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https://github.com/DavidHDev/vue-bits.git
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Added <RippleGrid /> background
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275
src/content/Backgrounds/RippleGrid/RippleGrid.vue
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275
src/content/Backgrounds/RippleGrid/RippleGrid.vue
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<script setup lang="ts">
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import { Renderer, Program, Triangle, Mesh } from 'ogl';
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import { onMounted, onUnmounted, ref, useTemplateRef, watch } from 'vue';
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interface RippleGridProps {
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enableRainbow?: boolean;
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gridColor?: string;
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rippleIntensity?: number;
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gridSize?: number;
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gridThickness?: number;
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fadeDistance?: number;
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vignetteStrength?: number;
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glowIntensity?: number;
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opacity?: number;
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gridRotation?: number;
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mouseInteraction?: boolean;
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mouseInteractionRadius?: number;
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}
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const props = withDefaults(defineProps<RippleGridProps>(), {
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enableRainbow: false,
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gridColor: '#27FF64',
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rippleIntensity: 0.05,
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gridSize: 10.0,
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gridThickness: 15.0,
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fadeDistance: 1.5,
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vignetteStrength: 2.0,
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glowIntensity: 0.1,
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opacity: 1.0,
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gridRotation: 0,
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mouseInteraction: true,
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mouseInteractionRadius: 1
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});
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const hexToRgb = (hex: string): [number, number, number] => {
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const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
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return result
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? [parseInt(result[1], 16) / 255, parseInt(result[2], 16) / 255, parseInt(result[3], 16) / 255]
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: [1, 1, 1];
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};
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const uniforms = {
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iTime: { value: 0 },
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iResolution: { value: [1, 1] },
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enableRainbow: { value: props.enableRainbow },
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gridColor: { value: hexToRgb(props.gridColor) },
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rippleIntensity: { value: props.rippleIntensity },
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gridSize: { value: props.gridSize },
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gridThickness: { value: props.gridThickness },
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fadeDistance: { value: props.fadeDistance },
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vignetteStrength: { value: props.vignetteStrength },
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glowIntensity: { value: props.glowIntensity },
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opacity: { value: props.opacity },
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gridRotation: { value: props.gridRotation },
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mouseInteraction: { value: props.mouseInteraction },
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mousePosition: { value: [0.5, 0.5] },
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mouseInfluence: { value: 0 },
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mouseInteractionRadius: { value: props.mouseInteractionRadius }
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};
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const containerRef = useTemplateRef('containerRef');
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const mousePositionRef = ref({ x: 0.5, y: 0.5 });
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const targetMouseRef = ref({ x: 0.5, y: 0.5 });
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const mouseInfluenceRef = ref(0);
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const uniformsRef = ref<typeof uniforms | null>(null);
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onMounted(() => {
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if (!containerRef.value) return;
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const renderer = new Renderer({
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dpr: Math.min(window.devicePixelRatio, 2),
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alpha: true
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});
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const gl = renderer.gl;
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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gl.canvas.style.width = '100%';
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gl.canvas.style.height = '100%';
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containerRef.value.appendChild(gl.canvas);
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const vert = `
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attribute vec2 position;
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varying vec2 vUv;
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void main() {
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vUv = position * 0.5 + 0.5;
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gl_Position = vec4(position, 0.0, 1.0);
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}`;
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const frag = `precision highp float;
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uniform float iTime;
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uniform vec2 iResolution;
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uniform bool enableRainbow;
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uniform vec3 gridColor;
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uniform float rippleIntensity;
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uniform float gridSize;
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uniform float gridThickness;
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uniform float fadeDistance;
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uniform float vignetteStrength;
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uniform float glowIntensity;
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uniform float opacity;
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uniform float gridRotation;
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uniform bool mouseInteraction;
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uniform vec2 mousePosition;
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uniform float mouseInfluence;
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uniform float mouseInteractionRadius;
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varying vec2 vUv;
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float pi = 3.141592;
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mat2 rotate(float angle) {
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float s = sin(angle);
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float c = cos(angle);
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return mat2(c, -s, s, c);
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}
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void main() {
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vec2 uv = vUv * 2.0 - 1.0;
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uv.x *= iResolution.x / iResolution.y;
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if (gridRotation != 0.0) {
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uv = rotate(gridRotation * pi / 180.0) * uv;
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}
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float dist = length(uv);
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float func = sin(pi * (iTime - dist));
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vec2 rippleUv = uv + uv * func * rippleIntensity;
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if (mouseInteraction && mouseInfluence > 0.0) {
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vec2 mouseUv = (mousePosition * 2.0 - 1.0);
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mouseUv.x *= iResolution.x / iResolution.y;
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float mouseDist = length(uv - mouseUv);
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float influence = mouseInfluence * exp(-mouseDist * mouseDist / (mouseInteractionRadius * mouseInteractionRadius));
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float mouseWave = sin(pi * (iTime * 2.0 - mouseDist * 3.0)) * influence;
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rippleUv += normalize(uv - mouseUv) * mouseWave * rippleIntensity * 0.3;
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}
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vec2 a = sin(gridSize * 0.5 * pi * rippleUv - pi / 2.0);
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vec2 b = abs(a);
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float aaWidth = 0.5;
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vec2 smoothB = vec2(
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smoothstep(0.0, aaWidth, b.x),
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smoothstep(0.0, aaWidth, b.y)
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);
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vec3 color = vec3(0.0);
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color += exp(-gridThickness * smoothB.x * (0.8 + 0.5 * sin(pi * iTime)));
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color += exp(-gridThickness * smoothB.y);
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color += 0.5 * exp(-(gridThickness / 4.0) * sin(smoothB.x));
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color += 0.5 * exp(-(gridThickness / 3.0) * smoothB.y);
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if (glowIntensity > 0.0) {
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color += glowIntensity * exp(-gridThickness * 0.5 * smoothB.x);
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color += glowIntensity * exp(-gridThickness * 0.5 * smoothB.y);
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}
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float ddd = exp(-2.0 * clamp(pow(dist, fadeDistance), 0.0, 1.0));
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vec2 vignetteCoords = vUv - 0.5;
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float vignetteDistance = length(vignetteCoords);
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float vignette = 1.0 - pow(vignetteDistance * 2.0, vignetteStrength);
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vignette = clamp(vignette, 0.0, 1.0);
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vec3 t;
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if (enableRainbow) {
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t = vec3(
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uv.x * 0.5 + 0.5 * sin(iTime),
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uv.y * 0.5 + 0.5 * cos(iTime),
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pow(cos(iTime), 4.0)
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) + 0.5;
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} else {
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t = gridColor;
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}
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float finalFade = ddd * vignette;
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float alpha = length(color) * finalFade * opacity;
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gl_FragColor = vec4(color * t * finalFade * opacity, alpha);
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}`;
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uniformsRef.value = uniforms;
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const geometry = new Triangle(gl);
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const program = new Program(gl, { vertex: vert, fragment: frag, uniforms });
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const mesh = new Mesh(gl, { geometry, program });
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const resize = () => {
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const { clientWidth: w, clientHeight: h } = containerRef.value!;
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renderer.setSize(w, h);
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uniforms.iResolution.value = [w, h];
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};
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const handleMouseMove = (e: MouseEvent) => {
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if (!props.mouseInteraction || !containerRef.value) return;
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const rect = containerRef.value.getBoundingClientRect();
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const x = (e.clientX - rect.left) / rect.width;
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const y = 1.0 - (e.clientY - rect.top) / rect.height;
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targetMouseRef.value = { x, y };
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};
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const handleMouseEnter = () => {
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if (!props.mouseInteraction) return;
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mouseInfluenceRef.value = 1.0;
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};
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const handleMouseLeave = () => {
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if (!props.mouseInteraction) return;
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mouseInfluenceRef.value = 0.0;
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};
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window.addEventListener('resize', resize);
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if (props.mouseInteraction) {
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containerRef.value.addEventListener('mousemove', handleMouseMove);
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containerRef.value.addEventListener('mouseenter', handleMouseEnter);
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containerRef.value.addEventListener('mouseleave', handleMouseLeave);
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}
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resize();
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const render = (t: number) => {
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uniforms.iTime.value = t * 0.001;
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const lerpFactor = 0.1;
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mousePositionRef.value.x += (targetMouseRef.value.x - mousePositionRef.value.x) * lerpFactor;
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mousePositionRef.value.y += (targetMouseRef.value.y - mousePositionRef.value.y) * lerpFactor;
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const currentInfluence = uniforms.mouseInfluence.value;
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const targetInfluence = mouseInfluenceRef.value;
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uniforms.mouseInfluence.value += (targetInfluence - currentInfluence) * 0.05;
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uniforms.mousePosition.value = [mousePositionRef.value.x, mousePositionRef.value.y];
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renderer.render({ scene: mesh });
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requestAnimationFrame(render);
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};
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requestAnimationFrame(render);
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onUnmounted(() => {
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window.removeEventListener('resize', resize);
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if (props.mouseInteraction && containerRef.value) {
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containerRef.value.removeEventListener('mousemove', handleMouseMove);
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containerRef.value.removeEventListener('mouseenter', handleMouseEnter);
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containerRef.value.removeEventListener('mouseleave', handleMouseLeave);
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}
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renderer.gl.getExtension('WEBGL_lose_context')?.loseContext();
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containerRef.value?.removeChild(gl.canvas);
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});
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});
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watch(
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() => props,
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() => {
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if (!uniformsRef.value) return;
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uniformsRef.value.enableRainbow.value = props.enableRainbow;
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uniformsRef.value.gridColor.value = hexToRgb(props.gridColor);
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uniformsRef.value.rippleIntensity.value = props.rippleIntensity;
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uniformsRef.value.gridSize.value = props.gridSize;
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uniformsRef.value.gridThickness.value = props.gridThickness;
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uniformsRef.value.fadeDistance.value = props.fadeDistance;
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uniformsRef.value.vignetteStrength.value = props.vignetteStrength;
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uniformsRef.value.glowIntensity.value = props.glowIntensity;
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uniformsRef.value.opacity.value = props.opacity;
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uniformsRef.value.gridRotation.value = props.gridRotation;
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uniformsRef.value.mouseInteraction.value = props.mouseInteraction;
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uniformsRef.value.mouseInteractionRadius.value = props.mouseInteractionRadius;
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},
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{ deep: true, immediate: true }
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);
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</script>
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<template>
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<div ref="containerRef" class="[&_canvas]:block relative w-full h-full overflow-hidden" />
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</template>
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