Component Boom

This commit is contained in:
David Haz
2025-07-10 15:36:38 +03:00
parent a4982577ad
commit 9b3465b04d
135 changed files with 16697 additions and 60 deletions

View File

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<template>
<div ref="containerRef" class="w-full h-full relative" />
</template>
<script setup lang="ts">
import { ref, onMounted, onUnmounted, watch } from 'vue'
import { Renderer, Program, Mesh, Triangle, Color } from 'ogl'
import type { OGLRenderingContext } from 'ogl'
interface Props {
color?: [number, number, number]
amplitude?: number
distance?: number
enableMouseInteraction?: boolean
}
const props = withDefaults(defineProps<Props>(), {
color: () => [1, 1, 1] as [number, number, number],
amplitude: 1,
distance: 0,
enableMouseInteraction: false
})
const containerRef = ref<HTMLDivElement | null>(null)
let renderer: Renderer | null = null
let gl: OGLRenderingContext | null = null
let program: Program | null = null
let mesh: Mesh | null = null
let animationId: number | null = null
let currentMouse = [0.5, 0.5]
let targetMouse = [0.5, 0.5]
const vertexShader = `
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 0.0, 1.0);
}
`
const fragmentShader = `
precision highp float;
uniform float iTime;
uniform vec3 iResolution;
uniform vec3 uColor;
uniform float uAmplitude;
uniform float uDistance;
uniform vec2 uMouse;
#define PI 3.1415926538
const int u_line_count = 40;
const float u_line_width = 7.0;
const float u_line_blur = 10.0;
float Perlin2D(vec2 P) {
vec2 Pi = floor(P);
vec4 Pf_Pfmin1 = P.xyxy - vec4(Pi, Pi + 1.0);
vec4 Pt = vec4(Pi.xy, Pi.xy + 1.0);
Pt = Pt - floor(Pt * (1.0 / 71.0)) * 71.0;
Pt += vec2(26.0, 161.0).xyxy;
Pt *= Pt;
Pt = Pt.xzxz * Pt.yyww;
vec4 hash_x = fract(Pt * (1.0 / 951.135664));
vec4 hash_y = fract(Pt * (1.0 / 642.949883));
vec4 grad_x = hash_x - 0.49999;
vec4 grad_y = hash_y - 0.49999;
vec4 grad_results = inversesqrt(grad_x * grad_x + grad_y * grad_y)
* (grad_x * Pf_Pfmin1.xzxz + grad_y * Pf_Pfmin1.yyww);
grad_results *= 1.4142135623730950;
vec2 blend = Pf_Pfmin1.xy * Pf_Pfmin1.xy * Pf_Pfmin1.xy
* (Pf_Pfmin1.xy * (Pf_Pfmin1.xy * 6.0 - 15.0) + 10.0);
vec4 blend2 = vec4(blend, vec2(1.0 - blend));
return dot(grad_results, blend2.zxzx * blend2.wwyy);
}
float pixel(float count, vec2 resolution) {
return (1.0 / max(resolution.x, resolution.y)) * count;
}
float lineFn(vec2 st, float width, float perc, float offset, vec2 mouse, float time, float amplitude, float distance) {
float split_offset = (perc * 0.4);
float split_point = 0.1 + split_offset;
float amplitude_normal = smoothstep(split_point, 0.7, st.x);
float amplitude_strength = 0.5;
float finalAmplitude = amplitude_normal * amplitude_strength
* amplitude * (1.0 + (mouse.y - 0.5) * 0.2);
float time_scaled = time / 10.0 + (mouse.x - 0.5) * 1.0;
float blur = smoothstep(split_point, split_point + 0.05, st.x) * perc;
float xnoise = mix(
Perlin2D(vec2(time_scaled, st.x + perc) * 2.5),
Perlin2D(vec2(time_scaled, st.x + time_scaled) * 3.5) / 1.5,
st.x * 0.3
);
float y = 0.5 + (perc - 0.5) * distance + xnoise / 2.0 * finalAmplitude;
float line_start = smoothstep(
y + (width / 2.0) + (u_line_blur * pixel(1.0, iResolution.xy) * blur),
y,
st.y
);
float line_end = smoothstep(
y,
y - (width / 2.0) - (u_line_blur * pixel(1.0, iResolution.xy) * blur),
st.y
);
return clamp(
(line_start - line_end) * (1.0 - smoothstep(0.0, 1.0, pow(perc, 0.3))),
0.0,
1.0
);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
float line_strength = 1.0;
for (int i = 0; i < u_line_count; i++) {
float p = float(i) / float(u_line_count);
line_strength *= (1.0 - lineFn(
uv,
u_line_width * pixel(1.0, iResolution.xy) * (1.0 - p),
p,
(PI * 1.0) * p,
uMouse,
iTime,
uAmplitude,
uDistance
));
}
float colorVal = 1.0 - line_strength;
fragColor = vec4(uColor * colorVal, colorVal);
}
void main() {
mainImage(gl_FragColor, gl_FragCoord.xy);
}
`
const resize = () => {
if (!containerRef.value || !renderer || !program) return
const container = containerRef.value
const { clientWidth, clientHeight } = container
renderer.setSize(clientWidth, clientHeight)
program.uniforms.iResolution.value.r = clientWidth
program.uniforms.iResolution.value.g = clientHeight
program.uniforms.iResolution.value.b = clientWidth / clientHeight
}
const handleMouseMove = (e: MouseEvent) => {
if (!containerRef.value) return
const rect = containerRef.value.getBoundingClientRect()
const x = (e.clientX - rect.left) / rect.width
const y = 1.0 - (e.clientY - rect.top) / rect.height
targetMouse = [x, y]
}
const handleMouseLeave = () => {
targetMouse = [0.5, 0.5]
}
const update = (t: number) => {
if (!program || !renderer || !mesh) return
if (props.enableMouseInteraction) {
const smoothing = 0.05
currentMouse[0] += smoothing * (targetMouse[0] - currentMouse[0])
currentMouse[1] += smoothing * (targetMouse[1] - currentMouse[1])
program.uniforms.uMouse.value[0] = currentMouse[0]
program.uniforms.uMouse.value[1] = currentMouse[1]
} else {
program.uniforms.uMouse.value[0] = 0.5
program.uniforms.uMouse.value[1] = 0.5
}
program.uniforms.iTime.value = t * 0.001
renderer.render({ scene: mesh })
animationId = requestAnimationFrame(update)
}
const initializeScene = () => {
if (!containerRef.value) return
cleanup()
const container = containerRef.value
renderer = new Renderer({ alpha: true })
gl = renderer.gl
gl.clearColor(0, 0, 0, 0)
gl.enable(gl.BLEND)
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
const geometry = new Triangle(gl)
program = new Program(gl, {
vertex: vertexShader,
fragment: fragmentShader,
uniforms: {
iTime: { value: 0 },
iResolution: {
value: new Color(
gl.canvas.width,
gl.canvas.height,
gl.canvas.width / gl.canvas.height
)
},
uColor: { value: new Color(...props.color) },
uAmplitude: { value: props.amplitude },
uDistance: { value: props.distance },
uMouse: { value: new Float32Array([0.5, 0.5]) }
}
})
mesh = new Mesh(gl, { geometry, program })
const canvas = gl.canvas as HTMLCanvasElement
canvas.style.width = '100%'
canvas.style.height = '100%'
canvas.style.display = 'block'
container.appendChild(canvas)
window.addEventListener('resize', resize)
if (props.enableMouseInteraction) {
container.addEventListener('mousemove', handleMouseMove)
container.addEventListener('mouseleave', handleMouseLeave)
}
resize()
animationId = requestAnimationFrame(update)
}
const cleanup = () => {
if (animationId) {
cancelAnimationFrame(animationId)
animationId = null
}
window.removeEventListener('resize', resize)
if (containerRef.value) {
containerRef.value.removeEventListener('mousemove', handleMouseMove)
containerRef.value.removeEventListener('mouseleave', handleMouseLeave)
const canvas = containerRef.value.querySelector('canvas')
if (canvas) {
containerRef.value.removeChild(canvas)
}
}
if (gl) {
gl.getExtension('WEBGL_lose_context')?.loseContext()
}
renderer = null
gl = null
program = null
mesh = null
currentMouse = [0.5, 0.5]
targetMouse = [0.5, 0.5]
}
onMounted(() => {
initializeScene()
})
onUnmounted(() => {
cleanup()
})
watch(
[() => props.color, () => props.amplitude, () => props.distance, () => props.enableMouseInteraction],
() => {
initializeScene()
},
{ deep: true }
)
</script>