Add prettier config, format codebase

This commit is contained in:
David Haz
2025-07-12 11:59:33 +03:00
parent ac8b2c04d8
commit f4d97ee94e
211 changed files with 10586 additions and 8810 deletions

View File

@@ -3,19 +3,19 @@
</template>
<script setup lang="ts">
import { ref, onMounted, onUnmounted, watch, computed } from 'vue'
import * as THREE from 'three'
import { degToRad } from 'three/src/math/MathUtils.js'
import { ref, onMounted, onUnmounted, watch, computed } from 'vue';
import * as THREE from 'three';
import { degToRad } from 'three/src/math/MathUtils.js';
interface BeamsProps {
beamWidth?: number
beamHeight?: number
beamNumber?: number
lightColor?: string
speed?: number
noiseIntensity?: number
scale?: number
rotation?: number
beamWidth?: number;
beamHeight?: number;
beamNumber?: number;
lightColor?: string;
speed?: number;
noiseIntensity?: number;
scale?: number;
rotation?: number;
}
const props = withDefaults(defineProps<BeamsProps>(), {
@@ -27,41 +27,41 @@ const props = withDefaults(defineProps<BeamsProps>(), {
noiseIntensity: 1.75,
scale: 0.2,
rotation: 0
})
});
const containerRef = ref<HTMLDivElement>()
const containerRef = ref<HTMLDivElement>();
let renderer: THREE.WebGLRenderer | null = null
let scene: THREE.Scene | null = null
let camera: THREE.PerspectiveCamera | null = null
let beamMesh: THREE.Mesh<THREE.BufferGeometry, THREE.ShaderMaterial> | null = null
let directionalLight: THREE.DirectionalLight | null = null
let ambientLight: THREE.AmbientLight | null = null
let animationId: number | null = null
let renderer: THREE.WebGLRenderer | null = null;
let scene: THREE.Scene | null = null;
let camera: THREE.PerspectiveCamera | null = null;
let beamMesh: THREE.Mesh<THREE.BufferGeometry, THREE.ShaderMaterial> | null = null;
let directionalLight: THREE.DirectionalLight | null = null;
let ambientLight: THREE.AmbientLight | null = null;
let animationId: number | null = null;
type UniformValue = THREE.IUniform<unknown> | unknown
type UniformValue = THREE.IUniform<unknown> | unknown;
interface ExtendMaterialConfig {
header: string
vertexHeader?: string
fragmentHeader?: string
material?: THREE.MeshPhysicalMaterialParameters & { fog?: boolean }
uniforms?: Record<string, UniformValue>
vertex?: Record<string, string>
fragment?: Record<string, string>
header: string;
vertexHeader?: string;
fragmentHeader?: string;
material?: THREE.MeshPhysicalMaterialParameters & { fog?: boolean };
uniforms?: Record<string, UniformValue>;
vertex?: Record<string, string>;
fragment?: Record<string, string>;
}
type ShaderWithDefines = THREE.ShaderLibShader & {
defines?: Record<string, string | number | boolean>
}
defines?: Record<string, string | number | boolean>;
};
const hexToNormalizedRGB = (hex: string): [number, number, number] => {
const clean = hex.replace('#', '')
const r = parseInt(clean.substring(0, 2), 16)
const g = parseInt(clean.substring(2, 4), 16)
const b = parseInt(clean.substring(4, 6), 16)
return [r / 255, g / 255, b / 255]
}
const clean = hex.replace('#', '');
const r = parseInt(clean.substring(0, 2), 16);
const g = parseInt(clean.substring(2, 4), 16);
const b = parseInt(clean.substring(4, 6), 16);
return [r / 255, g / 255, b / 255];
};
const noise = `
float random (in vec2 st) {
@@ -138,53 +138,47 @@ float cnoise(vec3 P){
float n_xyz = mix(n_yz.x,n_yz.y,fade_xyz.x);
return 2.2 * n_xyz;
}
`
`;
function extendMaterial<T extends THREE.Material = THREE.Material>(
BaseMaterial: new (params?: THREE.MaterialParameters) => T,
cfg: ExtendMaterialConfig
): THREE.ShaderMaterial {
const physical = THREE.ShaderLib.physical as ShaderWithDefines
const {
vertexShader: baseVert,
fragmentShader: baseFrag,
uniforms: baseUniforms,
} = physical
const baseDefines = physical.defines ?? {}
const physical = THREE.ShaderLib.physical as ShaderWithDefines;
const { vertexShader: baseVert, fragmentShader: baseFrag, uniforms: baseUniforms } = physical;
const baseDefines = physical.defines ?? {};
const uniforms: Record<string, THREE.IUniform> =
THREE.UniformsUtils.clone(baseUniforms)
const uniforms: Record<string, THREE.IUniform> = THREE.UniformsUtils.clone(baseUniforms);
const defaults = new BaseMaterial(cfg.material || {}) as T & {
color?: THREE.Color
roughness?: number
metalness?: number
envMap?: THREE.Texture
envMapIntensity?: number
}
color?: THREE.Color;
roughness?: number;
metalness?: number;
envMap?: THREE.Texture;
envMapIntensity?: number;
};
if (defaults.color) uniforms.diffuse.value = defaults.color
if ('roughness' in defaults) uniforms.roughness.value = defaults.roughness
if ('metalness' in defaults) uniforms.metalness.value = defaults.metalness
if ('envMap' in defaults) uniforms.envMap.value = defaults.envMap
if ('envMapIntensity' in defaults)
uniforms.envMapIntensity.value = defaults.envMapIntensity
if (defaults.color) uniforms.diffuse.value = defaults.color;
if ('roughness' in defaults) uniforms.roughness.value = defaults.roughness;
if ('metalness' in defaults) uniforms.metalness.value = defaults.metalness;
if ('envMap' in defaults) uniforms.envMap.value = defaults.envMap;
if ('envMapIntensity' in defaults) uniforms.envMapIntensity.value = defaults.envMapIntensity;
Object.entries(cfg.uniforms ?? {}).forEach(([key, u]) => {
uniforms[key] =
u !== null && typeof u === 'object' && 'value' in u
? (u as THREE.IUniform<unknown>)
: ({ value: u } as THREE.IUniform<unknown>)
})
: ({ value: u } as THREE.IUniform<unknown>);
});
let vert = `${cfg.header}\n${cfg.vertexHeader ?? ''}\n${baseVert}`
let frag = `${cfg.header}\n${cfg.fragmentHeader ?? ''}\n${baseFrag}`
let vert = `${cfg.header}\n${cfg.vertexHeader ?? ''}\n${baseVert}`;
let frag = `${cfg.header}\n${cfg.fragmentHeader ?? ''}\n${baseFrag}`;
for (const [inc, code] of Object.entries(cfg.vertex ?? {})) {
vert = vert.replace(inc, `${inc}\n${code}`)
vert = vert.replace(inc, `${inc}\n${code}`);
}
for (const [inc, code] of Object.entries(cfg.fragment ?? {})) {
frag = frag.replace(inc, `${inc}\n${code}`)
frag = frag.replace(inc, `${inc}\n${code}`);
}
const mat = new THREE.ShaderMaterial({
@@ -193,10 +187,10 @@ function extendMaterial<T extends THREE.Material = THREE.Material>(
vertexShader: vert,
fragmentShader: frag,
lights: true,
fog: !!cfg.material?.fog,
})
fog: !!cfg.material?.fog
});
return mat
return mat;
}
function createStackedPlanesBufferGeometry(
@@ -206,54 +200,51 @@ function createStackedPlanesBufferGeometry(
spacing: number,
heightSegments: number
): THREE.BufferGeometry {
const geometry = new THREE.BufferGeometry()
const numVertices = n * (heightSegments + 1) * 2
const numFaces = n * heightSegments * 2
const positions = new Float32Array(numVertices * 3)
const indices = new Uint32Array(numFaces * 3)
const uvs = new Float32Array(numVertices * 2)
const geometry = new THREE.BufferGeometry();
const numVertices = n * (heightSegments + 1) * 2;
const numFaces = n * heightSegments * 2;
const positions = new Float32Array(numVertices * 3);
const indices = new Uint32Array(numFaces * 3);
const uvs = new Float32Array(numVertices * 2);
let vertexOffset = 0
let indexOffset = 0
let uvOffset = 0
const totalWidth = n * width + (n - 1) * spacing
const xOffsetBase = -totalWidth / 2
let vertexOffset = 0;
let indexOffset = 0;
let uvOffset = 0;
const totalWidth = n * width + (n - 1) * spacing;
const xOffsetBase = -totalWidth / 2;
for (let i = 0; i < n; i++) {
const xOffset = xOffsetBase + i * (width + spacing)
const uvXOffset = Math.random() * 300
const uvYOffset = Math.random() * 300
const xOffset = xOffsetBase + i * (width + spacing);
const uvXOffset = Math.random() * 300;
const uvYOffset = Math.random() * 300;
for (let j = 0; j <= heightSegments; j++) {
const y = height * (j / heightSegments - 0.5)
const v0 = [xOffset, y, 0]
const v1 = [xOffset + width, y, 0]
positions.set([...v0, ...v1], vertexOffset * 3)
const y = height * (j / heightSegments - 0.5);
const v0 = [xOffset, y, 0];
const v1 = [xOffset + width, y, 0];
positions.set([...v0, ...v1], vertexOffset * 3);
const uvY = j / heightSegments
uvs.set(
[uvXOffset, uvY + uvYOffset, uvXOffset + 1, uvY + uvYOffset],
uvOffset
)
const uvY = j / heightSegments;
uvs.set([uvXOffset, uvY + uvYOffset, uvXOffset + 1, uvY + uvYOffset], uvOffset);
if (j < heightSegments) {
const a = vertexOffset,
b = vertexOffset + 1,
c = vertexOffset + 2,
d = vertexOffset + 3
indices.set([a, b, c, c, b, d], indexOffset)
indexOffset += 6
d = vertexOffset + 3;
indices.set([a, b, c, c, b, d], indexOffset);
indexOffset += 6;
}
vertexOffset += 2
uvOffset += 4
vertexOffset += 2;
uvOffset += 4;
}
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3))
geometry.setAttribute('uv', new THREE.BufferAttribute(uvs, 2))
geometry.setIndex(new THREE.BufferAttribute(indices, 1))
geometry.computeVertexNormals()
return geometry
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('uv', new THREE.BufferAttribute(uvs, 2));
geometry.setIndex(new THREE.BufferAttribute(indices, 1));
geometry.computeVertexNormals();
return geometry;
}
const beamMaterial = computed(() =>
@@ -290,12 +281,12 @@ const beamMaterial = computed(() =>
fragmentHeader: '',
vertex: {
'#include <begin_vertex>': `transformed.z += getPos(transformed.xyz);`,
'#include <beginnormal_vertex>': `objectNormal = getNormal(position.xyz);`,
'#include <beginnormal_vertex>': `objectNormal = getNormal(position.xyz);`
},
fragment: {
'#include <dithering_fragment>': `
float randomNoise = noise(gl_FragCoord.xy);
gl_FragColor.rgb -= randomNoise / 15. * uNoiseIntensity;`,
gl_FragColor.rgb -= randomNoise / 15. * uNoiseIntensity;`
},
material: { fog: true },
uniforms: {
@@ -306,127 +297,120 @@ const beamMaterial = computed(() =>
uSpeed: { shared: true, mixed: true, linked: true, value: props.speed },
envMapIntensity: 10,
uNoiseIntensity: props.noiseIntensity,
uScale: props.scale,
},
uScale: props.scale
}
})
)
);
const initThreeJS = () => {
if (!containerRef.value) return
if (!containerRef.value) return;
cleanup()
cleanup();
const container = containerRef.value;
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setClearColor(0x000000, 1);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(30, 1, 0.1, 1000);
camera.position.set(0, 0, 20);
const geometry = createStackedPlanesBufferGeometry(props.beamNumber, props.beamWidth, props.beamHeight, 0, 100);
const material = beamMaterial.value;
beamMesh = new THREE.Mesh(geometry, material);
const group = new THREE.Group();
group.rotation.z = degToRad(props.rotation);
group.add(beamMesh);
scene.add(group);
directionalLight = new THREE.DirectionalLight(new THREE.Color(props.lightColor), 1);
directionalLight.position.set(0, 3, 10);
const shadowCamera = directionalLight.shadow.camera as THREE.OrthographicCamera;
shadowCamera.top = 24;
shadowCamera.bottom = -24;
shadowCamera.left = -24;
shadowCamera.right = 24;
shadowCamera.far = 64;
directionalLight.shadow.bias = -0.004;
scene.add(directionalLight);
ambientLight = new THREE.AmbientLight(0xffffff, 1);
scene.add(ambientLight);
container.appendChild(renderer.domElement);
const container = containerRef.value
renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
renderer.setClearColor(0x000000, 1)
scene = new THREE.Scene()
camera = new THREE.PerspectiveCamera(30, 1, 0.1, 1000)
camera.position.set(0, 0, 20)
const geometry = createStackedPlanesBufferGeometry(
props.beamNumber,
props.beamWidth,
props.beamHeight,
0,
100
)
const material = beamMaterial.value
beamMesh = new THREE.Mesh(geometry, material)
const group = new THREE.Group()
group.rotation.z = degToRad(props.rotation)
group.add(beamMesh)
scene.add(group)
directionalLight = new THREE.DirectionalLight(new THREE.Color(props.lightColor), 1)
directionalLight.position.set(0, 3, 10)
const shadowCamera = directionalLight.shadow.camera as THREE.OrthographicCamera
shadowCamera.top = 24
shadowCamera.bottom = -24
shadowCamera.left = -24
shadowCamera.right = 24
shadowCamera.far = 64
directionalLight.shadow.bias = -0.004
scene.add(directionalLight)
ambientLight = new THREE.AmbientLight(0xffffff, 1)
scene.add(ambientLight)
container.appendChild(renderer.domElement)
const resize = () => {
if (!container || !renderer || !camera) return
const width = container.offsetWidth
const height = container.offsetHeight
renderer.setSize(width, height)
camera.aspect = width / height
camera.updateProjectionMatrix()
}
const resizeObserver = new ResizeObserver(resize)
resizeObserver.observe(container)
resize()
if (!container || !renderer || !camera) return;
const width = container.offsetWidth;
const height = container.offsetHeight;
renderer.setSize(width, height);
camera.aspect = width / height;
camera.updateProjectionMatrix();
};
const resizeObserver = new ResizeObserver(resize);
resizeObserver.observe(container);
resize();
const animate = () => {
animationId = requestAnimationFrame(animate)
animationId = requestAnimationFrame(animate);
if (beamMesh && beamMesh.material) {
beamMesh.material.uniforms.time.value += 0.1 * 0.016
beamMesh.material.uniforms.time.value += 0.1 * 0.016;
}
if (renderer && scene && camera) {
renderer.render(scene, camera)
renderer.render(scene, camera);
}
}
animationId = requestAnimationFrame(animate)
;(container as HTMLDivElement & { _resizeObserver?: ResizeObserver })._resizeObserver = resizeObserver
}
};
animationId = requestAnimationFrame(animate);
(container as HTMLDivElement & { _resizeObserver?: ResizeObserver })._resizeObserver = resizeObserver;
};
const cleanup = () => {
if (animationId) {
cancelAnimationFrame(animationId)
animationId = null
cancelAnimationFrame(animationId);
animationId = null;
}
if (containerRef.value) {
const container = containerRef.value as HTMLDivElement & { _resizeObserver?: ResizeObserver }
const container = containerRef.value as HTMLDivElement & { _resizeObserver?: ResizeObserver };
if (container._resizeObserver) {
container._resizeObserver.disconnect()
delete container._resizeObserver
container._resizeObserver.disconnect();
delete container._resizeObserver;
}
if (renderer && renderer.domElement.parentNode === container) {
container.removeChild(renderer.domElement)
container.removeChild(renderer.domElement);
}
}
if (beamMesh) {
if (beamMesh.geometry) beamMesh.geometry.dispose()
if (beamMesh.material) beamMesh.material.dispose()
beamMesh = null
if (beamMesh.geometry) beamMesh.geometry.dispose();
if (beamMesh.material) beamMesh.material.dispose();
beamMesh = null;
}
if (renderer) {
renderer.dispose()
renderer = null
renderer.dispose();
renderer = null;
}
scene = null
camera = null
directionalLight = null
ambientLight = null
}
scene = null;
camera = null;
directionalLight = null;
ambientLight = null;
};
watch(
() => [
@@ -437,19 +421,19 @@ watch(
props.speed,
props.noiseIntensity,
props.scale,
props.rotation,
props.rotation
],
() => {
initThreeJS()
initThreeJS();
},
{ deep: true }
)
);
onMounted(() => {
initThreeJS()
})
initThreeJS();
});
onUnmounted(() => {
cleanup()
})
cleanup();
});
</script>