FEAT: 🎉 Added <FloatingLines /> background

This commit is contained in:
Utkarsh-Singhal-26
2025-11-16 18:35:53 +05:30
parent 803c1ca454
commit d2fb6cad34
7 changed files with 734 additions and 3 deletions

View File

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<script setup lang="ts">
import {
Clock,
Mesh,
OrthographicCamera,
PlaneGeometry,
Scene,
ShaderMaterial,
Vector2,
Vector3,
WebGLRenderer
} from 'three';
import { onBeforeUnmount, onMounted, ref, useTemplateRef, watch, type CSSProperties } from 'vue';
const vertexShader = `
precision highp float;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
const fragmentShader = `
precision highp float;
uniform float iTime;
uniform vec3 iResolution;
uniform float animationSpeed;
uniform bool enableTop;
uniform bool enableMiddle;
uniform bool enableBottom;
uniform int topLineCount;
uniform int middleLineCount;
uniform int bottomLineCount;
uniform float topLineDistance;
uniform float middleLineDistance;
uniform float bottomLineDistance;
uniform vec3 topWavePosition;
uniform vec3 middleWavePosition;
uniform vec3 bottomWavePosition;
uniform vec2 iMouse;
uniform bool interactive;
uniform float bendRadius;
uniform float bendStrength;
uniform float bendInfluence;
uniform bool parallax;
uniform float parallaxStrength;
uniform vec2 parallaxOffset;
uniform vec3 lineGradient[8];
uniform int lineGradientCount;
const vec3 BLACK = vec3(0.0);
const vec3 PINK = vec3(233.0, 71.0, 245.0) / 255.0;
const vec3 BLUE = vec3(47.0, 75.0, 162.0) / 255.0;
mat2 rotate(float r) {
return mat2(cos(r), sin(r), -sin(r), cos(r));
}
vec3 background_color(vec2 uv) {
vec3 col = vec3(0.0);
float y = sin(uv.x - 0.2) * 0.3 - 0.1;
float m = uv.y - y;
col += mix(BLUE, BLACK, smoothstep(0.0, 1.0, abs(m)));
col += mix(PINK, BLACK, smoothstep(0.0, 1.0, abs(m - 0.8)));
return col * 0.5;
}
vec3 getLineColor(float t, vec3 baseColor) {
if (lineGradientCount <= 0) {
return baseColor;
}
vec3 gradientColor;
if (lineGradientCount == 1) {
gradientColor = lineGradient[0];
} else {
float clampedT = clamp(t, 0.0, 0.9999);
float scaled = clampedT * float(lineGradientCount - 1);
int idx = int(floor(scaled));
float f = fract(scaled);
int idx2 = min(idx + 1, lineGradientCount - 1);
vec3 c1 = lineGradient[idx];
vec3 c2 = lineGradient[idx2];
gradientColor = mix(c1, c2, f);
}
return gradientColor * 0.5;
}
float wave(vec2 uv, float offset, vec2 screenUv, vec2 mouseUv, bool shouldBend) {
float time = iTime * animationSpeed;
float x_offset = offset;
float x_movement = time * 0.1;
float amp = sin(offset + time * 0.2) * 0.3;
float y = sin(uv.x + x_offset + x_movement) * amp;
if (shouldBend) {
vec2 d = screenUv - mouseUv;
float influence = exp(-dot(d, d) * bendRadius);
float bendOffset = (mouseUv.y - screenUv.y) * influence * bendStrength * bendInfluence;
y += bendOffset;
}
float m = uv.y - y;
return 0.0175 / max(abs(m) + 0.01, 1e-3) + 0.01;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 baseUv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
baseUv.y *= -1.0;
if (parallax) {
baseUv += parallaxOffset;
}
vec3 col = vec3(0.0);
vec3 b = lineGradientCount > 0 ? vec3(0.0) : background_color(baseUv);
vec2 mouseUv = vec2(0.0);
if (interactive) {
mouseUv = (2.0 * iMouse - iResolution.xy) / iResolution.y;
mouseUv.y *= -1.0;
}
if (enableBottom) {
for (int i = 0; i < bottomLineCount; ++i) {
float fi = float(i);
float t = fi / max(float(bottomLineCount - 1), 1.0);
vec3 lineCol = getLineColor(t, b);
float angle = bottomWavePosition.z * log(length(baseUv) + 1.0);
vec2 ruv = baseUv * rotate(angle);
col += lineCol * wave(
ruv + vec2(bottomLineDistance * fi + bottomWavePosition.x, bottomWavePosition.y),
1.5 + 0.2 * fi,
baseUv,
mouseUv,
interactive
) * 0.2;
}
}
if (enableMiddle) {
for (int i = 0; i < middleLineCount; ++i) {
float fi = float(i);
float t = fi / max(float(middleLineCount - 1), 1.0);
vec3 lineCol = getLineColor(t, b);
float angle = middleWavePosition.z * log(length(baseUv) + 1.0);
vec2 ruv = baseUv * rotate(angle);
col += lineCol * wave(
ruv + vec2(middleLineDistance * fi + middleWavePosition.x, middleWavePosition.y),
2.0 + 0.15 * fi,
baseUv,
mouseUv,
interactive
);
}
}
if (enableTop) {
for (int i = 0; i < topLineCount; ++i) {
float fi = float(i);
float t = fi / max(float(topLineCount - 1), 1.0);
vec3 lineCol = getLineColor(t, b);
float angle = topWavePosition.z * log(length(baseUv) + 1.0);
vec2 ruv = baseUv * rotate(angle);
ruv.x *= -1.0;
col += lineCol * wave(
ruv + vec2(topLineDistance * fi + topWavePosition.x, topWavePosition.y),
1.0 + 0.2 * fi,
baseUv,
mouseUv,
interactive
) * 0.1;
}
}
fragColor = vec4(col, 1.0);
}
void main() {
vec4 color = vec4(0.0);
mainImage(color, gl_FragCoord.xy);
gl_FragColor = color;
}
`;
const MAX_GRADIENT_STOPS = 8;
type WavePosition = {
x: number;
y: number;
rotate: number;
};
type FloatingLinesProps = {
linesGradient?: string[];
enabledWaves?: Array<'top' | 'middle' | 'bottom'>;
lineCount?: number | number[];
lineDistance?: number | number[];
topWavePosition?: WavePosition;
middleWavePosition?: WavePosition;
bottomWavePosition?: WavePosition;
animationSpeed?: number;
interactive?: boolean;
bendRadius?: number;
bendStrength?: number;
mouseDamping?: number;
parallax?: boolean;
parallaxStrength?: number;
mixBlendMode?: CSSProperties['mixBlendMode'];
};
const props = withDefaults(defineProps<FloatingLinesProps>(), {
enabledWaves: () => ['top', 'middle', 'bottom'],
lineCount: () => [6],
lineDistance: () => [5],
bottomWavePosition: () => ({ x: 2.0, y: -0.7, rotate: -1 }),
animationSpeed: 1,
interactive: true,
bendRadius: 5.0,
bendStrength: -0.5,
mouseDamping: 0.05,
parallax: true,
parallaxStrength: 0.2,
mixBlendMode: 'screen'
});
function hexToVec3(hex: string): Vector3 {
let value = hex.trim();
if (value.startsWith('#')) {
value = value.slice(1);
}
let r = 255;
let g = 255;
let b = 255;
if (value.length === 3) {
r = parseInt(value[0] + value[0], 16);
g = parseInt(value[1] + value[1], 16);
b = parseInt(value[2] + value[2], 16);
} else if (value.length === 6) {
r = parseInt(value.slice(0, 2), 16);
g = parseInt(value.slice(2, 4), 16);
b = parseInt(value.slice(4, 6), 16);
}
return new Vector3(r / 255, g / 255, b / 255);
}
const containerRef = useTemplateRef('containerRef');
const targetMouseRef = ref<Vector2>(new Vector2(-1000, -1000));
const currentMouseRef = ref<Vector2>(new Vector2(-1000, -1000));
const targetInfluenceRef = ref<number>(0);
const currentInfluenceRef = ref<number>(0);
const targetParallaxRef = ref<Vector2>(new Vector2(0, 0));
const currentParallaxRef = ref<Vector2>(new Vector2(0, 0));
let cleanup: (() => void) | null = null;
const setup = () => {
if (!containerRef.value) return;
const getLineCount = (waveType: 'top' | 'middle' | 'bottom'): number => {
if (typeof props.lineCount === 'number') return props.lineCount;
if (!props.enabledWaves.includes(waveType)) return 0;
const index = props.enabledWaves.indexOf(waveType);
return props.lineCount[index] ?? 6;
};
const getLineDistance = (waveType: 'top' | 'middle' | 'bottom'): number => {
if (typeof props.lineDistance === 'number') return props.lineDistance;
if (!props.enabledWaves.includes(waveType)) return 0.1;
const index = props.enabledWaves.indexOf(waveType);
return props.lineDistance[index] ?? 0.1;
};
const topLineCount = props.enabledWaves.includes('top') ? getLineCount('top') : 0;
const middleLineCount = props.enabledWaves.includes('middle') ? getLineCount('middle') : 0;
const bottomLineCount = props.enabledWaves.includes('bottom') ? getLineCount('bottom') : 0;
const topLineDistance = props.enabledWaves.includes('top') ? getLineDistance('top') * 0.01 : 0.01;
const middleLineDistance = props.enabledWaves.includes('middle') ? getLineDistance('middle') * 0.01 : 0.01;
const bottomLineDistance = props.enabledWaves.includes('bottom') ? getLineDistance('bottom') * 0.01 : 0.01;
const scene = new Scene();
const camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
camera.position.z = 1;
const renderer = new WebGLRenderer({ antialias: true, alpha: false });
renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
renderer.domElement.style.width = '100%';
renderer.domElement.style.height = '100%';
containerRef.value.appendChild(renderer.domElement);
const uniforms = {
iTime: { value: 0 },
iResolution: { value: new Vector3(1, 1, 1) },
animationSpeed: { value: props.animationSpeed },
enableTop: { value: props.enabledWaves.includes('top') },
enableMiddle: { value: props.enabledWaves.includes('middle') },
enableBottom: { value: props.enabledWaves.includes('bottom') },
topLineCount: { value: topLineCount },
middleLineCount: { value: middleLineCount },
bottomLineCount: { value: bottomLineCount },
topLineDistance: { value: topLineDistance },
middleLineDistance: { value: middleLineDistance },
bottomLineDistance: { value: bottomLineDistance },
topWavePosition: {
value: new Vector3(
props.topWavePosition?.x ?? 10.0,
props.topWavePosition?.y ?? 0.5,
props.topWavePosition?.rotate ?? -0.4
)
},
middleWavePosition: {
value: new Vector3(
props.middleWavePosition?.x ?? 5.0,
props.middleWavePosition?.y ?? 0.0,
props.middleWavePosition?.rotate ?? 0.2
)
},
bottomWavePosition: {
value: new Vector3(
props.bottomWavePosition?.x ?? 2.0,
props.bottomWavePosition?.y ?? -0.7,
props.bottomWavePosition?.rotate ?? 0.4
)
},
iMouse: { value: new Vector2(-1000, -1000) },
interactive: { value: props.interactive },
bendRadius: { value: props.bendRadius },
bendStrength: { value: props.bendStrength },
bendInfluence: { value: 0 },
parallax: { value: props.parallax },
parallaxStrength: { value: props.parallaxStrength },
parallaxOffset: { value: new Vector2(0, 0) },
lineGradient: {
value: Array.from({ length: MAX_GRADIENT_STOPS }, () => new Vector3(1, 1, 1))
},
lineGradientCount: { value: 0 }
};
if (props.linesGradient && props.linesGradient.length > 0) {
const stops = props.linesGradient.slice(0, MAX_GRADIENT_STOPS);
uniforms.lineGradientCount.value = stops.length;
stops.forEach((hex, i) => {
const color = hexToVec3(hex);
uniforms.lineGradient.value[i].set(color.x, color.y, color.z);
});
}
const material = new ShaderMaterial({
uniforms,
vertexShader,
fragmentShader
});
const geometry = new PlaneGeometry(2, 2);
const mesh = new Mesh(geometry, material);
scene.add(mesh);
const clock = new Clock();
const setSize = () => {
const el = containerRef.value!;
const width = el.clientWidth || 1;
const height = el.clientHeight || 1;
renderer.setSize(width, height, false);
const canvasWidth = renderer.domElement.width;
const canvasHeight = renderer.domElement.height;
uniforms.iResolution.value.set(canvasWidth, canvasHeight, 1);
};
setSize();
const ro = typeof ResizeObserver !== 'undefined' ? new ResizeObserver(setSize) : null;
if (ro && containerRef.value) {
ro.observe(containerRef.value);
}
const handlePointerMove = (event: PointerEvent) => {
const rect = renderer.domElement.getBoundingClientRect();
const x = event.clientX - rect.left;
const y = event.clientY - rect.top;
const dpr = renderer.getPixelRatio();
targetMouseRef.value.set(x * dpr, (rect.height - y) * dpr);
targetInfluenceRef.value = 1.0;
if (props.parallax) {
const centerX = rect.width / 2;
const centerY = rect.height / 2;
const offsetX = (x - centerX) / rect.width;
const offsetY = -(y - centerY) / rect.height;
targetParallaxRef.value.set(offsetX * props.parallaxStrength, offsetY * props.parallaxStrength);
}
};
const handlePointerLeave = () => {
targetInfluenceRef.value = 0.0;
};
if (props.interactive) {
renderer.domElement.addEventListener('pointermove', handlePointerMove);
renderer.domElement.addEventListener('pointerleave', handlePointerLeave);
}
let raf = 0;
const renderLoop = () => {
uniforms.iTime.value = clock.getElapsedTime();
if (props.interactive) {
currentMouseRef.value.lerp(targetMouseRef.value, props.mouseDamping);
uniforms.iMouse.value.copy(currentMouseRef.value);
currentInfluenceRef.value += (targetInfluenceRef.value - currentInfluenceRef.value) * props.mouseDamping;
uniforms.bendInfluence.value = currentInfluenceRef.value;
}
if (props.parallax) {
currentParallaxRef.value.lerp(targetParallaxRef.value, props.mouseDamping);
uniforms.parallaxOffset.value.copy(currentParallaxRef.value);
}
renderer.render(scene, camera);
raf = requestAnimationFrame(renderLoop);
};
renderLoop();
cleanup = () => {
cancelAnimationFrame(raf);
if (ro && containerRef.value) {
ro.disconnect();
}
if (props.interactive) {
renderer.domElement.removeEventListener('pointermove', handlePointerMove);
renderer.domElement.removeEventListener('pointerleave', handlePointerLeave);
}
geometry.dispose();
material.dispose();
renderer.dispose();
if (renderer.domElement.parentElement) {
renderer.domElement.parentElement.removeChild(renderer.domElement);
}
};
};
onMounted(() => {
setup();
});
onBeforeUnmount(() => {
cleanup?.();
});
watch(
() => [
props.linesGradient,
props.enabledWaves,
props.lineCount,
props.lineDistance,
props.topWavePosition,
props.middleWavePosition,
props.bottomWavePosition,
props.animationSpeed,
props.interactive,
props.bendRadius,
props.bendStrength,
props.mouseDamping,
props.parallax,
props.parallaxStrength
],
() => {
cleanup?.();
setup();
},
{
deep: true
}
);
</script>
<template>
<div
ref="containerRef"
class="relative w-full h-full overflow-hidden floating-lines-container"
:style="{
mixBlendMode: mixBlendMode
}"
/>
</template>