Files
vue-bits/src/content/Components/InfiniteMenu/InfiniteMenu.vue
2025-12-23 09:30:23 +08:00

1190 lines
34 KiB
Vue

<script setup lang="ts">
import { computed, onBeforeUnmount, onMounted, ref, watch } from 'vue';
import { mat4, quat, vec2, vec3 } from 'gl-matrix';
type InfiniteMenuItem = {
image: string;
link?: string;
title?: string;
description?: string;
};
type InfiniteMenuProps = {
items?: InfiniteMenuItem[];
scale?: number;
};
const DEFAULT_ITEMS: InfiniteMenuItem[] = [
{
image: 'https://picsum.photos/900/900?grayscale',
link: 'https://google.com/',
title: '',
description: ''
}
];
const props = withDefaults(defineProps<InfiniteMenuProps>(), {
scale: 1.0
});
// Refs
const canvasRef = ref<HTMLCanvasElement>();
const activeItem = ref<InfiniteMenuItem | null>(null);
const isMoving = ref(false);
const resolvedItems = computed(() => (props.items?.length ? props.items : DEFAULT_ITEMS));
// WebGL variables
let animationId: number | null = null;
let infiniteMenu: InfiniteGridMenu | null = null;
// Shader sources
const discVertShaderSource = `#version 300 es
uniform mat4 uWorldMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uProjectionMatrix;
uniform vec3 uCameraPosition;
uniform vec4 uRotationAxisVelocity;
in vec3 aModelPosition;
in vec3 aModelNormal;
in vec2 aModelUvs;
in mat4 aInstanceMatrix;
out vec2 vUvs;
out float vAlpha;
flat out int vInstanceId;
#define PI 3.141593
void main() {
vec4 worldPosition = uWorldMatrix * aInstanceMatrix * vec4(aModelPosition, 1.);
vec3 centerPos = (uWorldMatrix * aInstanceMatrix * vec4(0., 0., 0., 1.)).xyz;
float radius = length(centerPos.xyz);
if (gl_VertexID > 0) {
vec3 rotationAxis = uRotationAxisVelocity.xyz;
float rotationVelocity = min(.15, uRotationAxisVelocity.w * 15.);
vec3 stretchDir = normalize(cross(centerPos, rotationAxis));
vec3 relativeVertexPos = normalize(worldPosition.xyz - centerPos);
float strength = dot(stretchDir, relativeVertexPos);
float invAbsStrength = min(0., abs(strength) - 1.);
strength = rotationVelocity * sign(strength) * abs(invAbsStrength * invAbsStrength * invAbsStrength + 1.);
worldPosition.xyz += stretchDir * strength;
}
worldPosition.xyz = radius * normalize(worldPosition.xyz);
gl_Position = uProjectionMatrix * uViewMatrix * worldPosition;
vAlpha = smoothstep(0.5, 1., normalize(worldPosition.xyz).z) * .9 + .1;
vUvs = aModelUvs;
vInstanceId = gl_InstanceID;
}
`;
const discFragShaderSource = `#version 300 es
precision highp float;
uniform sampler2D uTex;
uniform int uItemCount;
uniform int uAtlasSize;
out vec4 outColor;
in vec2 vUvs;
in float vAlpha;
flat in int vInstanceId;
void main() {
int itemIndex = vInstanceId % uItemCount;
int cellsPerRow = uAtlasSize;
int cellX = itemIndex % cellsPerRow;
int cellY = itemIndex / cellsPerRow;
vec2 cellSize = vec2(1.0) / vec2(float(cellsPerRow));
vec2 cellOffset = vec2(float(cellX), float(cellY)) * cellSize;
ivec2 texSize = textureSize(uTex, 0);
float imageAspect = float(texSize.x) / float(texSize.y);
float containerAspect = 1.0;
float scale = max(imageAspect / containerAspect,
containerAspect / imageAspect);
vec2 st = vec2(vUvs.x, 1.0 - vUvs.y);
st = (st - 0.5) * scale + 0.5;
st = clamp(st, 0.0, 1.0);
st = st * cellSize + cellOffset;
outColor = texture(uTex, st);
outColor.a *= vAlpha;
}
`;
class Face {
constructor(
public a: number,
public b: number,
public c: number
) {}
}
class Vertex {
position: vec3;
normal: vec3;
uv: vec2;
constructor(x: number, y: number, z: number) {
this.position = vec3.fromValues(x, y, z);
this.normal = vec3.create();
this.uv = vec2.create();
}
}
class Geometry {
vertices: Vertex[] = [];
faces: Face[] = [];
addVertex(...args: number[]): this {
for (let i = 0; i < args.length; i += 3) {
this.vertices.push(new Vertex(args[i], args[i + 1], args[i + 2]));
}
return this;
}
addFace(...args: number[]): this {
for (let i = 0; i < args.length; i += 3) {
this.faces.push(new Face(args[i], args[i + 1], args[i + 2]));
}
return this;
}
get lastVertex(): Vertex {
return this.vertices[this.vertices.length - 1];
}
subdivide(divisions = 1): this {
const midPointCache: Record<string, number> = {};
let f = this.faces;
for (let div = 0; div < divisions; ++div) {
const newFaces = new Array(f.length * 4);
f.forEach((face, ndx) => {
const mAB = this.getMidPoint(face.a, face.b, midPointCache);
const mBC = this.getMidPoint(face.b, face.c, midPointCache);
const mCA = this.getMidPoint(face.c, face.a, midPointCache);
const i = ndx * 4;
newFaces[i + 0] = new Face(face.a, mAB, mCA);
newFaces[i + 1] = new Face(face.b, mBC, mAB);
newFaces[i + 2] = new Face(face.c, mCA, mBC);
newFaces[i + 3] = new Face(mAB, mBC, mCA);
});
f = newFaces;
}
this.faces = f;
return this;
}
spherize(radius = 1): this {
this.vertices.forEach(vertex => {
vec3.normalize(vertex.normal, vertex.position);
vec3.scale(vertex.position, vertex.normal, radius);
});
return this;
}
get data() {
return {
vertices: this.vertexData,
indices: this.indexData,
normals: this.normalData,
uvs: this.uvData
};
}
get vertexData(): Float32Array {
return new Float32Array(this.vertices.flatMap(v => Array.from(v.position)));
}
get normalData(): Float32Array {
return new Float32Array(this.vertices.flatMap(v => Array.from(v.normal)));
}
get uvData(): Float32Array {
return new Float32Array(this.vertices.flatMap(v => Array.from(v.uv)));
}
get indexData(): Uint16Array {
return new Uint16Array(this.faces.flatMap(f => [f.a, f.b, f.c]));
}
getMidPoint(ndxA: number, ndxB: number, cache: Record<string, number>): number {
const cacheKey = ndxA < ndxB ? `k_${ndxB}_${ndxA}` : `k_${ndxA}_${ndxB}`;
if (Object.prototype.hasOwnProperty.call(cache, cacheKey)) {
return cache[cacheKey];
}
const a = this.vertices[ndxA].position;
const b = this.vertices[ndxB].position;
const ndx = this.vertices.length;
cache[cacheKey] = ndx;
this.addVertex((a[0] + b[0]) * 0.5, (a[1] + b[1]) * 0.5, (a[2] + b[2]) * 0.5);
return ndx;
}
}
class IcosahedronGeometry extends Geometry {
constructor() {
super();
const t = Math.sqrt(5) * 0.5 + 0.5;
this.addVertex(
-1,
t,
0,
1,
t,
0,
-1,
-t,
0,
1,
-t,
0,
0,
-1,
t,
0,
1,
t,
0,
-1,
-t,
0,
1,
-t,
t,
0,
-1,
t,
0,
1,
-t,
0,
-1,
-t,
0,
1
).addFace(
0,
11,
5,
0,
5,
1,
0,
1,
7,
0,
7,
10,
0,
10,
11,
1,
5,
9,
5,
11,
4,
11,
10,
2,
10,
7,
6,
7,
1,
8,
3,
9,
4,
3,
4,
2,
3,
2,
6,
3,
6,
8,
3,
8,
9,
4,
9,
5,
2,
4,
11,
6,
2,
10,
8,
6,
7,
9,
8,
1
);
}
}
class DiscGeometry extends Geometry {
constructor(steps = 4, radius = 1) {
super();
steps = Math.max(4, steps);
const alpha = (2 * Math.PI) / steps;
this.addVertex(0, 0, 0);
this.lastVertex.uv[0] = 0.5;
this.lastVertex.uv[1] = 0.5;
for (let i = 0; i < steps; ++i) {
const x = Math.cos(alpha * i);
const y = Math.sin(alpha * i);
this.addVertex(radius * x, radius * y, 0);
this.lastVertex.uv[0] = x * 0.5 + 0.5;
this.lastVertex.uv[1] = y * 0.5 + 0.5;
if (i > 0) {
this.addFace(0, i, i + 1);
}
}
this.addFace(0, steps, 1);
}
}
function createShader(gl: WebGL2RenderingContext, type: number, source: string): WebGLShader | null {
const shader = gl.createShader(type);
if (!shader) return null;
gl.shaderSource(shader, source);
gl.compileShader(shader);
const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}
console.error(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
function createProgram(
gl: WebGL2RenderingContext,
shaderSources: string[],
transformFeedbackVaryings?: string[],
attribLocations?: Record<string, number>
): WebGLProgram | null {
const program = gl.createProgram();
if (!program) return null;
[gl.VERTEX_SHADER, gl.FRAGMENT_SHADER].forEach((type, ndx) => {
const shader = createShader(gl, type, shaderSources[ndx]);
if (shader) gl.attachShader(program, shader);
});
if (transformFeedbackVaryings) {
gl.transformFeedbackVaryings(program, transformFeedbackVaryings, gl.SEPARATE_ATTRIBS);
}
if (attribLocations) {
for (const attrib in attribLocations) {
gl.bindAttribLocation(program, attribLocations[attrib], attrib);
}
}
gl.linkProgram(program);
const success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}
console.error(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
return null;
}
function makeVertexArray(
gl: WebGL2RenderingContext,
bufLocNumElmPairs: [WebGLBuffer, number, number][],
indices?: Uint16Array
): WebGLVertexArrayObject | null {
const va = gl.createVertexArray();
if (!va) return null;
gl.bindVertexArray(va);
for (const [buffer, loc, numElem] of bufLocNumElmPairs) {
if (loc === -1) continue;
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(loc, numElem, gl.FLOAT, false, 0, 0);
}
if (indices) {
const indexBuffer = gl.createBuffer();
if (indexBuffer) {
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
}
}
gl.bindVertexArray(null);
return va;
}
function resizeCanvasToDisplaySize(canvas: HTMLCanvasElement): boolean {
const dpr = Math.min(2, window.devicePixelRatio || 1);
const displayWidth = Math.round(canvas.clientWidth * dpr);
const displayHeight = Math.round(canvas.clientHeight * dpr);
const needResize = canvas.width !== displayWidth || canvas.height !== displayHeight;
if (needResize) {
canvas.width = displayWidth;
canvas.height = displayHeight;
}
return needResize;
}
function makeBuffer(
gl: WebGL2RenderingContext,
sizeOrData: number | ArrayBuffer | ArrayBufferView,
usage: number
): WebGLBuffer | null {
const buf = gl.createBuffer();
if (!buf) return null;
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
if (typeof sizeOrData === 'number') {
gl.bufferData(gl.ARRAY_BUFFER, sizeOrData, usage);
} else {
gl.bufferData(gl.ARRAY_BUFFER, sizeOrData as AllowSharedBufferSource, usage);
}
gl.bindBuffer(gl.ARRAY_BUFFER, null);
return buf;
}
function createAndSetupTexture(
gl: WebGL2RenderingContext,
minFilter: number,
magFilter: number,
wrapS: number,
wrapT: number
): WebGLTexture | null {
const texture = gl.createTexture();
if (!texture) return null;
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapS);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
return texture;
}
class ArcballControl {
isPointerDown = false;
orientation = quat.create();
pointerRotation = quat.create();
rotationVelocity = 0;
rotationAxis = vec3.fromValues(1, 0, 0);
snapDirection = vec3.fromValues(0, 0, -1);
snapTargetDirection?: vec3;
EPSILON = 0.1;
IDENTITY_QUAT = quat.create();
private pointerPos = vec2.create();
private previousPointerPos = vec2.create();
private _rotationVelocity = 0;
private _combinedQuat = quat.create();
constructor(
private canvas: HTMLCanvasElement,
private updateCallback?: (deltaTime: number) => void
) {
this.setupEventListeners();
}
private setupEventListeners() {
this.canvas.addEventListener('pointerdown', e => {
vec2.set(this.pointerPos, e.clientX, e.clientY);
vec2.copy(this.previousPointerPos, this.pointerPos);
this.isPointerDown = true;
});
this.canvas.addEventListener('pointerup', () => {
this.isPointerDown = false;
});
this.canvas.addEventListener('pointerleave', () => {
this.isPointerDown = false;
});
this.canvas.addEventListener('pointermove', e => {
if (this.isPointerDown) {
vec2.set(this.pointerPos, e.clientX, e.clientY);
}
});
this.canvas.style.touchAction = 'none';
}
update(deltaTime: number, targetFrameDuration = 16) {
const timeScale = deltaTime / targetFrameDuration + 0.00001;
let angleFactor = timeScale;
const snapRotation = quat.create();
if (this.isPointerDown) {
const INTENSITY = 0.3 * timeScale;
const ANGLE_AMPLIFICATION = 5 / timeScale;
const midPointerPos = vec2.sub(vec2.create(), this.pointerPos, this.previousPointerPos);
vec2.scale(midPointerPos, midPointerPos, INTENSITY);
if (vec2.sqrLen(midPointerPos) > this.EPSILON) {
vec2.add(midPointerPos, this.previousPointerPos, midPointerPos);
const p = this.project(midPointerPos);
const q = this.project(this.previousPointerPos);
const a = vec3.normalize(vec3.create(), p);
const b = vec3.normalize(vec3.create(), q);
vec2.copy(this.previousPointerPos, midPointerPos);
angleFactor *= ANGLE_AMPLIFICATION;
this.quatFromVectors(a, b, this.pointerRotation, angleFactor);
} else {
quat.slerp(this.pointerRotation, this.pointerRotation, this.IDENTITY_QUAT, INTENSITY);
}
} else {
const INTENSITY = 0.1 * timeScale;
quat.slerp(this.pointerRotation, this.pointerRotation, this.IDENTITY_QUAT, INTENSITY);
if (this.snapTargetDirection) {
const SNAPPING_INTENSITY = 0.2;
const a = this.snapTargetDirection;
const b = this.snapDirection;
const sqrDist = vec3.squaredDistance(a, b);
const distanceFactor = Math.max(0.1, 1 - sqrDist * 10);
angleFactor *= SNAPPING_INTENSITY * distanceFactor;
this.quatFromVectors(a, b, snapRotation, angleFactor);
}
}
const combinedQuat = quat.multiply(quat.create(), snapRotation, this.pointerRotation);
this.orientation = quat.multiply(quat.create(), combinedQuat, this.orientation);
quat.normalize(this.orientation, this.orientation);
const RA_INTENSITY = 0.8 * timeScale;
quat.slerp(this._combinedQuat, this._combinedQuat, combinedQuat, RA_INTENSITY);
quat.normalize(this._combinedQuat, this._combinedQuat);
const rad = Math.acos(this._combinedQuat[3]) * 2.0;
const s = Math.sin(rad / 2.0);
let rv = 0;
if (s > 0.000001) {
rv = rad / (2 * Math.PI);
this.rotationAxis[0] = this._combinedQuat[0] / s;
this.rotationAxis[1] = this._combinedQuat[1] / s;
this.rotationAxis[2] = this._combinedQuat[2] / s;
}
const RV_INTENSITY = 0.5 * timeScale;
this._rotationVelocity += (rv - this._rotationVelocity) * RV_INTENSITY;
this.rotationVelocity = this._rotationVelocity / timeScale;
this.updateCallback?.(deltaTime);
}
quatFromVectors(a: vec3, b: vec3, out: quat, angleFactor = 1) {
const axis = vec3.cross(vec3.create(), a, b);
vec3.normalize(axis, axis);
const d = Math.max(-1, Math.min(1, vec3.dot(a, b)));
const angle = Math.acos(d) * angleFactor;
quat.setAxisAngle(out, axis, angle);
return { q: out, axis, angle };
}
private project(pos: vec2): vec3 {
const r = 2;
const w = this.canvas.clientWidth;
const h = this.canvas.clientHeight;
const s = Math.max(w, h) - 1;
const x = (2 * pos[0] - w - 1) / s;
const y = (2 * pos[1] - h - 1) / s;
let z = 0;
const xySq = x * x + y * y;
const rSq = r * r;
if (xySq <= rSq / 2.0) {
z = Math.sqrt(rSq - xySq);
} else {
z = rSq / Math.sqrt(xySq);
}
return vec3.fromValues(-x, y, z);
}
}
class InfiniteGridMenu {
private TARGET_FRAME_DURATION = 1000 / 60;
private SPHERE_RADIUS = 2;
private time = 0;
private deltaTime = 0;
private deltaFrames = 0;
private frames = 0;
private camera = {
matrix: mat4.create(),
near: 0.1,
far: 40,
fov: Math.PI / 4,
aspect: 1,
position: vec3.fromValues(0, 0, props.scale),
up: vec3.fromValues(0, 1, 0),
matrices: {
view: mat4.create(),
projection: mat4.create(),
inversProjection: mat4.create()
}
};
private nearestVertexIndex: number | null = null;
private smoothRotationVelocity = 0;
private scaleFactor = 1.0;
private movementActive = false;
private discProgram: WebGLProgram | null = null;
private discLocations: Record<string, WebGLUniformLocation | number | null> = {};
private discGeo!: DiscGeometry;
private discBuffers: Record<string, Float32Array | Uint16Array> = {};
private discVAO: WebGLVertexArrayObject | null = null;
private icoGeo!: IcosahedronGeometry;
private instancePositions: vec3[] = [];
private DISC_INSTANCE_COUNT = 0;
private discInstances: {
matricesArray: Float32Array;
matrices: Float32Array[];
buffer: WebGLBuffer | null;
} = {
matricesArray: new Float32Array(0),
matrices: [],
buffer: null
};
private worldMatrix = mat4.create();
private tex: WebGLTexture | null = null;
private atlasSize = 0;
private control!: ArcballControl;
private viewportSize!: vec2;
constructor(
private canvas: HTMLCanvasElement,
private items: InfiniteMenuItem[],
private onActiveItemChange: (index: number) => void,
private onMovementChange: (isMoving: boolean) => void,
private onInit?: (menu: InfiniteGridMenu) => void,
scale: number = 1.0
) {
this.scaleFactor = scale;
this.camera.position[2] = 3 * scale;
this.init();
}
private init() {
this.gl = this.canvas.getContext('webgl2', { antialias: true, alpha: false }) as WebGL2RenderingContext;
if (!this.gl) {
throw new Error('No WebGL 2 context!');
}
this.viewportSize = vec2.fromValues(this.canvas.clientWidth, this.canvas.clientHeight);
this.discProgram = createProgram(this.gl, [discVertShaderSource, discFragShaderSource], undefined, {
aModelPosition: 0,
aModelNormal: 1,
aModelUvs: 2,
aInstanceMatrix: 3
});
if (!this.discProgram) {
throw new Error('Failed to create shader program');
}
this.discLocations = {
aModelPosition: this.gl.getAttribLocation(this.discProgram, 'aModelPosition'),
aModelUvs: this.gl.getAttribLocation(this.discProgram, 'aModelUvs'),
aInstanceMatrix: this.gl.getAttribLocation(this.discProgram, 'aInstanceMatrix'),
uWorldMatrix: this.gl.getUniformLocation(this.discProgram, 'uWorldMatrix'),
uViewMatrix: this.gl.getUniformLocation(this.discProgram, 'uViewMatrix'),
uProjectionMatrix: this.gl.getUniformLocation(this.discProgram, 'uProjectionMatrix'),
uCameraPosition: this.gl.getUniformLocation(this.discProgram, 'uCameraPosition'),
uRotationAxisVelocity: this.gl.getUniformLocation(this.discProgram, 'uRotationAxisVelocity'),
uTex: this.gl.getUniformLocation(this.discProgram, 'uTex'),
uItemCount: this.gl.getUniformLocation(this.discProgram, 'uItemCount'),
uAtlasSize: this.gl.getUniformLocation(this.discProgram, 'uAtlasSize'),
uFrames: this.gl.getUniformLocation(this.discProgram, 'uFrames'),
uScaleFactor: this.gl.getUniformLocation(this.discProgram, 'uScaleFactor')
};
this.discGeo = new DiscGeometry(56, 1);
this.discBuffers = this.discGeo.data;
this.discVAO = makeVertexArray(
this.gl,
[
[
makeBuffer(this.gl, this.discBuffers.vertices, this.gl.STATIC_DRAW)!,
this.discLocations.aModelPosition as number,
3
],
[makeBuffer(this.gl, this.discBuffers.uvs, this.gl.STATIC_DRAW)!, this.discLocations.aModelUvs as number, 2]
],
this.discBuffers.indices as Uint16Array
);
this.icoGeo = new IcosahedronGeometry();
this.icoGeo.subdivide(1).spherize(this.SPHERE_RADIUS);
this.instancePositions = this.icoGeo.vertices.map(v => v.position);
this.DISC_INSTANCE_COUNT = this.icoGeo.vertices.length;
this.initDiscInstances(this.DISC_INSTANCE_COUNT);
this.initTexture();
this.control = new ArcballControl(this.canvas, deltaTime => this.onControlUpdate(deltaTime));
this.updateCameraMatrix();
this.updateProjectionMatrix();
this.resize();
this.onInit?.(this);
}
private initTexture() {
if (!this.gl) return;
this.tex = createAndSetupTexture(
this.gl,
this.gl.LINEAR,
this.gl.LINEAR,
this.gl.CLAMP_TO_EDGE,
this.gl.CLAMP_TO_EDGE
);
if (!this.tex) return;
const itemCount = Math.max(1, this.items.length);
this.atlasSize = Math.ceil(Math.sqrt(itemCount));
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
if (!ctx) return;
const cellSize = 512;
canvas.width = this.atlasSize * cellSize;
canvas.height = this.atlasSize * cellSize;
Promise.all(
this.items.map(
item =>
new Promise<HTMLImageElement>(resolve => {
const img = new Image();
img.crossOrigin = 'anonymous';
img.onload = () => resolve(img);
img.onerror = () => resolve(img); // Continue even if image fails
img.src = item.image;
})
)
).then(images => {
images.forEach((img, i) => {
const x = (i % this.atlasSize) * cellSize;
const y = Math.floor(i / this.atlasSize) * cellSize;
try {
ctx.drawImage(img, x, y, cellSize, cellSize);
} catch {
// Skip failed images
}
});
if (this.gl && this.tex) {
this.gl.bindTexture(this.gl.TEXTURE_2D, this.tex);
this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, this.gl.RGBA, this.gl.UNSIGNED_BYTE, canvas);
this.gl.generateMipmap(this.gl.TEXTURE_2D);
}
});
}
private initDiscInstances(count: number) {
if (!this.gl) return;
this.discInstances = {
matricesArray: new Float32Array(count * 16),
matrices: [] as Float32Array[],
buffer: this.gl.createBuffer()
};
for (let i = 0; i < count; ++i) {
const instanceMatrixArray = new Float32Array(this.discInstances.matricesArray.buffer, i * 16 * 4, 16);
instanceMatrixArray.set(mat4.create());
this.discInstances.matrices.push(instanceMatrixArray);
}
this.gl.bindVertexArray(this.discVAO);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.discInstances.buffer);
this.gl.bufferData(this.gl.ARRAY_BUFFER, this.discInstances.matricesArray.byteLength, this.gl.DYNAMIC_DRAW);
const mat4AttribSlotCount = 4;
const bytesPerMatrix = 16 * 4;
for (let j = 0; j < mat4AttribSlotCount; ++j) {
const loc = (this.discLocations.aInstanceMatrix as number) + j;
this.gl.enableVertexAttribArray(loc);
this.gl.vertexAttribPointer(loc, 4, this.gl.FLOAT, false, bytesPerMatrix, j * 4 * 4);
this.gl.vertexAttribDivisor(loc, 1);
}
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null);
this.gl.bindVertexArray(null);
}
run(time = 0) {
this.deltaTime = Math.min(32, time - this.time);
this.time = time;
this.deltaFrames = this.deltaTime / this.TARGET_FRAME_DURATION;
this.frames += this.deltaFrames;
this.animate();
this.render();
animationId = requestAnimationFrame(t => this.run(t));
}
resize() {
this.viewportSize = vec2.set(this.viewportSize || vec2.create(), this.canvas.clientWidth, this.canvas.clientHeight);
if (!this.gl) return;
const needsResize = resizeCanvasToDisplaySize(this.canvas);
if (needsResize) {
this.gl.viewport(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight);
}
this.updateProjectionMatrix();
}
private animate() {
if (!this.gl) return;
this.control.update(this.deltaTime, this.TARGET_FRAME_DURATION);
const positions = this.instancePositions.map(p => vec3.transformQuat(vec3.create(), p, this.control.orientation));
const scale = 0.25;
const SCALE_INTENSITY = 0.6;
positions.forEach((p, ndx) => {
const s = (Math.abs(p[2]) / this.SPHERE_RADIUS) * SCALE_INTENSITY + (1 - SCALE_INTENSITY);
const finalScale = s * scale;
const matrix = mat4.create();
mat4.multiply(matrix, matrix, mat4.fromTranslation(mat4.create(), vec3.negate(vec3.create(), p)));
mat4.multiply(matrix, matrix, mat4.targetTo(mat4.create(), [0, 0, 0], p, [0, 1, 0]));
mat4.multiply(matrix, matrix, mat4.fromScaling(mat4.create(), [finalScale, finalScale, finalScale]));
mat4.multiply(matrix, matrix, mat4.fromTranslation(mat4.create(), [0, 0, -this.SPHERE_RADIUS]));
mat4.copy(this.discInstances.matrices[ndx], matrix);
});
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.discInstances.buffer);
this.gl.bufferSubData(this.gl.ARRAY_BUFFER, 0, this.discInstances.matricesArray);
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null);
this.smoothRotationVelocity = this.control.rotationVelocity;
}
private render() {
if (!this.gl) return;
this.gl.useProgram(this.discProgram);
this.gl.enable(this.gl.CULL_FACE);
this.gl.enable(this.gl.DEPTH_TEST);
this.gl.enable(this.gl.BLEND);
this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA);
this.gl.clearColor(0, 0, 0, 0);
this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
this.gl.uniformMatrix4fv(this.discLocations.uWorldMatrix, false, this.worldMatrix);
this.gl.uniformMatrix4fv(this.discLocations.uViewMatrix, false, this.camera.matrices.view);
this.gl.uniformMatrix4fv(this.discLocations.uProjectionMatrix, false, this.camera.matrices.projection);
this.gl.uniform3f(
this.discLocations.uCameraPosition,
this.camera.position[0],
this.camera.position[1],
this.camera.position[2]
);
this.gl.uniform4f(
this.discLocations.uRotationAxisVelocity,
this.control.rotationAxis[0],
this.control.rotationAxis[1],
this.control.rotationAxis[2],
this.smoothRotationVelocity * 1.1
);
const itemCountLocation = this.discLocations.uItemCount as WebGLUniformLocation | null;
if (itemCountLocation !== null) {
this.gl.uniform1i(itemCountLocation, this.items.length);
}
const atlasSizeLocation = this.discLocations.uAtlasSize as WebGLUniformLocation | null;
if (atlasSizeLocation !== null) {
this.gl.uniform1i(atlasSizeLocation, this.atlasSize);
}
const framesLocation = this.discLocations.uFrames as WebGLUniformLocation | null;
if (framesLocation !== null) {
this.gl.uniform1f(framesLocation, this.frames);
}
const scaleFactorLocation = this.discLocations.uScaleFactor as WebGLUniformLocation | null;
if (scaleFactorLocation !== null) {
this.gl.uniform1f(scaleFactorLocation, this.scaleFactor);
}
const textureLocation = this.discLocations.uTex as WebGLUniformLocation | null;
if (textureLocation !== null) {
this.gl.uniform1i(textureLocation, 0);
}
this.gl.activeTexture(this.gl.TEXTURE0);
this.gl.bindTexture(this.gl.TEXTURE_2D, this.tex);
this.gl.bindVertexArray(this.discVAO);
this.gl.drawElementsInstanced(
this.gl.TRIANGLES,
this.discBuffers.indices.length,
this.gl.UNSIGNED_SHORT,
0,
this.DISC_INSTANCE_COUNT
);
}
private updateCameraMatrix() {
mat4.targetTo(this.camera.matrix, this.camera.position, [0, 0, 0], this.camera.up);
mat4.invert(this.camera.matrices.view, this.camera.matrix);
}
private updateProjectionMatrix() {
if (!this.gl) return;
this.camera.aspect = this.gl.canvas.width / this.gl.canvas.height;
const height = this.SPHERE_RADIUS * 0.35;
const distance = this.camera.position[2];
if (this.camera.aspect > 1) {
this.camera.fov = 2 * Math.atan(height / distance);
} else {
this.camera.fov = 2 * Math.atan(height / this.camera.aspect / distance);
}
mat4.perspective(
this.camera.matrices.projection,
this.camera.fov,
this.camera.aspect,
this.camera.near,
this.camera.far
);
mat4.invert(this.camera.matrices.inversProjection, this.camera.matrices.projection);
}
private onControlUpdate(deltaTime: number) {
const timeScale = deltaTime / this.TARGET_FRAME_DURATION + 0.0001;
let damping = 5 / timeScale;
let cameraTargetZ = 3;
const isMoving = this.control.isPointerDown || Math.abs(this.smoothRotationVelocity) > 0.01;
if (isMoving !== this.movementActive) {
this.movementActive = isMoving;
this.onMovementChange(isMoving);
}
if (!this.control.isPointerDown) {
const nearestVertexIndex = this.findNearestVertexIndex();
const itemIndex = nearestVertexIndex % Math.max(1, this.items.length);
this.onActiveItemChange(itemIndex);
const snapDirection = vec3.normalize(vec3.create(), this.getVertexWorldPosition(nearestVertexIndex));
this.control.snapTargetDirection = snapDirection;
} else {
cameraTargetZ += this.control.rotationVelocity * 80 + 2.5;
damping = 7 / timeScale;
}
this.camera.position[2] += (cameraTargetZ - this.camera.position[2]) / damping;
this.updateCameraMatrix();
}
private findNearestVertexIndex(): number {
const n = this.control.snapDirection;
const inversOrientation = quat.conjugate(quat.create(), this.control.orientation);
const nt = vec3.transformQuat(vec3.create(), n, inversOrientation);
let maxD = -1;
let nearestVertexIndex = 0;
for (let i = 0; i < this.instancePositions.length; ++i) {
const d = vec3.dot(nt, this.instancePositions[i]);
if (d > maxD) {
maxD = d;
nearestVertexIndex = i;
}
}
return nearestVertexIndex;
}
private getVertexWorldPosition(index: number): vec3 {
const nearestVertexPos = this.instancePositions[index];
return vec3.transformQuat(vec3.create(), nearestVertexPos, this.control.orientation);
}
destroy() {
if (animationId) {
cancelAnimationFrame(animationId);
animationId = null;
}
}
private gl: WebGL2RenderingContext | null = null;
}
// Event handlers
const handleActiveItem = (index: number) => {
const items = resolvedItems.value;
if (!items.length) return;
const itemIndex = index % items.length;
activeItem.value = items[itemIndex];
};
const handleButtonClick = () => {
if (!activeItem.value?.link) return;
if (activeItem.value.link.startsWith('http')) {
window.open(activeItem.value.link, '_blank');
} else {
console.log('Internal route:', activeItem.value.link);
}
};
// Lifecycle
onMounted(() => {
if (!canvasRef.value) return;
try {
infiniteMenu = new InfiniteGridMenu(
canvasRef.value,
resolvedItems.value,
handleActiveItem,
moving => {
isMoving.value = moving;
},
menu => menu.run()
);
const handleResize = () => {
infiniteMenu?.resize();
};
window.addEventListener('resize', handleResize);
handleResize();
// Cleanup function stored for unmount
onBeforeUnmount(() => {
window.removeEventListener('resize', handleResize);
infiniteMenu?.destroy();
});
} catch (error) {
console.error('Failed to initialize InfiniteMenu:', error);
}
});
watch(
() => props.items,
() => {
// Reinitialize on items change
if (infiniteMenu && canvasRef.value) {
infiniteMenu.destroy();
infiniteMenu = new InfiniteGridMenu(
canvasRef.value,
resolvedItems.value,
handleActiveItem,
moving => {
isMoving.value = moving;
},
menu => menu.run()
);
}
},
{ deep: true }
);
</script>
<template>
<div class="relative w-full h-full">
<canvas ref="canvasRef" class="w-full h-full cursor-grab active:cursor-grabbing outline-none overflow-hidden" />
<template v-if="activeItem">
<h2
:class="[
'select-none absolute font-black text-6xl top-1/2 text-white transition-all duration-500 ease-in-out hidden xl:block',
isMoving
? 'pointer-events-none opacity-0 transition-all duration-100 ease-in-out'
: 'opacity-100 pointer-events-auto'
]"
:style="{
left: '1.6em',
transform: 'translate(20%, -50%)'
}"
>
{{ activeItem.title }}
</h2>
<p
:class="[
'select-none absolute top-1/2 text-2xl text-white/80 transition-all ease-in-out hidden xl:block',
isMoving ? 'pointer-events-none opacity-0 duration-100' : 'opacity-100 pointer-events-auto duration-500'
]"
:style="{
right: '1%',
maxWidth: '10ch',
transform: isMoving ? 'translate(-60%, -50%)' : 'translate(-90%, -50%)'
}"
>
{{ activeItem.description }}
</p>
<div
@click="handleButtonClick"
:class="[
'absolute left-1/2 z-10 grid place-items-center bg-purple-600 rounded-full cursor-pointer border-4 border-black transition-all ease-in-out',
isMoving ? 'pointer-events-none opacity-0 duration-100' : 'opacity-100 pointer-events-auto duration-500'
]"
:style="{
width: '60px',
height: '60px',
bottom: isMoving ? '-80px' : '61px',
transform: isMoving ? 'translateX(-50%) scale(0)' : 'translateX(-50%) scale(1)'
}"
>
<p class="select-none relative text-white text-2xl" :style="{ top: '2px' }">&#x2197;</p>
</div>
</template>
</div>
</template>