mirror of
https://github.com/DavidHDev/vue-bits.git
synced 2026-03-09 08:29:30 -06:00
Component Boom
This commit is contained in:
236
src/content/Backgrounds/Lightning/Lightning.vue
Normal file
236
src/content/Backgrounds/Lightning/Lightning.vue
Normal file
@@ -0,0 +1,236 @@
|
||||
<template>
|
||||
<canvas ref="canvasRef" class="w-full h-full block mix-blend-screen"></canvas>
|
||||
</template>
|
||||
|
||||
<script setup lang="ts">
|
||||
import { ref, onMounted, onUnmounted, watch } from 'vue'
|
||||
|
||||
interface LightningProps {
|
||||
hue?: number
|
||||
xOffset?: number
|
||||
speed?: number
|
||||
intensity?: number
|
||||
size?: number
|
||||
}
|
||||
|
||||
const props = withDefaults(defineProps<LightningProps>(), {
|
||||
hue: 230,
|
||||
xOffset: 0,
|
||||
speed: 1,
|
||||
intensity: 1,
|
||||
size: 1
|
||||
})
|
||||
|
||||
const canvasRef = ref<HTMLCanvasElement>()
|
||||
let animationId = 0
|
||||
let gl: WebGLRenderingContext | null = null
|
||||
let program: WebGLProgram | null = null
|
||||
let startTime = 0
|
||||
|
||||
const vertexShaderSource = `
|
||||
attribute vec2 aPosition;
|
||||
void main() {
|
||||
gl_Position = vec4(aPosition, 0.0, 1.0);
|
||||
}
|
||||
`
|
||||
|
||||
const fragmentShaderSource = `
|
||||
precision mediump float;
|
||||
uniform vec2 iResolution;
|
||||
uniform float iTime;
|
||||
uniform float uHue;
|
||||
uniform float uXOffset;
|
||||
uniform float uSpeed;
|
||||
uniform float uIntensity;
|
||||
uniform float uSize;
|
||||
|
||||
#define OCTAVE_COUNT 10
|
||||
|
||||
vec3 hsv2rgb(vec3 c) {
|
||||
vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0,4.0,2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);
|
||||
return c.z * mix(vec3(1.0), rgb, c.y);
|
||||
}
|
||||
|
||||
float hash11(float p) {
|
||||
p = fract(p * .1031);
|
||||
p *= p + 33.33;
|
||||
p *= p + p;
|
||||
return fract(p);
|
||||
}
|
||||
|
||||
float hash12(vec2 p) {
|
||||
vec3 p3 = fract(vec3(p.xyx) * .1031);
|
||||
p3 += dot(p3, p3.yzx + 33.33);
|
||||
return fract((p3.x + p3.y) * p3.z);
|
||||
}
|
||||
|
||||
mat2 rotate2d(float theta) {
|
||||
float c = cos(theta);
|
||||
float s = sin(theta);
|
||||
return mat2(c, -s, s, c);
|
||||
}
|
||||
|
||||
float noise(vec2 p) {
|
||||
vec2 ip = floor(p);
|
||||
vec2 fp = fract(p);
|
||||
float a = hash12(ip);
|
||||
float b = hash12(ip + vec2(1.0, 0.0));
|
||||
float c = hash12(ip + vec2(0.0, 1.0));
|
||||
float d = hash12(ip + vec2(1.0, 1.0));
|
||||
|
||||
vec2 t = smoothstep(0.0, 1.0, fp);
|
||||
return mix(mix(a, b, t.x), mix(c, d, t.x), t.y);
|
||||
}
|
||||
|
||||
float fbm(vec2 p) {
|
||||
float value = 0.0;
|
||||
float amplitude = 0.5;
|
||||
for (int i = 0; i < OCTAVE_COUNT; ++i) {
|
||||
value += amplitude * noise(p);
|
||||
p *= rotate2d(0.45);
|
||||
p *= 2.0;
|
||||
amplitude *= 0.5;
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
|
||||
vec2 uv = fragCoord / iResolution.xy;
|
||||
uv = 2.0 * uv - 1.0;
|
||||
uv.x *= iResolution.x / iResolution.y;
|
||||
uv.x += uXOffset;
|
||||
|
||||
uv += 2.0 * fbm(uv * uSize + 0.8 * iTime * uSpeed) - 1.0;
|
||||
|
||||
float dist = abs(uv.x);
|
||||
vec3 baseColor = hsv2rgb(vec3(uHue / 360.0, 0.7, 0.8));
|
||||
vec3 col = baseColor * pow(mix(0.0, 0.07, hash11(iTime * uSpeed)) / dist, 1.0) * uIntensity;
|
||||
col = pow(col, vec3(1.0));
|
||||
fragColor = vec4(col, 1.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
mainImage(gl_FragColor, gl_FragCoord.xy);
|
||||
}
|
||||
`
|
||||
|
||||
const compileShader = (source: string, type: number): WebGLShader | null => {
|
||||
if (!gl) return null
|
||||
const shader = gl.createShader(type)
|
||||
if (!shader) return null
|
||||
gl.shaderSource(shader, source)
|
||||
gl.compileShader(shader)
|
||||
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
||||
console.error('Shader compile error:', gl.getShaderInfoLog(shader))
|
||||
gl.deleteShader(shader)
|
||||
return null
|
||||
}
|
||||
return shader
|
||||
}
|
||||
|
||||
const initWebGL = () => {
|
||||
const canvas = canvasRef.value
|
||||
if (!canvas) return
|
||||
|
||||
const resizeCanvas = () => {
|
||||
const rect = canvas.getBoundingClientRect()
|
||||
canvas.width = rect.width
|
||||
canvas.height = rect.height
|
||||
canvas.style.width = rect.width + 'px'
|
||||
canvas.style.height = rect.height + 'px'
|
||||
}
|
||||
|
||||
resizeCanvas()
|
||||
window.addEventListener('resize', resizeCanvas)
|
||||
|
||||
gl = canvas.getContext('webgl')
|
||||
if (!gl) {
|
||||
console.error('WebGL not supported')
|
||||
return
|
||||
}
|
||||
|
||||
const vertexShader = compileShader(vertexShaderSource, gl.VERTEX_SHADER)
|
||||
const fragmentShader = compileShader(fragmentShaderSource, gl.FRAGMENT_SHADER)
|
||||
if (!vertexShader || !fragmentShader) return
|
||||
|
||||
program = gl.createProgram()
|
||||
if (!program) return
|
||||
gl.attachShader(program, vertexShader)
|
||||
gl.attachShader(program, fragmentShader)
|
||||
gl.linkProgram(program)
|
||||
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
||||
console.error('Program linking error:', gl.getProgramInfoLog(program))
|
||||
return
|
||||
}
|
||||
gl.useProgram(program)
|
||||
|
||||
const vertices = new Float32Array([
|
||||
-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1,
|
||||
])
|
||||
const vertexBuffer = gl.createBuffer()
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer)
|
||||
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW)
|
||||
|
||||
const aPosition = gl.getAttribLocation(program, 'aPosition')
|
||||
gl.enableVertexAttribArray(aPosition)
|
||||
gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0)
|
||||
|
||||
startTime = performance.now()
|
||||
render()
|
||||
|
||||
return () => {
|
||||
window.removeEventListener('resize', resizeCanvas)
|
||||
}
|
||||
}
|
||||
|
||||
const render = () => {
|
||||
if (!gl || !program || !canvasRef.value) return
|
||||
|
||||
const canvas = canvasRef.value
|
||||
|
||||
const rect = canvas.getBoundingClientRect()
|
||||
if (canvas.width !== rect.width || canvas.height !== rect.height) {
|
||||
canvas.width = rect.width
|
||||
canvas.height = rect.height
|
||||
canvas.style.width = rect.width + 'px'
|
||||
canvas.style.height = rect.height + 'px'
|
||||
}
|
||||
|
||||
gl.viewport(0, 0, canvas.width, canvas.height)
|
||||
|
||||
const iResolutionLocation = gl.getUniformLocation(program, 'iResolution')
|
||||
const iTimeLocation = gl.getUniformLocation(program, 'iTime')
|
||||
const uHueLocation = gl.getUniformLocation(program, 'uHue')
|
||||
const uXOffsetLocation = gl.getUniformLocation(program, 'uXOffset')
|
||||
const uSpeedLocation = gl.getUniformLocation(program, 'uSpeed')
|
||||
const uIntensityLocation = gl.getUniformLocation(program, 'uIntensity')
|
||||
const uSizeLocation = gl.getUniformLocation(program, 'uSize')
|
||||
|
||||
gl.uniform2f(iResolutionLocation, canvas.width, canvas.height)
|
||||
const currentTime = performance.now()
|
||||
gl.uniform1f(iTimeLocation, (currentTime - startTime) / 1000.0)
|
||||
gl.uniform1f(uHueLocation, props.hue)
|
||||
gl.uniform1f(uXOffsetLocation, props.xOffset)
|
||||
gl.uniform1f(uSpeedLocation, props.speed)
|
||||
gl.uniform1f(uIntensityLocation, props.intensity)
|
||||
gl.uniform1f(uSizeLocation, props.size)
|
||||
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6)
|
||||
animationId = requestAnimationFrame(render)
|
||||
}
|
||||
|
||||
onMounted(() => {
|
||||
initWebGL()
|
||||
})
|
||||
|
||||
onUnmounted(() => {
|
||||
if (animationId) {
|
||||
cancelAnimationFrame(animationId)
|
||||
}
|
||||
})
|
||||
|
||||
watch(
|
||||
() => [props.hue, props.xOffset, props.speed, props.intensity, props.size],
|
||||
() => {}
|
||||
)
|
||||
</script>
|
||||
Reference in New Issue
Block a user