Files
vue-bits/src/components/landing/PlasmaWave/PlasmaWave.vue
2025-07-09 09:50:02 +03:00

331 lines
7.9 KiB
Vue

<template>
<div v-if="!isMobile" ref="containerRef" :style="{
position: 'absolute',
inset: 0,
overflow: 'hidden',
width: '100vw',
height: '100vh'
}">
</div>
</template>
<script setup lang="ts">
import { ref, onMounted, onUnmounted, watch } from 'vue'
import { Renderer, Camera, Transform, Program, Mesh, Geometry } from 'ogl'
interface Props {
xOffset?: number
yOffset?: number
rotationDeg?: number
focalLength?: number
speed1?: number
speed2?: number
dir2?: number
bend1?: number
bend2?: number
fadeInDuration?: number
}
const props = withDefaults(defineProps<Props>(), {
xOffset: 0,
yOffset: 0,
rotationDeg: 0,
focalLength: 0.8,
speed1: 0.1,
speed2: 0.1,
dir2: 1.0,
bend1: 0.9,
bend2: 0.6,
fadeInDuration: 2000
})
const vertex = /* glsl */ `
attribute vec2 position;
varying vec2 vUv;
void main() {
vUv = position * 0.5 + 0.5;
gl_Position = vec4(position, 0.0, 1.0);
}
`
const fragment = /* glsl */ `
precision mediump float;
uniform float iTime;
uniform vec2 iResolution;
uniform vec2 uOffset;
uniform float uRotation;
uniform float focalLength;
uniform float speed1;
uniform float speed2;
uniform float dir2;
uniform float bend1;
uniform float bend2;
uniform float bendAdj1;
uniform float bendAdj2;
uniform float uOpacity;
const float lt = 0.05;
const float pi = 3.141592653589793;
const float pi2 = pi * 2.0;
const float pi_2 = pi * 0.5;
#define MAX_STEPS 15
#define A(v) mat2(cos(m.v + radians(vec4(0.0,-90.0,90.0,0.0))))
void mainImage(out vec4 C, in vec2 U) {
float t = iTime * pi;
float s = 1.0;
float d = 0.0;
vec2 R = iResolution;
vec2 m = vec2(0.0);
vec3 o = vec3(0.0, 0.0, -7.0);
vec3 u = normalize(vec3((U - 0.5 * R) / R.y, focalLength));
vec3 k = vec3(0.0);
vec3 p;
mat2 v = A(y), h = A(x);
float t1 = t * 0.7;
float t2 = t * 0.9;
float tSpeed1 = t * speed1;
float tSpeed2 = t * speed2 * dir2;
for (int step = 0; step < MAX_STEPS; ++step) {
p = o + u * d;
p.yz *= v;
p.xz *= h;
p.x -= 15.0;
float px = p.x;
float wob1 = bend1 + bendAdj1 + sin(t1 + px * 0.8) * 0.1;
float wob2 = bend2 + bendAdj2 + cos(t2 + px * 1.1) * 0.1;
vec2 baseOffset = vec2(px, px + pi_2);
vec2 sinOffset = sin(baseOffset + tSpeed1) * wob1;
vec2 cosOffset = cos(baseOffset + tSpeed2) * wob2;
float wSin = length(p.yz - sinOffset) - lt;
float wCos = length(p.yz - cosOffset) - lt;
k.x = max(px + lt, wSin);
k.y = max(px + lt, wCos);
s = min(s, min(k.x, k.y));
if (s < 0.001 || d > 400.0) break;
d += s * 0.7;
}
vec3 c = max(cos(d * pi2) - s * sqrt(d) - k, 0.0);
vec3 vueGreen = vec3(0.259, 0.722, 0.514); // #42B883
vec3 vueDark = vec3(0.208, 0.286, 0.369); // #35495e
vec3 finalColor = vec3(0.0);
if (k.x < k.y) {
finalColor = vueGreen * c.x;
} else {
finalColor = vueDark * c.y;
}
float intensity = max(finalColor.r, max(finalColor.g, finalColor.b));
if (intensity < 0.15) discard;
C = vec4(finalColor * (0.4 + intensity * 0.6), uOpacity);
}
void main() {
vec2 coord = gl_FragCoord.xy + uOffset;
coord -= 0.5 * iResolution;
float c = cos(uRotation), s = sin(uRotation);
coord = mat2(c, -s, s, c) * coord;
coord += 0.5 * iResolution;
vec4 color;
mainImage(color, coord);
gl_FragColor = color;
}
`
const isMobile = ref(false)
const isVisible = ref(true)
const containerRef = ref<HTMLDivElement | null>(null)
const uniformOffset = ref(new Float32Array([props.xOffset, props.yOffset]))
const uniformResolution = ref(new Float32Array([1, 1]))
const rendererRef = ref<Renderer | null>(null)
const fadeStartTime = ref<number | null>(null)
const lastTimeRef = ref(0)
const pausedTimeRef = ref(0)
const rafId = ref<number | null>(null)
const resizeObserver = ref<ResizeObserver | null>(null)
const intersectionObserver = ref<IntersectionObserver | null>(null)
const checkIsMobile = () => {
isMobile.value = window.innerWidth <= 768
}
const resize = () => {
if (!containerRef.value || !rendererRef.value) return
const { width, height } = containerRef.value.getBoundingClientRect()
rendererRef.value.setSize(width, height)
uniformResolution.value[0] = width * rendererRef.value.dpr
uniformResolution.value[1] = height * rendererRef.value.dpr
const gl = rendererRef.value.gl
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight)
gl.clear(gl.COLOR_BUFFER_BIT)
}
const initWebGL = () => {
if (isMobile.value || !containerRef.value) return
const renderer = new Renderer({
alpha: true,
dpr: Math.min(window.devicePixelRatio, 1),
antialias: false,
depth: false,
stencil: false,
powerPreference: 'high-performance',
})
rendererRef.value = renderer
const gl = renderer.gl
gl.clearColor(0, 0, 0, 0)
containerRef.value.appendChild(gl.canvas)
const camera = new Camera(gl)
const scene = new Transform()
const geometry = new Geometry(gl, {
position: { size: 2, data: new Float32Array([-1, -1, 3, -1, -1, 3]) },
})
const program = new Program(gl, {
vertex,
fragment,
uniforms: {
iTime: { value: 0 },
iResolution: { value: uniformResolution.value },
uOffset: { value: uniformOffset.value },
uRotation: { value: 0 },
focalLength: { value: props.focalLength },
speed1: { value: props.speed1 },
speed2: { value: props.speed2 },
dir2: { value: props.dir2 },
bend1: { value: props.bend1 },
bend2: { value: props.bend2 },
bendAdj1: { value: 0 },
bendAdj2: { value: 0 },
uOpacity: { value: 0 },
},
})
new Mesh(gl, { geometry, program }).setParent(scene)
resize()
resizeObserver.value = new ResizeObserver(resize)
resizeObserver.value.observe(containerRef.value)
const loop = (now: number) => {
if (isVisible.value) {
if (lastTimeRef.value === 0) {
lastTimeRef.value = now - pausedTimeRef.value
}
const t = (now - lastTimeRef.value) * 0.001
if (fadeStartTime.value === null && t > 0.1) {
fadeStartTime.value = now
}
let opacity = 0
if (fadeStartTime.value !== null) {
const fadeElapsed = now - fadeStartTime.value
opacity = Math.min(fadeElapsed / props.fadeInDuration, 1)
opacity = 1 - Math.pow(1 - opacity, 3)
}
uniformOffset.value[0] = props.xOffset
uniformOffset.value[1] = props.yOffset
program.uniforms.iTime.value = t
program.uniforms.uRotation.value = props.rotationDeg * Math.PI / 180
program.uniforms.focalLength.value = props.focalLength
program.uniforms.uOpacity.value = opacity
renderer.render({ scene, camera })
} else {
if (lastTimeRef.value !== 0) {
pausedTimeRef.value = now - lastTimeRef.value
lastTimeRef.value = 0
}
}
rafId.value = requestAnimationFrame(loop)
}
rafId.value = requestAnimationFrame(loop)
}
const setupIntersectionObserver = () => {
if (!containerRef.value || isMobile.value) return
intersectionObserver.value = new IntersectionObserver(
([entry]) => {
isVisible.value = entry.isIntersecting
},
{
rootMargin: '50px',
threshold: 0.1,
}
)
intersectionObserver.value.observe(containerRef.value)
}
const cleanup = () => {
if (rafId.value) {
cancelAnimationFrame(rafId.value)
rafId.value = null
}
if (resizeObserver.value) {
resizeObserver.value.disconnect()
resizeObserver.value = null
}
if (intersectionObserver.value) {
intersectionObserver.value.disconnect()
intersectionObserver.value = null
}
if (rendererRef.value) {
rendererRef.value.gl.canvas.remove()
rendererRef.value = null
}
window.removeEventListener('resize', checkIsMobile)
}
onMounted(() => {
checkIsMobile()
window.addEventListener('resize', checkIsMobile)
if (!isMobile.value) {
initWebGL()
setupIntersectionObserver()
}
})
onUnmounted(() => {
cleanup()
})
watch(isMobile, (newIsMobile) => {
if (newIsMobile) {
cleanup()
} else {
initWebGL()
setupIntersectionObserver()
}
})
</script>