Add Beams component and demo with associated code examples

This commit is contained in:
onmax
2025-07-11 20:10:08 +02:00
parent 064233db20
commit 48048e875f
4 changed files with 690 additions and 0 deletions

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@@ -54,6 +54,7 @@ const backgrounds = {
'iridescence': () => import("../demo/Backgrounds/IridescenceDemo.vue"),
'threads': () => import("../demo/Backgrounds/ThreadsDemo.vue"),
'aurora': () => import("../demo/Backgrounds/AuroraDemo.vue"),
'beams': () => import("../demo/Backgrounds/BeamsDemo.vue"),
};
export const componentMap = {

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@@ -0,0 +1,37 @@
import code from '@content/Backgrounds/Beams/Beams.vue?raw'
import type { CodeObject } from '../../../types/code'
export const beams: CodeObject = {
cli: `npx jsrepo add https://vue-bits.dev/ui/Backgrounds/Beams`,
installation: `npm install three`,
usage: `<template>
<div class="beams-container">
<Beams
:beam-width="2"
:beam-height="15"
:beam-number="12"
:light-color="'#ffffff'"
:speed="2"
:noise-intensity="1.75"
:scale="0.2"
:rotation="0"
class="w-full h-full"
/>
</div>
</template>
<script setup lang="ts">
import Beams from "./Beams.vue";
</script>
<style scoped>
.beams-container {
width: 100%;
height: 500px;
position: relative;
overflow: hidden;
background: #000;
}
</style>`,
code
}

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@@ -0,0 +1,469 @@
<template>
<div ref="containerRef" class="beams-container w-full h-full relative" />
</template>
<script setup lang="ts">
import { ref, onMounted, onUnmounted, watch, computed } from 'vue'
import * as THREE from 'three'
import { degToRad } from 'three/src/math/MathUtils.js'
interface BeamsProps {
beamWidth?: number
beamHeight?: number
beamNumber?: number
lightColor?: string
speed?: number
noiseIntensity?: number
scale?: number
rotation?: number
}
const props = withDefaults(defineProps<BeamsProps>(), {
beamWidth: 2,
beamHeight: 15,
beamNumber: 12,
lightColor: '#ffffff',
speed: 2,
noiseIntensity: 1.75,
scale: 0.2,
rotation: 0
})
const containerRef = ref<HTMLDivElement>()
let renderer: THREE.WebGLRenderer | null = null
let scene: THREE.Scene | null = null
let camera: THREE.PerspectiveCamera | null = null
let beamMesh: THREE.Mesh<THREE.BufferGeometry, THREE.ShaderMaterial> | null = null
let directionalLight: THREE.DirectionalLight | null = null
let ambientLight: THREE.AmbientLight | null = null
let animationId: number | null = null
type UniformValue = THREE.IUniform<unknown> | unknown
interface ExtendMaterialConfig {
header: string
vertexHeader?: string
fragmentHeader?: string
material?: THREE.MeshPhysicalMaterialParameters & { fog?: boolean }
uniforms?: Record<string, UniformValue>
vertex?: Record<string, string>
fragment?: Record<string, string>
}
type ShaderWithDefines = THREE.ShaderLibShader & {
defines?: Record<string, string | number | boolean>
}
const hexToNormalizedRGB = (hex: string): [number, number, number] => {
const clean = hex.replace('#', '')
const r = parseInt(clean.substring(0, 2), 16)
const g = parseInt(clean.substring(2, 4), 16)
const b = parseInt(clean.substring(4, 6), 16)
return [r / 255, g / 255, b / 255]
}
const noise = `
float random (in vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
}
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
float cnoise(vec3 P){
vec3 Pi0 = floor(P);
vec3 Pi1 = Pi0 + vec3(1.0);
Pi0 = mod(Pi0, 289.0);
Pi1 = mod(Pi1, 289.0);
vec3 Pf0 = fract(P);
vec3 Pf1 = Pf0 - vec3(1.0);
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 / 7.0;
vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 / 7.0;
vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));
g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));
g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x,Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x,Pf1.y,Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy,Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy,Pf1.z));
float n101 = dot(g101, vec3(Pf1.x,Pf0.y,Pf1.z));
float n011 = dot(g011, vec3(Pf0.x,Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z);
vec2 n_yz = mix(n_z.xy,n_z.zw,fade_xyz.y);
float n_xyz = mix(n_yz.x,n_yz.y,fade_xyz.x);
return 2.2 * n_xyz;
}
`
function extendMaterial<T extends THREE.Material = THREE.Material>(
BaseMaterial: new (params?: THREE.MaterialParameters) => T,
cfg: ExtendMaterialConfig
): THREE.ShaderMaterial {
const physical = THREE.ShaderLib.physical as ShaderWithDefines
const {
vertexShader: baseVert,
fragmentShader: baseFrag,
uniforms: baseUniforms,
} = physical
const baseDefines = physical.defines ?? {}
const uniforms: Record<string, THREE.IUniform> =
THREE.UniformsUtils.clone(baseUniforms)
const defaults = new BaseMaterial(cfg.material || {}) as T & {
color?: THREE.Color
roughness?: number
metalness?: number
envMap?: THREE.Texture
envMapIntensity?: number
}
if (defaults.color) uniforms.diffuse.value = defaults.color
if ('roughness' in defaults) uniforms.roughness.value = defaults.roughness
if ('metalness' in defaults) uniforms.metalness.value = defaults.metalness
if ('envMap' in defaults) uniforms.envMap.value = defaults.envMap
if ('envMapIntensity' in defaults)
uniforms.envMapIntensity.value = defaults.envMapIntensity
Object.entries(cfg.uniforms ?? {}).forEach(([key, u]) => {
uniforms[key] =
u !== null && typeof u === 'object' && 'value' in u
? (u as THREE.IUniform<unknown>)
: ({ value: u } as THREE.IUniform<unknown>)
})
let vert = `${cfg.header}\n${cfg.vertexHeader ?? ''}\n${baseVert}`
let frag = `${cfg.header}\n${cfg.fragmentHeader ?? ''}\n${baseFrag}`
for (const [inc, code] of Object.entries(cfg.vertex ?? {})) {
vert = vert.replace(inc, `${inc}\n${code}`)
}
for (const [inc, code] of Object.entries(cfg.fragment ?? {})) {
frag = frag.replace(inc, `${inc}\n${code}`)
}
const mat = new THREE.ShaderMaterial({
defines: { ...baseDefines },
uniforms,
vertexShader: vert,
fragmentShader: frag,
lights: true,
fog: !!cfg.material?.fog,
})
return mat
}
function createStackedPlanesBufferGeometry(
n: number,
width: number,
height: number,
spacing: number,
heightSegments: number
): THREE.BufferGeometry {
const geometry = new THREE.BufferGeometry()
const numVertices = n * (heightSegments + 1) * 2
const numFaces = n * heightSegments * 2
const positions = new Float32Array(numVertices * 3)
const indices = new Uint32Array(numFaces * 3)
const uvs = new Float32Array(numVertices * 2)
let vertexOffset = 0
let indexOffset = 0
let uvOffset = 0
const totalWidth = n * width + (n - 1) * spacing
const xOffsetBase = -totalWidth / 2
for (let i = 0; i < n; i++) {
const xOffset = xOffsetBase + i * (width + spacing)
const uvXOffset = Math.random() * 300
const uvYOffset = Math.random() * 300
for (let j = 0; j <= heightSegments; j++) {
const y = height * (j / heightSegments - 0.5)
const v0 = [xOffset, y, 0]
const v1 = [xOffset + width, y, 0]
positions.set([...v0, ...v1], vertexOffset * 3)
const uvY = j / heightSegments
uvs.set(
[uvXOffset, uvY + uvYOffset, uvXOffset + 1, uvY + uvYOffset],
uvOffset
)
if (j < heightSegments) {
const a = vertexOffset,
b = vertexOffset + 1,
c = vertexOffset + 2,
d = vertexOffset + 3
indices.set([a, b, c, c, b, d], indexOffset)
indexOffset += 6
}
vertexOffset += 2
uvOffset += 4
}
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3))
geometry.setAttribute('uv', new THREE.BufferAttribute(uvs, 2))
geometry.setIndex(new THREE.BufferAttribute(indices, 1))
geometry.computeVertexNormals()
return geometry
}
const beamMaterial = computed(() =>
extendMaterial(THREE.MeshStandardMaterial, {
header: `
varying vec3 vEye;
varying float vNoise;
varying vec2 vUv;
varying vec3 vPosition;
uniform float time;
uniform float uSpeed;
uniform float uNoiseIntensity;
uniform float uScale;
${noise}`,
vertexHeader: `
float getPos(vec3 pos) {
vec3 noisePos =
vec3(pos.x * 0., pos.y - uv.y, pos.z + time * uSpeed * 3.) * uScale;
return cnoise(noisePos);
}
vec3 getCurrentPos(vec3 pos) {
vec3 newpos = pos;
newpos.z += getPos(pos);
return newpos;
}
vec3 getNormal(vec3 pos) {
vec3 curpos = getCurrentPos(pos);
vec3 nextposX = getCurrentPos(pos + vec3(0.01, 0.0, 0.0));
vec3 nextposZ = getCurrentPos(pos + vec3(0.0, -0.01, 0.0));
vec3 tangentX = normalize(nextposX - curpos);
vec3 tangentZ = normalize(nextposZ - curpos);
return normalize(cross(tangentZ, tangentX));
}`,
fragmentHeader: '',
vertex: {
'#include <begin_vertex>': `transformed.z += getPos(transformed.xyz);`,
'#include <beginnormal_vertex>': `objectNormal = getNormal(position.xyz);`,
},
fragment: {
'#include <dithering_fragment>': `
float randomNoise = noise(gl_FragCoord.xy);
gl_FragColor.rgb -= randomNoise / 15. * uNoiseIntensity;`,
},
material: { fog: true },
uniforms: {
diffuse: new THREE.Color(...hexToNormalizedRGB('#000000')),
time: { shared: true, mixed: true, linked: true, value: 0 },
roughness: 0.3,
metalness: 0.3,
uSpeed: { shared: true, mixed: true, linked: true, value: props.speed },
envMapIntensity: 10,
uNoiseIntensity: props.noiseIntensity,
uScale: props.scale,
},
})
)
const initThreeJS = () => {
if (!containerRef.value) return
cleanup()
const container = containerRef.value
renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
renderer.setClearColor(0x000000, 1)
scene = new THREE.Scene()
camera = new THREE.PerspectiveCamera(30, 1, 0.1, 1000)
camera.position.set(0, 0, 20)
const geometry = createStackedPlanesBufferGeometry(
props.beamNumber,
props.beamWidth,
props.beamHeight,
0,
100
)
const material = beamMaterial.value
beamMesh = new THREE.Mesh(geometry, material)
const group = new THREE.Group()
group.rotation.z = degToRad(props.rotation)
group.add(beamMesh)
scene.add(group)
directionalLight = new THREE.DirectionalLight(new THREE.Color(props.lightColor), 1)
directionalLight.position.set(0, 3, 10)
const shadowCamera = directionalLight.shadow.camera as THREE.OrthographicCamera
shadowCamera.top = 24
shadowCamera.bottom = -24
shadowCamera.left = -24
shadowCamera.right = 24
shadowCamera.far = 64
directionalLight.shadow.bias = -0.004
scene.add(directionalLight)
ambientLight = new THREE.AmbientLight(0xffffff, 1)
scene.add(ambientLight)
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>

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@@ -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>