"use client"; import { cn } from "@/lib/utils"; import { Canvas, useFrame, useThree } from "@react-three/fiber"; import React, { useMemo, useRef } from "react"; import * as THREE from "three"; export const CanvasRevealEffect = ({ animationSpeed = 0.4, opacities = [0.3, 0.3, 0.3, 0.5, 0.5, 0.5, 0.8, 0.8, 0.8, 1], colors = [[0, 255, 255]], containerClassName, dotSize, showGradient = true, }: { animationSpeed?: number; opacities?: number[]; colors?: number[][]; containerClassName?: string; dotSize?: number; showGradient?: boolean; }) => { return (
{showGradient && (
)}
); }; interface DotMatrixProps { colors?: number[][]; opacities?: number[]; totalSize?: number; dotSize?: number; shader?: string; center?: ("x" | "y")[]; } const DotMatrix: React.FC = ({ colors = [[0, 0, 0]], opacities = [0.04, 0.04, 0.04, 0.04, 0.04, 0.08, 0.08, 0.08, 0.08, 0.14], totalSize = 4, dotSize = 2, shader = "", center = ["x", "y"], }) => { const uniforms = React.useMemo(() => { let colorsArray = [ colors[0], colors[0], colors[0], colors[0], colors[0], colors[0], ]; if (colors.length === 2) { colorsArray = [ colors[0], colors[0], colors[0], colors[1], colors[1], colors[1], ]; } else if (colors.length === 3) { colorsArray = [ colors[0], colors[0], colors[1], colors[1], colors[2], colors[2], ]; } return { u_colors: { value: colorsArray.map((color) => [ color[0] / 255, color[1] / 255, color[2] / 255, ]), type: "uniform3fv", }, u_opacities: { value: opacities, type: "uniform1fv", }, u_total_size: { value: totalSize, type: "uniform1f", }, u_dot_size: { value: dotSize, type: "uniform1f", }, }; }, [colors, opacities, totalSize, dotSize]); return ( ); }; type Uniforms = { [key: string]: { value: number[] | number[][] | number; type: string; }; }; const ShaderMaterial = ({ source, uniforms, maxFps = 60, }: { source: string; hovered?: boolean; maxFps?: number; uniforms: Uniforms; }) => { const { size } = useThree(); const ref = useRef(); let lastFrameTime = 0; useFrame(({ clock }) => { if (!ref.current) return; const timestamp = clock.getElapsedTime(); if (timestamp - lastFrameTime < 1 / maxFps) { return; } lastFrameTime = timestamp; const material: any = ref.current.material; const timeLocation = material.uniforms.u_time; timeLocation.value = timestamp; }); const getUniforms = () => { const preparedUniforms: any = {}; for (const uniformName in uniforms) { const uniform: any = uniforms[uniformName]; switch (uniform.type) { case "uniform1f": preparedUniforms[uniformName] = { value: uniform.value, type: "1f" }; break; case "uniform3f": preparedUniforms[uniformName] = { value: new THREE.Vector3().fromArray(uniform.value), type: "3f", }; break; case "uniform1fv": preparedUniforms[uniformName] = { value: uniform.value, type: "1fv" }; break; case "uniform3fv": preparedUniforms[uniformName] = { value: uniform.value.map((v: number[]) => new THREE.Vector3().fromArray(v) ), type: "3fv", }; break; case "uniform2f": preparedUniforms[uniformName] = { value: new THREE.Vector2().fromArray(uniform.value), type: "2f", }; break; default: console.error(`Invalid uniform type for '${uniformName}'.`); break; } } preparedUniforms["u_time"] = { value: 0, type: "1f" }; preparedUniforms["u_resolution"] = { value: new THREE.Vector2(size.width * 2, size.height * 2), }; // Initialize u_resolution return preparedUniforms; }; // Shader material const material = useMemo(() => { const materialObject = new THREE.ShaderMaterial({ vertexShader: ` precision mediump float; in vec2 coordinates; uniform vec2 u_resolution; out vec2 fragCoord; void main(){ float x = position.x; float y = position.y; gl_Position = vec4(x, y, 0.0, 1.0); fragCoord = (position.xy + vec2(1.0)) * 0.5 * u_resolution; fragCoord.y = u_resolution.y - fragCoord.y; } `, fragmentShader: source, uniforms: getUniforms(), glslVersion: THREE.GLSL3, blending: THREE.CustomBlending, blendSrc: THREE.SrcAlphaFactor, blendDst: THREE.OneFactor, }); return materialObject; }, [size.width, size.height, source]); return ( ); }; const Shader: React.FC = ({ source, uniforms, maxFps = 60 }) => { return ( ); }; interface ShaderProps { source: string; uniforms: { [key: string]: { value: number[] | number[][] | number; type: string; }; }; maxFps?: number; }