mirror of
https://github.com/DavidHDev/vue-bits.git
synced 2026-03-07 14:39:30 -07:00
278 lines
7.6 KiB
Vue
278 lines
7.6 KiB
Vue
<script setup lang="ts">
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import {
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Color,
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Mesh,
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OrthographicCamera,
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PlaneGeometry,
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Scene,
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ShaderMaterial,
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Vector2,
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Vector3,
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WebGLRenderer
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} from 'three';
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import { onBeforeUnmount, onMounted, ref, useTemplateRef, watch, type CSSProperties } from 'vue';
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const vertexShader = `
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void main() {
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gl_Position = vec4(position, 1.0);
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}
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`;
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const fragmentShader = `
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precision highp float;
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uniform float uTime;
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uniform vec2 uResolution;
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uniform float uFlakeSize;
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uniform float uMinFlakeSize;
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uniform float uPixelResolution;
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uniform float uSpeed;
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uniform float uDepthFade;
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uniform float uFarPlane;
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uniform vec3 uColor;
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uniform float uBrightness;
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uniform float uGamma;
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uniform float uDensity;
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uniform float uVariant;
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uniform float uDirection;
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#define M1 1597334677U
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#define M2 3812015801U
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#define M3 3299493293U
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#define F0 (1.0/float(0xffffffffU))
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#define hash(n) n*(n^(n>>15))
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#define coord3(p) (uvec3(p).x*M1^uvec3(p).y*M2^uvec3(p).z*M3)
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vec3 hash3(uint n) {
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return vec3(hash(n) * uvec3(0x1U, 0x1ffU, 0x3ffffU)) * F0;
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}
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float snowflakeDist(vec2 p) {
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float r = length(p);
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float a = atan(p.y, p.x);
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float PI = 3.14159265;
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a = abs(mod(a + PI / 6.0, PI / 3.0) - PI / 6.0);
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vec2 q = r * vec2(cos(a), sin(a));
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float dMain = abs(q.y);
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dMain = max(dMain, max(-q.x, q.x - 1.0));
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vec2 b1s = vec2(0.4, 0.0);
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vec2 b1d = vec2(0.574, 0.819);
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float b1t = clamp(dot(q - b1s, b1d), 0.0, 0.4);
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float dB1 = length(q - b1s - b1t * b1d);
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vec2 b2s = vec2(0.7, 0.0);
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float b2t = clamp(dot(q - b2s, b1d), 0.0, 0.25);
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float dB2 = length(q - b2s - b2t * b1d);
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return min(dMain, min(dB1, dB2)) * 10.0;
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}
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void main() {
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float pixelSize = max(1.0, floor(0.5 + uResolution.x / uPixelResolution));
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vec2 fragCoord = floor(gl_FragCoord.xy / pixelSize);
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vec2 res = uResolution / pixelSize;
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vec3 ray = normalize(vec3((fragCoord - res * 0.5) / res.x, 1.0));
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vec3 camK = normalize(vec3(1.0, 1.0, 1.0));
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vec3 camI = normalize(vec3(1.0, 0.0, -1.0));
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vec3 camJ = cross(camK, camI);
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ray = ray.x * camI + ray.y * camJ + ray.z * camK;
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float windX = cos(uDirection) * 0.4;
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float windY = sin(uDirection) * 0.4;
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vec3 camPos = (windX * camI + windY * camJ + 0.1 * camK) * uTime * uSpeed;
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vec3 pos = camPos;
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vec3 strides = 1.0 / max(abs(ray), vec3(0.001));
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vec3 phase = fract(pos) * strides;
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phase = mix(strides - phase, phase, step(ray, vec3(0.0)));
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float t = 0.0;
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for (int i = 0; i < 256; i++) {
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if (t >= uFarPlane) break;
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vec3 fpos = floor(pos);
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float cellHash = hash3(coord3(fpos)).x;
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if (cellHash < uDensity) {
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vec3 h = hash3(coord3(fpos));
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vec3 flakePos = 0.5 - 0.5 * cos(
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4.0 * sin(fpos.yzx * 0.073) +
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4.0 * sin(fpos.zxy * 0.27) +
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2.0 * h +
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uTime * uSpeed * 0.1 * vec3(7.0, 8.0, 5.0)
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);
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flakePos = flakePos * 0.8 + 0.1 + fpos;
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float toIntersection = dot(flakePos - pos, camK) / dot(ray, camK);
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if (toIntersection > 0.0) {
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vec3 testPos = pos + ray * toIntersection - flakePos;
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vec2 testUV = abs(vec2(dot(testPos, camI), dot(testPos, camJ)));
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float depth = dot(flakePos - camPos, camK);
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float flakeSize = max(uFlakeSize, uMinFlakeSize * depth * 0.5 / res.x);
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float dist;
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if (uVariant < 0.5) dist = max(testUV.x, testUV.y);
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else if (uVariant < 1.5) dist = length(testUV);
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else dist = snowflakeDist(vec2(dot(testPos, camI), dot(testPos, camJ)) / flakeSize) * flakeSize;
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if (dist < flakeSize) {
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float intensity = exp2(-(t + toIntersection) / uDepthFade) *
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min(1.0, pow(uFlakeSize / flakeSize, 2.0)) * uBrightness;
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gl_FragColor = vec4(uColor * pow(vec3(intensity), vec3(uGamma)), 1.0);
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return;
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}
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}
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}
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float nextStep = min(min(phase.x, phase.y), phase.z);
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vec3 sel = step(phase, vec3(nextStep));
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phase = phase - nextStep + strides * sel;
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t += nextStep;
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pos = mix(pos + ray * nextStep, floor(pos + ray * nextStep + 0.5), sel);
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}
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gl_FragColor = vec4(0.0);
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}
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`;
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interface PixelSnowProps {
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color?: string;
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flakeSize?: number;
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minFlakeSize?: number;
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pixelResolution?: number;
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speed?: number;
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depthFade?: number;
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farPlane?: number;
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brightness?: number;
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gamma?: number;
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density?: number;
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variant?: 'square' | 'round' | 'snowflake';
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direction?: number;
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className?: string;
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style?: CSSProperties;
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}
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const props = withDefaults(defineProps<PixelSnowProps>(), {
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color: '#ffffff',
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flakeSize: 0.01,
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minFlakeSize: 1.25,
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pixelResolution: 200,
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speed: 1.25,
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depthFade: 8,
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farPlane: 20,
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brightness: 1,
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gamma: 0.4545,
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density: 0.3,
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variant: 'square',
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direction: 125,
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className: '',
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style: () => ({})
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});
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const containerRef = useTemplateRef<HTMLDivElement>('containerRef');
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const animationRef = ref<number>(0);
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let cleanupFn: (() => void) | null = null;
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const setupFn = () => {
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const container = containerRef.value;
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if (!container) return;
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const scene = new Scene();
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const camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
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const renderer = new WebGLRenderer({
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antialias: false,
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alpha: true,
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premultipliedAlpha: false,
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powerPreference: 'high-performance'
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});
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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renderer.setSize(container.offsetWidth, container.offsetHeight);
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renderer.setClearColor(0x000000, 0);
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container.appendChild(renderer.domElement);
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const threeColor = new Color(props.color);
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const material = new ShaderMaterial({
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vertexShader,
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fragmentShader,
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uniforms: {
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uTime: { value: 0 },
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uResolution: { value: new Vector2(container.offsetWidth, container.offsetHeight) },
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uFlakeSize: { value: props.flakeSize },
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uMinFlakeSize: { value: props.minFlakeSize },
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uPixelResolution: { value: props.pixelResolution },
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uSpeed: { value: props.speed },
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uDepthFade: { value: props.depthFade },
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uFarPlane: { value: props.farPlane },
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uColor: { value: new Vector3(threeColor.r, threeColor.g, threeColor.b) },
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uBrightness: { value: props.brightness },
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uGamma: { value: props.gamma },
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uDensity: { value: props.density },
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uVariant: { value: props.variant === 'round' ? 1.0 : props.variant === 'snowflake' ? 2.0 : 0.0 },
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uDirection: { value: (props.direction * Math.PI) / 180 }
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},
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transparent: true
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});
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const geometry = new PlaneGeometry(2, 2);
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scene.add(new Mesh(geometry, material));
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const handleResize = () => {
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const w = container.offsetWidth,
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h = container.offsetHeight;
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renderer.setSize(w, h);
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material.uniforms.uResolution.value.set(w, h);
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};
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window.addEventListener('resize', handleResize);
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const startTime = performance.now();
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const animate = () => {
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animationRef.value = requestAnimationFrame(animate);
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material.uniforms.uTime.value = (performance.now() - startTime) * 0.001;
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renderer.render(scene, camera);
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};
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animate();
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cleanupFn = () => {
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cancelAnimationFrame(animationRef.value);
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window.removeEventListener('resize', handleResize);
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container.removeChild(renderer.domElement);
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renderer.dispose();
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geometry.dispose();
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material.dispose();
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};
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};
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onMounted(() => {
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setupFn();
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});
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onBeforeUnmount(() => {
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cleanupFn?.();
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});
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watch(
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() => [
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props.color,
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props.flakeSize,
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props.minFlakeSize,
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props.pixelResolution,
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props.speed,
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props.depthFade,
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props.farPlane,
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props.brightness,
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props.gamma,
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props.density,
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props.variant,
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props.direction
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],
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() => {
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cleanupFn?.();
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setupFn();
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},
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{ deep: true }
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);
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</script>
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<template>
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<div ref="containerRef" :class="['absolute inset-0 w-full h-full', className]" :style="style"></div>
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</template>
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