mirror of
https://github.com/DavidHDev/vue-bits.git
synced 2026-03-07 06:29:30 -07:00
Add Beams component and demo with associated code examples
This commit is contained in:
@@ -54,6 +54,7 @@ const backgrounds = {
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'iridescence': () => import("../demo/Backgrounds/IridescenceDemo.vue"),
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'threads': () => import("../demo/Backgrounds/ThreadsDemo.vue"),
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'aurora': () => import("../demo/Backgrounds/AuroraDemo.vue"),
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'beams': () => import("../demo/Backgrounds/BeamsDemo.vue"),
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};
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export const componentMap = {
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37
src/constants/code/Backgrounds/beamsCode.ts
Normal file
37
src/constants/code/Backgrounds/beamsCode.ts
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@@ -0,0 +1,37 @@
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import code from '@content/Backgrounds/Beams/Beams.vue?raw'
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import type { CodeObject } from '../../../types/code'
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export const beams: CodeObject = {
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cli: `npx jsrepo add https://vue-bits.dev/ui/Backgrounds/Beams`,
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installation: `npm install three`,
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usage: `<template>
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<div class="beams-container">
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<Beams
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:beam-width="2"
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:beam-height="15"
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:beam-number="12"
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:light-color="'#ffffff'"
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:speed="2"
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:noise-intensity="1.75"
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:scale="0.2"
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:rotation="0"
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class="w-full h-full"
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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 Beams from "./Beams.vue";
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</script>
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<style scoped>
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.beams-container {
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width: 100%;
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height: 500px;
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position: relative;
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overflow: hidden;
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background: #000;
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}
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</style>`,
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code
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}
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469
src/content/Backgrounds/Beams/Beams.vue
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469
src/content/Backgrounds/Beams/Beams.vue
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@@ -0,0 +1,469 @@
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<template>
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<div ref="containerRef" class="beams-container w-full h-full relative" />
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</template>
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<script setup lang="ts">
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import { ref, onMounted, onUnmounted, watch, computed } from 'vue'
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import * as THREE from 'three'
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import { degToRad } from 'three/src/math/MathUtils.js'
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interface BeamsProps {
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beamWidth?: number
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beamHeight?: number
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beamNumber?: number
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lightColor?: string
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speed?: number
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noiseIntensity?: number
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scale?: number
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rotation?: number
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}
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const props = withDefaults(defineProps<BeamsProps>(), {
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beamWidth: 2,
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beamHeight: 15,
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beamNumber: 12,
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lightColor: '#ffffff',
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speed: 2,
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noiseIntensity: 1.75,
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scale: 0.2,
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rotation: 0
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})
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const containerRef = ref<HTMLDivElement>()
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let renderer: THREE.WebGLRenderer | null = null
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let scene: THREE.Scene | null = null
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let camera: THREE.PerspectiveCamera | null = null
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let beamMesh: THREE.Mesh<THREE.BufferGeometry, THREE.ShaderMaterial> | null = null
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let directionalLight: THREE.DirectionalLight | null = null
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let ambientLight: THREE.AmbientLight | null = null
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let animationId: number | null = null
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type UniformValue = THREE.IUniform<unknown> | unknown
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interface ExtendMaterialConfig {
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header: string
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vertexHeader?: string
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fragmentHeader?: string
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material?: THREE.MeshPhysicalMaterialParameters & { fog?: boolean }
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uniforms?: Record<string, UniformValue>
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vertex?: Record<string, string>
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fragment?: Record<string, string>
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}
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type ShaderWithDefines = THREE.ShaderLibShader & {
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defines?: Record<string, string | number | boolean>
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}
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const hexToNormalizedRGB = (hex: string): [number, number, number] => {
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const clean = hex.replace('#', '')
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const r = parseInt(clean.substring(0, 2), 16)
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const g = parseInt(clean.substring(2, 4), 16)
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const b = parseInt(clean.substring(4, 6), 16)
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return [r / 255, g / 255, b / 255]
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}
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const noise = `
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float random (in vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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float noise (in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
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vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
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vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
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float cnoise(vec3 P){
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vec3 Pi0 = floor(P);
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vec3 Pi1 = Pi0 + vec3(1.0);
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Pi0 = mod(Pi0, 289.0);
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Pi1 = mod(Pi1, 289.0);
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vec3 Pf0 = fract(P);
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vec3 Pf1 = Pf0 - vec3(1.0);
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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vec4 iy = vec4(Pi0.yy, Pi1.yy);
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vec4 iz0 = Pi0.zzzz;
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vec4 iz1 = Pi1.zzzz;
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vec4 ixy = permute(permute(ix) + iy);
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vec4 ixy0 = permute(ixy + iz0);
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vec4 ixy1 = permute(ixy + iz1);
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vec4 gx0 = ixy0 / 7.0;
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vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
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gx0 = fract(gx0);
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
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vec4 sz0 = step(gz0, vec4(0.0));
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gx0 -= sz0 * (step(0.0, gx0) - 0.5);
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gy0 -= sz0 * (step(0.0, gy0) - 0.5);
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vec4 gx1 = ixy1 / 7.0;
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vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
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gx1 = fract(gx1);
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
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vec4 sz1 = step(gz1, vec4(0.0));
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gx1 -= sz1 * (step(0.0, gx1) - 0.5);
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gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
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vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
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vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
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vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
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vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
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vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
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vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
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vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
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vec4 norm0 = taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));
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g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w;
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vec4 norm1 = taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));
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g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w;
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float n000 = dot(g000, Pf0);
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float n100 = dot(g100, vec3(Pf1.x,Pf0.yz));
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float n010 = dot(g010, vec3(Pf0.x,Pf1.y,Pf0.z));
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float n110 = dot(g110, vec3(Pf1.xy,Pf0.z));
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float n001 = dot(g001, vec3(Pf0.xy,Pf1.z));
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float n101 = dot(g101, vec3(Pf1.x,Pf0.y,Pf1.z));
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float n011 = dot(g011, vec3(Pf0.x,Pf1.yz));
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float n111 = dot(g111, Pf1);
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vec3 fade_xyz = fade(Pf0);
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vec4 n_z = mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z);
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vec2 n_yz = mix(n_z.xy,n_z.zw,fade_xyz.y);
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float n_xyz = mix(n_yz.x,n_yz.y,fade_xyz.x);
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return 2.2 * n_xyz;
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}
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`
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function extendMaterial<T extends THREE.Material = THREE.Material>(
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BaseMaterial: new (params?: THREE.MaterialParameters) => T,
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cfg: ExtendMaterialConfig
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): THREE.ShaderMaterial {
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const physical = THREE.ShaderLib.physical as ShaderWithDefines
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const {
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vertexShader: baseVert,
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fragmentShader: baseFrag,
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uniforms: baseUniforms,
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} = physical
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const baseDefines = physical.defines ?? {}
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const uniforms: Record<string, THREE.IUniform> =
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THREE.UniformsUtils.clone(baseUniforms)
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const defaults = new BaseMaterial(cfg.material || {}) as T & {
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color?: THREE.Color
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roughness?: number
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metalness?: number
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envMap?: THREE.Texture
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envMapIntensity?: number
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}
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if (defaults.color) uniforms.diffuse.value = defaults.color
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if ('roughness' in defaults) uniforms.roughness.value = defaults.roughness
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if ('metalness' in defaults) uniforms.metalness.value = defaults.metalness
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if ('envMap' in defaults) uniforms.envMap.value = defaults.envMap
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if ('envMapIntensity' in defaults)
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uniforms.envMapIntensity.value = defaults.envMapIntensity
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Object.entries(cfg.uniforms ?? {}).forEach(([key, u]) => {
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uniforms[key] =
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u !== null && typeof u === 'object' && 'value' in u
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? (u as THREE.IUniform<unknown>)
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: ({ value: u } as THREE.IUniform<unknown>)
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})
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let vert = `${cfg.header}\n${cfg.vertexHeader ?? ''}\n${baseVert}`
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let frag = `${cfg.header}\n${cfg.fragmentHeader ?? ''}\n${baseFrag}`
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for (const [inc, code] of Object.entries(cfg.vertex ?? {})) {
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vert = vert.replace(inc, `${inc}\n${code}`)
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}
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for (const [inc, code] of Object.entries(cfg.fragment ?? {})) {
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frag = frag.replace(inc, `${inc}\n${code}`)
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}
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const mat = new THREE.ShaderMaterial({
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defines: { ...baseDefines },
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uniforms,
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vertexShader: vert,
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fragmentShader: frag,
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lights: true,
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fog: !!cfg.material?.fog,
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})
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return mat
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}
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function createStackedPlanesBufferGeometry(
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n: number,
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width: number,
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height: number,
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spacing: number,
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heightSegments: number
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): THREE.BufferGeometry {
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const geometry = new THREE.BufferGeometry()
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const numVertices = n * (heightSegments + 1) * 2
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const numFaces = n * heightSegments * 2
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const positions = new Float32Array(numVertices * 3)
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const indices = new Uint32Array(numFaces * 3)
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const uvs = new Float32Array(numVertices * 2)
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let vertexOffset = 0
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let indexOffset = 0
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let uvOffset = 0
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const totalWidth = n * width + (n - 1) * spacing
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const xOffsetBase = -totalWidth / 2
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for (let i = 0; i < n; i++) {
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const xOffset = xOffsetBase + i * (width + spacing)
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const uvXOffset = Math.random() * 300
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const uvYOffset = Math.random() * 300
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for (let j = 0; j <= heightSegments; j++) {
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const y = height * (j / heightSegments - 0.5)
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const v0 = [xOffset, y, 0]
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const v1 = [xOffset + width, y, 0]
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positions.set([...v0, ...v1], vertexOffset * 3)
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const uvY = j / heightSegments
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uvs.set(
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[uvXOffset, uvY + uvYOffset, uvXOffset + 1, uvY + uvYOffset],
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uvOffset
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)
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if (j < heightSegments) {
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const a = vertexOffset,
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b = vertexOffset + 1,
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c = vertexOffset + 2,
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d = vertexOffset + 3
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indices.set([a, b, c, c, b, d], indexOffset)
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indexOffset += 6
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}
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vertexOffset += 2
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uvOffset += 4
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}
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}
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geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3))
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geometry.setAttribute('uv', new THREE.BufferAttribute(uvs, 2))
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geometry.setIndex(new THREE.BufferAttribute(indices, 1))
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geometry.computeVertexNormals()
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return geometry
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}
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const beamMaterial = computed(() =>
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extendMaterial(THREE.MeshStandardMaterial, {
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header: `
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varying vec3 vEye;
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varying float vNoise;
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varying vec2 vUv;
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varying vec3 vPosition;
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uniform float time;
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uniform float uSpeed;
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uniform float uNoiseIntensity;
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uniform float uScale;
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${noise}`,
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vertexHeader: `
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float getPos(vec3 pos) {
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vec3 noisePos =
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vec3(pos.x * 0., pos.y - uv.y, pos.z + time * uSpeed * 3.) * uScale;
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return cnoise(noisePos);
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}
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vec3 getCurrentPos(vec3 pos) {
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vec3 newpos = pos;
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newpos.z += getPos(pos);
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return newpos;
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}
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vec3 getNormal(vec3 pos) {
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vec3 curpos = getCurrentPos(pos);
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vec3 nextposX = getCurrentPos(pos + vec3(0.01, 0.0, 0.0));
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vec3 nextposZ = getCurrentPos(pos + vec3(0.0, -0.01, 0.0));
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vec3 tangentX = normalize(nextposX - curpos);
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vec3 tangentZ = normalize(nextposZ - curpos);
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return normalize(cross(tangentZ, tangentX));
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}`,
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fragmentHeader: '',
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vertex: {
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'#include <begin_vertex>': `transformed.z += getPos(transformed.xyz);`,
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'#include <beginnormal_vertex>': `objectNormal = getNormal(position.xyz);`,
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},
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fragment: {
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'#include <dithering_fragment>': `
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float randomNoise = noise(gl_FragCoord.xy);
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gl_FragColor.rgb -= randomNoise / 15. * uNoiseIntensity;`,
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},
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material: { fog: true },
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uniforms: {
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diffuse: new THREE.Color(...hexToNormalizedRGB('#000000')),
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time: { shared: true, mixed: true, linked: true, value: 0 },
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roughness: 0.3,
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metalness: 0.3,
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uSpeed: { shared: true, mixed: true, linked: true, value: props.speed },
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envMapIntensity: 10,
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uNoiseIntensity: props.noiseIntensity,
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uScale: props.scale,
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},
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})
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)
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const initThreeJS = () => {
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if (!containerRef.value) return
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cleanup()
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||||
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const container = containerRef.value
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renderer = new THREE.WebGLRenderer({ antialias: true })
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
|
||||
renderer.setClearColor(0x000000, 1)
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scene = new THREE.Scene()
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camera = new THREE.PerspectiveCamera(30, 1, 0.1, 1000)
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||||
camera.position.set(0, 0, 20)
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||||
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const geometry = createStackedPlanesBufferGeometry(
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props.beamNumber,
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props.beamWidth,
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||||
props.beamHeight,
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0,
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100
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)
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||||
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const material = beamMaterial.value
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beamMesh = new THREE.Mesh(geometry, material)
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||||
|
||||
const group = new THREE.Group()
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group.rotation.z = degToRad(props.rotation)
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group.add(beamMesh)
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scene.add(group)
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||||
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directionalLight = new THREE.DirectionalLight(new THREE.Color(props.lightColor), 1)
|
||||
directionalLight.position.set(0, 3, 10)
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const shadowCamera = directionalLight.shadow.camera as THREE.OrthographicCamera
|
||||
shadowCamera.top = 24
|
||||
shadowCamera.bottom = -24
|
||||
shadowCamera.left = -24
|
||||
shadowCamera.right = 24
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||||
shadowCamera.far = 64
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||||
directionalLight.shadow.bias = -0.004
|
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scene.add(directionalLight)
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||||
|
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ambientLight = new THREE.AmbientLight(0xffffff, 1)
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||||
scene.add(ambientLight)
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||||
|
||||
container.appendChild(renderer.domElement)
|
||||
|
||||
const resize = () => {
|
||||
if (!container || !renderer || !camera) return
|
||||
|
||||
const width = container.offsetWidth
|
||||
const height = container.offsetHeight
|
||||
|
||||
renderer.setSize(width, height)
|
||||
camera.aspect = width / height
|
||||
camera.updateProjectionMatrix()
|
||||
}
|
||||
|
||||
const resizeObserver = new ResizeObserver(resize)
|
||||
resizeObserver.observe(container)
|
||||
|
||||
resize()
|
||||
|
||||
const animate = (time: number) => {
|
||||
animationId = requestAnimationFrame(animate)
|
||||
|
||||
if (beamMesh && beamMesh.material) {
|
||||
beamMesh.material.uniforms.time.value += 0.1 * 0.016
|
||||
}
|
||||
|
||||
if (renderer && scene && camera) {
|
||||
renderer.render(scene, camera)
|
||||
}
|
||||
}
|
||||
|
||||
animationId = requestAnimationFrame(animate)
|
||||
|
||||
;(container as any)._resizeObserver = resizeObserver
|
||||
}
|
||||
|
||||
const cleanup = () => {
|
||||
if (animationId) {
|
||||
cancelAnimationFrame(animationId)
|
||||
animationId = null
|
||||
}
|
||||
|
||||
if (containerRef.value) {
|
||||
const container = containerRef.value
|
||||
|
||||
if ((container as any)._resizeObserver) {
|
||||
;(container as any)._resizeObserver.disconnect()
|
||||
delete (container as any)._resizeObserver
|
||||
}
|
||||
|
||||
if (renderer && renderer.domElement.parentNode === container) {
|
||||
container.removeChild(renderer.domElement)
|
||||
}
|
||||
}
|
||||
|
||||
if (beamMesh) {
|
||||
if (beamMesh.geometry) beamMesh.geometry.dispose()
|
||||
if (beamMesh.material) beamMesh.material.dispose()
|
||||
beamMesh = null
|
||||
}
|
||||
|
||||
if (renderer) {
|
||||
renderer.dispose()
|
||||
renderer = null
|
||||
}
|
||||
|
||||
scene = null
|
||||
camera = null
|
||||
directionalLight = null
|
||||
ambientLight = null
|
||||
}
|
||||
|
||||
watch(
|
||||
() => [
|
||||
props.beamWidth,
|
||||
props.beamHeight,
|
||||
props.beamNumber,
|
||||
props.lightColor,
|
||||
props.speed,
|
||||
props.noiseIntensity,
|
||||
props.scale,
|
||||
props.rotation,
|
||||
],
|
||||
() => {
|
||||
initThreeJS()
|
||||
},
|
||||
{ deep: true }
|
||||
)
|
||||
|
||||
onMounted(() => {
|
||||
initThreeJS()
|
||||
})
|
||||
|
||||
onUnmounted(() => {
|
||||
cleanup()
|
||||
})
|
||||
</script>
|
||||
|
||||
<style scoped>
|
||||
.beams-container {
|
||||
position: relative;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
.beams-container canvas {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
display: block;
|
||||
}
|
||||
</style>
|
||||
183
src/demo/Backgrounds/BeamsDemo.vue
Normal file
183
src/demo/Backgrounds/BeamsDemo.vue
Normal file
@@ -0,0 +1,183 @@
|
||||
<template>
|
||||
<div class="beams-demo">
|
||||
<TabbedLayout>
|
||||
<template #preview>
|
||||
<div class="demo-container">
|
||||
<Beams
|
||||
:beam-width="beamWidth"
|
||||
:beam-height="beamHeight"
|
||||
:beam-number="beamNumber"
|
||||
:light-color="lightColor"
|
||||
:speed="speed"
|
||||
:noise-intensity="noiseIntensity"
|
||||
:scale="scale"
|
||||
:rotation="rotation"
|
||||
class="w-full h-full"
|
||||
/>
|
||||
</div>
|
||||
|
||||
<Customize>
|
||||
<div class="flex gap-4 items-center">
|
||||
<PreviewColor title="Color" :model-value="lightColor" @update:model-value="lightColor = $event" />
|
||||
</div>
|
||||
|
||||
<PreviewSlider
|
||||
title="Beam Width"
|
||||
:model-value="beamWidth"
|
||||
@update:model-value="beamWidth = $event"
|
||||
:min="0.1"
|
||||
:max="10"
|
||||
:step="0.1"
|
||||
/>
|
||||
|
||||
<PreviewSlider
|
||||
title="Beam Height"
|
||||
:model-value="beamHeight"
|
||||
@update:model-value="beamHeight = $event"
|
||||
:min="1"
|
||||
:max="25"
|
||||
:step="1"
|
||||
/>
|
||||
|
||||
<PreviewSlider
|
||||
title="Beam Count"
|
||||
:model-value="beamNumber"
|
||||
@update:model-value="beamNumber = $event"
|
||||
:min="1"
|
||||
:max="50"
|
||||
:step="1"
|
||||
/>
|
||||
|
||||
<PreviewSlider
|
||||
title="Speed"
|
||||
:model-value="speed"
|
||||
@update:model-value="speed = $event"
|
||||
:min="0.1"
|
||||
:max="10"
|
||||
:step="0.1"
|
||||
/>
|
||||
|
||||
<PreviewSlider
|
||||
title="Noise Intensity"
|
||||
:model-value="noiseIntensity"
|
||||
@update:model-value="noiseIntensity = $event"
|
||||
:min="0"
|
||||
:max="5"
|
||||
:step="0.05"
|
||||
/>
|
||||
|
||||
<PreviewSlider
|
||||
title="Noise Scale"
|
||||
:model-value="scale"
|
||||
@update:model-value="scale = $event"
|
||||
:min="0.01"
|
||||
:max="1"
|
||||
:step="0.01"
|
||||
/>
|
||||
|
||||
<PreviewSlider
|
||||
title="Rotation"
|
||||
:model-value="rotation"
|
||||
@update:model-value="rotation = $event"
|
||||
:min="0"
|
||||
:max="360"
|
||||
:step="1"
|
||||
/>
|
||||
</Customize>
|
||||
|
||||
<PropTable :data="propData" />
|
||||
<Dependencies :dependency-list="['three']" />
|
||||
</template>
|
||||
|
||||
<template #code>
|
||||
<CodeExample :code-object="beams" />
|
||||
</template>
|
||||
|
||||
<template #cli>
|
||||
<CliInstallation :command="beams.cli" />
|
||||
</template>
|
||||
</TabbedLayout>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<script setup lang="ts">
|
||||
import { ref } from 'vue'
|
||||
import TabbedLayout from '@/components/common/TabbedLayout.vue'
|
||||
import PropTable from '@/components/common/PropTable.vue'
|
||||
import Dependencies from '@/components/code/Dependencies.vue'
|
||||
import CliInstallation from '@/components/code/CliInstallation.vue'
|
||||
import CodeExample from '@/components/code/CodeExample.vue'
|
||||
import Customize from '@/components/common/Customize.vue'
|
||||
import Beams from '@/content/Backgrounds/Beams/Beams.vue'
|
||||
import PreviewColor from '@/components/common/PreviewColor.vue'
|
||||
import PreviewSlider from '@/components/common/PreviewSlider.vue'
|
||||
import { beams } from '@/constants/code/Backgrounds/beamsCode'
|
||||
|
||||
const beamWidth = ref(3)
|
||||
const beamHeight = ref(30)
|
||||
const beamNumber = ref(20)
|
||||
const lightColor = ref('#ffffff')
|
||||
const speed = ref(2)
|
||||
const noiseIntensity = ref(1.75)
|
||||
const scale = ref(0.2)
|
||||
const rotation = ref(30)
|
||||
|
||||
const propData = [
|
||||
{
|
||||
name: 'beamWidth',
|
||||
type: 'number',
|
||||
default: '2',
|
||||
description: 'Width of each beam.'
|
||||
},
|
||||
{
|
||||
name: 'beamHeight',
|
||||
type: 'number',
|
||||
default: '15',
|
||||
description: 'Height of each beam.'
|
||||
},
|
||||
{
|
||||
name: 'beamNumber',
|
||||
type: 'number',
|
||||
default: '12',
|
||||
description: 'Number of beams to display.'
|
||||
},
|
||||
{
|
||||
name: 'lightColor',
|
||||
type: 'string',
|
||||
default: "'#ffffff'",
|
||||
description: 'Color of the directional light.'
|
||||
},
|
||||
{
|
||||
name: 'speed',
|
||||
type: 'number',
|
||||
default: '2',
|
||||
description: 'Speed of the animation.'
|
||||
},
|
||||
{
|
||||
name: 'noiseIntensity',
|
||||
type: 'number',
|
||||
default: '1.75',
|
||||
description: 'Intensity of the noise effect overlay.'
|
||||
},
|
||||
{
|
||||
name: 'scale',
|
||||
type: 'number',
|
||||
default: '0.2',
|
||||
description: 'Scale of the noise pattern.'
|
||||
},
|
||||
{
|
||||
name: 'rotation',
|
||||
type: 'number',
|
||||
default: '0',
|
||||
description: 'Rotation of the entire beams system in degrees.'
|
||||
}
|
||||
]
|
||||
</script>
|
||||
|
||||
<style scoped>
|
||||
.demo-container {
|
||||
overflow: hidden;
|
||||
padding: 0;
|
||||
height: 500px;
|
||||
}
|
||||
</style>
|
||||
Reference in New Issue
Block a user