>
|
||||
<TabbedLayout>
|
||||
<template #preview>
|
||||
<div class="relative p-0 h-[600px] overflow-hidden demo-container">
|
||||
<PrismaticBurst
|
||||
:animation-type="animationType"
|
||||
:intensity="intensity"
|
||||
:speed="speed"
|
||||
:distort="distort"
|
||||
:hover-dampness="hoverDampness"
|
||||
:ray-count="rayCount || undefined"
|
||||
v-bind="userColors.length ? { colors: userColors } : {}"
|
||||
/>
|
||||
<BackgroundContent pill-text="New Background" headline="A burst of dancing colors, beautifully unleashed" />
|
||||
</div>
|
||||
|
||||
<Customize>
|
||||
<div class="flex gap-4">
|
||||
<PreviewColor title="Color 1" v-model="color0" />
|
||||
<PreviewColor title="Color 2" v-model="color1" />
|
||||
<PreviewColor title="Color 3" v-model="color2" />
|
||||
</div>
|
||||
|
||||
<PreviewSelect title="Animation Type" v-model="animationType" :options="animationOptions" />
|
||||
<PreviewSlider :min="0.1" :max="5" :step="0.1" v-model="intensity" title="Intensity" />
|
||||
<PreviewSlider :min="0" :max="2" :step="0.5" v-model="speed" title="Speed" />
|
||||
<PreviewSlider :min="0" :max="10" :step="0.1" v-model="distort" title="Distort" />
|
||||
<PreviewSlider :min="0" :max="64" :step="1" v-model="rayCount" title="Ray Count" />
|
||||
<PreviewSlider
|
||||
v-if="animationType === 'hover'"
|
||||
:min="0"
|
||||
:max="1"
|
||||
:step="0.01"
|
||||
v-model="hoverDampness"
|
||||
title="Hover Dampness"
|
||||
/>
|
||||
</Customize>
|
||||
|
||||
<PropTable :data="propData" />
|
||||
<Dependencies :dependency-list="['ogl']" />
|
||||
</template>
|
||||
|
||||
<template #code>
|
||||
<CodeExample :code-object="prismaticBurst" />
|
||||
</template>
|
||||
|
||||
<template #cli>
|
||||
<CliInstallation :command="prismaticBurst.cli" />
|
||||
</template>
|
||||
</TabbedLayout>
|
||||
</template>
|
||||
|
||||
<script setup lang="ts">
|
||||
import { prismaticBurst } from '@/constants/code/Backgrounds/prismaticBurstCode';
|
||||
import { computed, ref } from 'vue';
|
||||
import CliInstallation from '../../components/code/CliInstallation.vue';
|
||||
import CodeExample from '../../components/code/CodeExample.vue';
|
||||
import Dependencies from '../../components/code/Dependencies.vue';
|
||||
import BackgroundContent from '../../components/common/BackgroundContent.vue';
|
||||
import Customize from '../../components/common/Customize.vue';
|
||||
import PreviewColor from '../../components/common/PreviewColor.vue';
|
||||
import PreviewSelect from '../../components/common/PreviewSelect.vue';
|
||||
import PreviewSlider from '../../components/common/PreviewSlider.vue';
|
||||
import PropTable from '../../components/common/PropTable.vue';
|
||||
import TabbedLayout from '../../components/common/TabbedLayout.vue';
|
||||
import PrismaticBurst from '../../content/Backgrounds/PrismaticBurst/PrismaticBurst.vue';
|
||||
|
||||
const animationOptions = [
|
||||
{ value: 'rotate', label: 'Rotate' },
|
||||
{ value: 'rotate3d', label: 'Rotate 3D' },
|
||||
{ value: 'hover', label: 'Hover' }
|
||||
];
|
||||
|
||||
const animationType = ref<'rotate' | 'rotate3d' | 'hover'>('rotate3d');
|
||||
const intensity = ref(2);
|
||||
const speed = ref(0.5);
|
||||
const distort = ref(0);
|
||||
const hoverDampness = ref(0.25);
|
||||
const rayCount = ref(0);
|
||||
const color0 = ref('');
|
||||
const color1 = ref('');
|
||||
const color2 = ref('');
|
||||
|
||||
const userColors = computed(() => [color0.value, color1.value, color2.value].filter(Boolean) as string[]);
|
||||
|
||||
const propData = [
|
||||
{
|
||||
name: 'intensity',
|
||||
type: 'number',
|
||||
default: '2',
|
||||
description: 'Overall brightness multiplier applied after accumulation.'
|
||||
},
|
||||
{
|
||||
name: 'speed',
|
||||
type: 'number',
|
||||
default: '0.5',
|
||||
description: 'Global time multiplier controlling ray motion & distortion.'
|
||||
},
|
||||
{
|
||||
name: 'animationType',
|
||||
type: '"rotate" | "rotate3d" | "hover"',
|
||||
default: '"rotate3d"',
|
||||
description: 'Core motion style: planar rotation, full 3D rotation, or pointer hover orbit'
|
||||
},
|
||||
{
|
||||
name: 'colors',
|
||||
type: 'string[]',
|
||||
default: '[]',
|
||||
description: 'Optional array of hex colors used as a gradient (otherwise spectral)'
|
||||
},
|
||||
{
|
||||
name: 'distort',
|
||||
type: 'number',
|
||||
default: '0',
|
||||
description: 'Amount of bend/distortion applied to marching space (adds organic wobble)'
|
||||
},
|
||||
{
|
||||
name: 'paused',
|
||||
type: 'boolean',
|
||||
default: 'false',
|
||||
description: 'Freeze time progression when true (animation stops)'
|
||||
},
|
||||
{
|
||||
name: 'offset',
|
||||
type: '{ x?: number|string; y?: number|string }',
|
||||
default: '{ x: 0, y: 0 }',
|
||||
description: 'Pixel (or CSS length) offset of focal origin from center'
|
||||
},
|
||||
{
|
||||
name: 'hoverDampness',
|
||||
type: 'number',
|
||||
default: '0',
|
||||
description: "Smoothing factor (0-1) for pointer tracking when animationType='hover'"
|
||||
},
|
||||
{
|
||||
name: 'rayCount',
|
||||
type: 'number',
|
||||
default: 'undefined',
|
||||
description: 'If > 0 applies an angular comb filter to produce discrete ray spokes'
|
||||
},
|
||||
{
|
||||
name: 'mixBlendMode',
|
||||
type: "CSSProperties['mixBlendMode'] | 'none'",
|
||||
default: '"lighten"',
|
||||
description: "Canvas CSS mix-blend-mode (e.g. lighten, screen) or 'none' for normal"
|
||||
}
|
||||
];
|
||||
</script>
|
||||
|
||||
<style scoped>
|
||||
.demo-container {
|
||||
padding: 0;
|
||||
}
|
||||
</style>
|
||||
Reference in New Issue
Block a user