Migrate MetallicPaint

This commit is contained in:
David Haz
2025-07-12 12:25:34 +03:00
parent a0e049e447
commit c94862718e
6 changed files with 756 additions and 0 deletions

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@@ -33,6 +33,7 @@ export const CATEGORIES = [
'Glare Hover',
'Magnet Lines',
'Count Up',
'Metallic Paint',
'Click Spark',
'Magnet',
'Cubes'

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@@ -5,6 +5,7 @@ const animations = {
'glare-hover': () => import('../demo/Animations/GlareHoverDemo.vue'),
'magnet-lines': () => import('../demo/Animations/MagnetLinesDemo.vue'),
'click-spark': () => import('../demo/Animations/ClickSparkDemo.vue'),
'metallic-paint': () => import('../demo/Animations/MetallicPaintDemo.vue'),
'magnet': () => import('../demo/Animations/MagnetDemo.vue'),
'cubes': () => import('../demo/Animations/CubesDemo.vue'),
'count-up': () => import('../demo/Animations/CountUpDemo.vue')

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@@ -0,0 +1,47 @@
import code from '@content/Animations/MetallicPaint/MetallicPaint.vue?raw'
import utility from '@content/Animations/MetallicPaint/parseImage.ts?raw'
import type { CodeObject } from '../../../types/code'
export const metallicPaint: CodeObject = {
cli: `npx jsrepo add https://vue-bits.dev/ui/Animations/MetallicPaint`,
usage: `<template>
<MetallicPaint
:image-data="imageData"
:params="{
patternScale: 2,
refraction: 0.015,
edge: 1,
patternBlur: 0.005,
liquid: 0.07,
speed: 0.3
}"
/>
</template>
<script setup lang="ts">
import { ref, onMounted } from 'vue';
import MetallicPaint from "./MetallicPaint.vue";
// copy and import the parseImage utility from the correct path
import { parseImage } from './parseImage';
const imageData = ref<ImageData | null>(null);
onMounted(async () => {
try {
// Example: Fetch an SVG image and parse it
// The SVG should have a transparent background and black fill color for the best effect
const response = await fetch('/path/to/your/logo.svg');
const blob = await response.blob();
const file = new File([blob], 'logo.svg', { type: blob.type });
const { imageData: processedImageData } = await parseImage(file);
imageData.value = processedImageData;
} catch (err) {
console.error('Error loading image:', err);
}
});
</script>`,
code,
utility
}

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@@ -0,0 +1,386 @@
<template>
<canvas ref="canvasRef" class="block w-full h-full object-contain" />
</template>
<script setup lang="ts">
import { ref, onMounted, onUnmounted, watch, nextTick } from 'vue'
interface ShaderParams {
patternScale: number
refraction: number
edge: number
patternBlur: number
liquid: number
speed: number
}
interface Props {
imageData: ImageData
params?: ShaderParams
}
const props = withDefaults(defineProps<Props>(), {
params: () => ({
patternScale: 2,
refraction: 0.015,
edge: 1,
patternBlur: 0.005,
liquid: 0.07,
speed: 0.3
})
})
const canvasRef = ref<HTMLCanvasElement | null>(null)
const gl = ref<WebGL2RenderingContext | null>(null)
const uniforms = ref<Record<string, WebGLUniformLocation>>({})
const totalAnimationTime = ref(0)
const lastRenderTime = ref(0)
const animationId = ref<number>()
const vertexShaderSource = `#version 300 es
precision mediump float;
in vec2 a_position;
out vec2 vUv;
void main() {
vUv = .5 * (a_position + 1.);
gl_Position = vec4(a_position, 0.0, 1.0);
}`
const liquidFragSource = `#version 300 es
precision mediump float;
in vec2 vUv;
out vec4 fragColor;
uniform sampler2D u_image_texture;
uniform float u_time;
uniform float u_ratio;
uniform float u_img_ratio;
uniform float u_patternScale;
uniform float u_refraction;
uniform float u_edge;
uniform float u_patternBlur;
uniform float u_liquid;
#define TWO_PI 6.28318530718
#define PI 3.14159265358979323846
vec3 mod289(vec3 x) { return x - floor(x * (1. / 289.)) * 289.; }
vec2 mod289(vec2 x) { return x - floor(x * (1. / 289.)) * 289.; }
vec3 permute(vec3 x) { return mod289(((x*34.)+1.)*x); }
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy));
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1., 0.) : vec2(0., 1.);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod289(i);
vec3 p = permute(permute(i.y + vec3(0., i1.y, 1.)) + i.x + vec3(0., i1.x, 1.));
vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.);
m = m*m;
m = m*m;
vec3 x = 2. * fract(p * C.www) - 1.;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130. * dot(m, g);
}
vec2 get_img_uv() {
vec2 img_uv = vUv;
img_uv -= .5;
if (u_ratio > u_img_ratio) {
img_uv.x = img_uv.x * u_ratio / u_img_ratio;
} else {
img_uv.y = img_uv.y * u_img_ratio / u_ratio;
}
float scale_factor = 1.;
img_uv *= scale_factor;
img_uv += .5;
img_uv.y = 1. - img_uv.y;
return img_uv;
}
vec2 rotate(vec2 uv, float th) {
return mat2(cos(th), sin(th), -sin(th), cos(th)) * uv;
}
float get_color_channel(float c1, float c2, float stripe_p, vec3 w, float extra_blur, float b) {
float ch = c2;
float border = 0.;
float blur = u_patternBlur + extra_blur;
ch = mix(ch, c1, smoothstep(.0, blur, stripe_p));
border = w[0];
ch = mix(ch, c2, smoothstep(border - blur, border + blur, stripe_p));
b = smoothstep(.2, .8, b);
border = w[0] + .4 * (1. - b) * w[1];
ch = mix(ch, c1, smoothstep(border - blur, border + blur, stripe_p));
border = w[0] + .5 * (1. - b) * w[1];
ch = mix(ch, c2, smoothstep(border - blur, border + blur, stripe_p));
border = w[0] + w[1];
ch = mix(ch, c1, smoothstep(border - blur, border + blur, stripe_p));
float gradient_t = (stripe_p - w[0] - w[1]) / w[2];
float gradient = mix(c1, c2, smoothstep(0., 1., gradient_t));
ch = mix(ch, gradient, smoothstep(border - blur, border + blur, stripe_p));
return ch;
}
float get_img_frame_alpha(vec2 uv, float img_frame_width) {
float img_frame_alpha = smoothstep(0., img_frame_width, uv.x) * smoothstep(1., 1. - img_frame_width, uv.x);
img_frame_alpha *= smoothstep(0., img_frame_width, uv.y) * smoothstep(1., 1. - img_frame_width, uv.y);
return img_frame_alpha;
}
void main() {
vec2 uv = vUv;
uv.y = 1. - uv.y;
uv.x *= u_ratio;
float diagonal = uv.x - uv.y;
float t = .001 * u_time;
vec2 img_uv = get_img_uv();
vec4 img = texture(u_image_texture, img_uv);
vec3 color = vec3(0.);
float opacity = 1.;
vec3 color1 = vec3(.98, 0.98, 1.);
vec3 color2 = vec3(.1, .1, .1 + .1 * smoothstep(.7, 1.3, uv.x + uv.y));
float edge = img.r;
vec2 grad_uv = uv;
grad_uv -= .5;
float dist = length(grad_uv + vec2(0., .2 * diagonal));
grad_uv = rotate(grad_uv, (.25 - .2 * diagonal) * PI);
float bulge = pow(1.8 * dist, 1.2);
bulge = 1. - bulge;
bulge *= pow(uv.y, .3);
float cycle_width = u_patternScale;
float thin_strip_1_ratio = .12 / cycle_width * (1. - .4 * bulge);
float thin_strip_2_ratio = .07 / cycle_width * (1. + .4 * bulge);
float wide_strip_ratio = (1. - thin_strip_1_ratio - thin_strip_2_ratio);
float thin_strip_1_width = cycle_width * thin_strip_1_ratio;
float thin_strip_2_width = cycle_width * thin_strip_2_ratio;
opacity = 1. - smoothstep(.9 - .5 * u_edge, 1. - .5 * u_edge, edge);
opacity *= get_img_frame_alpha(img_uv, 0.01);
float noise = snoise(uv - t);
edge += (1. - edge) * u_liquid * noise;
float refr = 0.;
refr += (1. - bulge);
refr = clamp(refr, 0., 1.);
float dir = grad_uv.x;
dir += diagonal;
dir -= 2. * noise * diagonal * (smoothstep(0., 1., edge) * smoothstep(1., 0., edge));
bulge *= clamp(pow(uv.y, .1), .3, 1.);
dir *= (.1 + (1.1 - edge) * bulge);
dir *= smoothstep(1., .7, edge);
dir += .18 * (smoothstep(.1, .2, uv.y) * smoothstep(.4, .2, uv.y));
dir += .03 * (smoothstep(.1, .2, 1. - uv.y) * smoothstep(.4, .2, 1. - uv.y));
dir *= (.5 + .5 * pow(uv.y, 2.));
dir *= cycle_width;
dir -= t;
float refr_r = refr;
refr_r += .03 * bulge * noise;
float refr_b = 1.3 * refr;
refr_r += 5. * (smoothstep(-.1, .2, uv.y) * smoothstep(.5, .1, uv.y)) * (smoothstep(.4, .6, bulge) * smoothstep(1., .4, bulge));
refr_r -= diagonal;
refr_b += (smoothstep(0., .4, uv.y) * smoothstep(.8, .1, uv.y)) * (smoothstep(.4, .6, bulge) * smoothstep(.8, .4, bulge));
refr_b -= .2 * edge;
refr_r *= u_refraction;
refr_b *= u_refraction;
vec3 w = vec3(thin_strip_1_width, thin_strip_2_width, wide_strip_ratio);
w[1] -= .02 * smoothstep(.0, 1., edge + bulge);
float stripe_r = mod(dir + refr_r, 1.);
float r = get_color_channel(color1.r, color2.r, stripe_r, w, 0.02 + .03 * u_refraction * bulge, bulge);
float stripe_g = mod(dir, 1.);
float g = get_color_channel(color1.g, color2.g, stripe_g, w, 0.01 / (1. - diagonal), bulge);
float stripe_b = mod(dir - refr_b, 1.);
float b = get_color_channel(color1.b, color2.b, stripe_b, w, .01, bulge);
color = vec3(r, g, b);
color *= opacity;
fragColor = vec4(color, opacity);
}
`
function updateUniforms() {
if (!gl.value || !uniforms.value) return
gl.value.uniform1f(uniforms.value.u_edge, props.params.edge)
gl.value.uniform1f(uniforms.value.u_patternBlur, props.params.patternBlur)
gl.value.uniform1f(uniforms.value.u_time, 0)
gl.value.uniform1f(uniforms.value.u_patternScale, props.params.patternScale)
gl.value.uniform1f(uniforms.value.u_refraction, props.params.refraction)
gl.value.uniform1f(uniforms.value.u_liquid, props.params.liquid)
}
function createShader(gl: WebGL2RenderingContext, sourceCode: string, type: number) {
const shader = gl.createShader(type)
if (!shader) {
return null
}
gl.shaderSource(shader, sourceCode)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('An error occurred compiling the shaders: ' + gl.getShaderInfoLog(shader))
gl.deleteShader(shader)
return null
}
return shader
}
function getUniforms(program: WebGLProgram, gl: WebGL2RenderingContext) {
const uniformsObj: Record<string, WebGLUniformLocation> = {}
const uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS)
for (let i = 0; i < uniformCount; i++) {
const uniformName = gl.getActiveUniform(program, i)?.name
if (!uniformName) continue
uniformsObj[uniformName] = gl.getUniformLocation(program, uniformName) as WebGLUniformLocation
}
return uniformsObj
}
function initShader() {
const canvas = canvasRef.value
const glContext = canvas?.getContext('webgl2', {
antialias: true,
alpha: true
})
if (!canvas || !glContext) {
return
}
const vertexShader = createShader(glContext, vertexShaderSource, glContext.VERTEX_SHADER)
const fragmentShader = createShader(glContext, liquidFragSource, glContext.FRAGMENT_SHADER)
const program = glContext.createProgram()
if (!program || !vertexShader || !fragmentShader) {
return
}
glContext.attachShader(program, vertexShader)
glContext.attachShader(program, fragmentShader)
glContext.linkProgram(program)
if (!glContext.getProgramParameter(program, glContext.LINK_STATUS)) {
console.error('Unable to initialize the shader program: ' + glContext.getProgramInfoLog(program))
return null
}
const uniformsObj = getUniforms(program, glContext)
uniforms.value = uniformsObj
const vertices = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1])
const vertexBuffer = glContext.createBuffer()
glContext.bindBuffer(glContext.ARRAY_BUFFER, vertexBuffer)
glContext.bufferData(glContext.ARRAY_BUFFER, vertices, glContext.STATIC_DRAW)
glContext.useProgram(program)
const positionLocation = glContext.getAttribLocation(program, 'a_position')
glContext.enableVertexAttribArray(positionLocation)
glContext.bindBuffer(glContext.ARRAY_BUFFER, vertexBuffer)
glContext.vertexAttribPointer(positionLocation, 2, glContext.FLOAT, false, 0, 0)
gl.value = glContext
}
function resizeCanvas() {
if (!canvasRef.value || !gl.value || !uniforms.value || !props.imageData) return
const imgRatio = props.imageData.width / props.imageData.height
gl.value.uniform1f(uniforms.value.u_img_ratio, imgRatio)
const side = 1000
canvasRef.value.width = side * devicePixelRatio
canvasRef.value.height = side * devicePixelRatio
gl.value.viewport(0, 0, canvasRef.value.height, canvasRef.value.height)
gl.value.uniform1f(uniforms.value.u_ratio, 1)
gl.value.uniform1f(uniforms.value.u_img_ratio, imgRatio)
}
function setupTexture() {
if (!gl.value || !uniforms.value) return
const existingTexture = gl.value.getParameter(gl.value.TEXTURE_BINDING_2D)
if (existingTexture) {
gl.value.deleteTexture(existingTexture)
}
const imageTexture = gl.value.createTexture()
gl.value.activeTexture(gl.value.TEXTURE0)
gl.value.bindTexture(gl.value.TEXTURE_2D, imageTexture)
gl.value.texParameteri(gl.value.TEXTURE_2D, gl.value.TEXTURE_MIN_FILTER, gl.value.LINEAR)
gl.value.texParameteri(gl.value.TEXTURE_2D, gl.value.TEXTURE_MAG_FILTER, gl.value.LINEAR)
gl.value.texParameteri(gl.value.TEXTURE_2D, gl.value.TEXTURE_WRAP_S, gl.value.CLAMP_TO_EDGE)
gl.value.texParameteri(gl.value.TEXTURE_2D, gl.value.TEXTURE_WRAP_T, gl.value.CLAMP_TO_EDGE)
gl.value.pixelStorei(gl.value.UNPACK_ALIGNMENT, 1)
try {
gl.value.texImage2D(
gl.value.TEXTURE_2D,
0,
gl.value.RGBA,
props.imageData?.width,
props.imageData?.height,
0,
gl.value.RGBA,
gl.value.UNSIGNED_BYTE,
props.imageData?.data
)
gl.value.uniform1i(uniforms.value.u_image_texture, 0)
} catch (e) {
console.error('Error uploading texture:', e)
}
}
function render(currentTime: number) {
if (!gl.value || !uniforms.value) return
const deltaTime = currentTime - lastRenderTime.value
lastRenderTime.value = currentTime
totalAnimationTime.value += deltaTime * props.params.speed
gl.value.uniform1f(uniforms.value.u_time, totalAnimationTime.value)
gl.value.drawArrays(gl.value.TRIANGLE_STRIP, 0, 4)
animationId.value = requestAnimationFrame(render)
}
function startAnimation() {
if (animationId.value) {
cancelAnimationFrame(animationId.value)
}
lastRenderTime.value = performance.now()
animationId.value = requestAnimationFrame(render)
}
onMounted(async () => {
await nextTick()
initShader()
updateUniforms()
resizeCanvas()
setupTexture()
startAnimation()
window.addEventListener('resize', resizeCanvas)
})
onUnmounted(() => {
if (animationId.value) {
cancelAnimationFrame(animationId.value)
}
window.removeEventListener('resize', resizeCanvas)
})
watch(() => props.params, () => {
updateUniforms()
}, { deep: true })
watch(() => props.imageData, () => {
setupTexture()
resizeCanvas()
}, { deep: true })
</script>

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export function parseImage(file: File): Promise<{ imageData: ImageData; pngBlob: Blob }> {
const canvas = document.createElement('canvas')
const ctx = canvas.getContext('2d')
return new Promise((resolve, reject) => {
if (!file || !ctx) {
reject(new Error('Invalid file or context'))
return
}
const img = new Image()
img.crossOrigin = 'anonymous'
img.onload = function () {
if (file.type === 'image/svg+xml') {
img.width = 1000
img.height = 1000
}
const MAX_SIZE = 1000
const MIN_SIZE = 500
let width = img.naturalWidth
let height = img.naturalHeight
if (width > MAX_SIZE || height > MAX_SIZE || width < MIN_SIZE || height < MIN_SIZE) {
if (width > height) {
if (width > MAX_SIZE) {
height = Math.round((height * MAX_SIZE) / width)
width = MAX_SIZE
} else if (width < MIN_SIZE) {
height = Math.round((height * MIN_SIZE) / width)
width = MIN_SIZE
}
} else {
if (height > MAX_SIZE) {
width = Math.round((width * MAX_SIZE) / height)
height = MAX_SIZE
} else if (height < MIN_SIZE) {
width = Math.round((width * MIN_SIZE) / height)
height = MIN_SIZE
}
}
}
canvas.width = width
canvas.height = height
const shapeCanvas = document.createElement('canvas')
shapeCanvas.width = width
shapeCanvas.height = height
const shapeCtx = shapeCanvas.getContext('2d')!
shapeCtx.drawImage(img, 0, 0, width, height)
const shapeImageData = shapeCtx.getImageData(0, 0, width, height)
const data = shapeImageData.data
const shapeMask = new Array(width * height).fill(false)
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const idx4 = (y * width + x) * 4
const r = data[idx4]
const g = data[idx4 + 1]
const b = data[idx4 + 2]
const a = data[idx4 + 3]
shapeMask[y * width + x] = !((r === 255 && g === 255 && b === 255 && a === 255) || a === 0)
}
}
function inside(x: number, y: number) {
if (x < 0 || x >= width || y < 0 || y >= height) return false
return shapeMask[y * width + x]
}
const boundaryMask = new Array(width * height).fill(false)
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const idx = y * width + x
if (!shapeMask[idx]) continue
let isBoundary = false
for (let ny = y - 1; ny <= y + 1 && !isBoundary; ny++) {
for (let nx = x - 1; nx <= x + 1 && !isBoundary; nx++) {
if (!inside(nx, ny)) {
isBoundary = true
}
}
}
if (isBoundary) {
boundaryMask[idx] = true
}
}
}
const interiorMask = new Array(width * height).fill(false)
for (let y = 1; y < height - 1; y++) {
for (let x = 1; x < width - 1; x++) {
const idx = y * width + x
if (
shapeMask[idx] &&
shapeMask[idx - 1] &&
shapeMask[idx + 1] &&
shapeMask[idx - width] &&
shapeMask[idx + width]
) {
interiorMask[idx] = true
}
}
}
const u = new Float32Array(width * height).fill(0)
const newU = new Float32Array(width * height).fill(0)
const C = 0.01
const ITERATIONS = 300
function getU(x: number, y: number, arr: Float32Array) {
if (x < 0 || x >= width || y < 0 || y >= height) return 0
if (!shapeMask[y * width + x]) return 0
return arr[y * width + x]
}
for (let iter = 0; iter < ITERATIONS; iter++) {
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const idx = y * width + x
if (!shapeMask[idx] || boundaryMask[idx]) {
newU[idx] = 0
continue
}
const sumN = getU(x + 1, y, u) + getU(x - 1, y, u) + getU(x, y + 1, u) + getU(x, y - 1, u)
newU[idx] = (C + sumN) / 4
}
}
u.set(newU)
}
let maxVal = 0
for (let i = 0; i < width * height; i++) {
if (u[i] > maxVal) maxVal = u[i]
}
const alpha = 2.0
const outImg = ctx.createImageData(width, height)
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const idx = y * width + x
const px = idx * 4
if (!shapeMask[idx]) {
outImg.data[px] = 255
outImg.data[px + 1] = 255
outImg.data[px + 2] = 255
outImg.data[px + 3] = 255
} else {
const raw = u[idx] / maxVal
const remapped = Math.pow(raw, alpha)
const gray = 255 * (1 - remapped)
outImg.data[px] = gray
outImg.data[px + 1] = gray
outImg.data[px + 2] = gray
outImg.data[px + 3] = 255
}
}
}
ctx.putImageData(outImg, 0, 0)
canvas.toBlob(
blob => {
if (!blob) {
reject(new Error('Failed to create PNG blob'))
return
}
resolve({
imageData: outImg,
pngBlob: blob
})
},
'image/png'
)
}
img.onerror = () => reject(new Error('Failed to load image'))
img.src = URL.createObjectURL(file)
})
}

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<template>
<div class="metallic-paint-demo">
<TabbedLayout>
<template #preview>
<div class="demo-container relative h-[500px] overflow-hidden">
<MetallicPaint
v-if="imageData"
:key="rerenderKey"
:image-data="imageData"
:params="{
edge,
patternBlur,
patternScale,
refraction,
speed,
liquid
}"
/>
</div>
<Customize>
<PreviewSlider
title="Edge"
v-model="edge"
:min="0"
:max="1"
:step="0.1"
@update:model-value="forceRerender"
/>
<PreviewSlider
title="Pattern Scale"
v-model="patternScale"
:min="1"
:max="5"
:step="0.1"
@update:model-value="forceRerender"
/>
<PreviewSlider
title="Pattern Blur"
v-model="patternBlur"
:min="0"
:max="0.1"
:step="0.001"
@update:model-value="forceRerender"
/>
<PreviewSlider
title="Refraction"
v-model="refraction"
:min="0"
:max="0.1"
:step="0.01"
@update:model-value="forceRerender"
/>
<PreviewSlider
title="Liquid"
v-model="liquid"
:min="0"
:max="1"
:step="0.01"
@update:model-value="forceRerender"
/>
<PreviewSlider
title="Speed"
v-model="speed"
:min="0"
:max="1"
:step="0.01"
@update:model-value="forceRerender"
/>
</Customize>
<PropTable :data="propData" />
</template>
<template #code>
<CodeExample :code-object="metallicPaint" />
</template>
<template #cli>
<CliInstallation :command="metallicPaint.cli" />
</template>
</TabbedLayout>
</div>
</template>
<script setup lang="ts">
import { ref, onMounted } from 'vue'
import TabbedLayout from '../../components/common/TabbedLayout.vue'
import PropTable from '../../components/common/PropTable.vue'
import CliInstallation from '../../components/code/CliInstallation.vue'
import CodeExample from '../../components/code/CodeExample.vue'
import Customize from '../../components/common/Customize.vue'
import PreviewSlider from '../../components/common/PreviewSlider.vue'
import MetallicPaint from '../../content/Animations/MetallicPaint/MetallicPaint.vue'
import { metallicPaint } from '@/constants/code/Animations/metallicPaintCode'
import { parseImage } from '../../content/Animations/MetallicPaint/parseImage'
import { useForceRerender } from '@/composables/useForceRerender'
import logo from '@/assets/logos/vue-bits-logo-small-dark.svg'
const imageData = ref<ImageData | null>(null)
const edge = ref(0)
const patternScale = ref(2)
const refraction = ref(0.015)
const patternBlur = ref(0.005)
const liquid = ref(0.07)
const speed = ref(0.3)
const { rerenderKey, forceRerender } = useForceRerender()
const propData = [
{
name: 'imageData',
type: 'ImageData',
default: 'none (required)',
description: 'The processed image data generated from the parseImage utility. This image data is used by the shader to create the liquid paper effect.'
},
{
name: 'params',
type: 'ShaderParams',
default: '',
description: 'An object to configure the shader effect. Properties include: patternScale, refraction, edge, patternBlur, liquid, speed'
}
]
onMounted(async () => {
try {
const response = await fetch(logo)
const blob = await response.blob()
const file = new File([blob], 'default.png', { type: blob.type })
const { imageData: processedImageData } = await parseImage(file)
imageData.value = processedImageData
} catch (err) {
console.error('Error loading default image:', err)
}
})
</script>