305 lines
8.1 KiB
TypeScript
305 lines
8.1 KiB
TypeScript
"use client";
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import { cn } from "@/lib/utils";
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import { Canvas, useFrame, useThree } from "@react-three/fiber";
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import React, { useMemo, useRef } from "react";
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import * as THREE from "three";
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export const CanvasRevealEffect = ({
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animationSpeed = 0.4,
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opacities = [0.3, 0.3, 0.3, 0.5, 0.5, 0.5, 0.8, 0.8, 0.8, 1],
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colors = [[0, 255, 255]],
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containerClassName,
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dotSize,
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showGradient = true,
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}: {
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animationSpeed?: number;
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opacities?: number[];
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colors?: number[][];
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containerClassName?: string;
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dotSize?: number;
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showGradient?: boolean;
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}) => {
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return (
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<div className={cn("h-full relative bg-white w-full", containerClassName)}>
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<div className="h-full w-full">
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<DotMatrix
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colors={colors ?? [[0, 255, 255]]}
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dotSize={dotSize ?? 3}
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opacities={
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opacities ?? [0.3, 0.3, 0.3, 0.5, 0.5, 0.5, 0.8, 0.8, 0.8, 1]
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}
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shader={`
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float animation_speed_factor = ${animationSpeed.toFixed(1)};
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float intro_offset = distance(u_resolution / 2.0 / u_total_size, st2) * 0.01 + (random(st2) * 0.15);
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opacity *= step(intro_offset, u_time * animation_speed_factor);
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opacity *= clamp((1.0 - step(intro_offset + 0.1, u_time * animation_speed_factor)) * 1.25, 1.0, 1.25);
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`}
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center={["x", "y"]}
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/>
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</div>
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{showGradient && (
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<div className="absolute inset-0 bg-gradient-to-t from-background to-[100%]" />
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)}
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</div>
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);
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};
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interface DotMatrixProps {
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colors?: number[][];
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opacities?: number[];
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totalSize?: number;
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dotSize?: number;
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shader?: string;
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center?: ("x" | "y")[];
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}
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const DotMatrix: React.FC<DotMatrixProps> = ({
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colors = [[0, 0, 0]],
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opacities = [0.04, 0.04, 0.04, 0.04, 0.04, 0.08, 0.08, 0.08, 0.08, 0.14],
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totalSize = 4,
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dotSize = 2,
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shader = "",
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center = ["x", "y"],
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}) => {
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const uniforms = React.useMemo(() => {
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let colorsArray = [
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colors[0],
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colors[0],
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colors[0],
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colors[0],
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colors[0],
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colors[0],
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];
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if (colors.length === 2) {
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colorsArray = [
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colors[0],
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colors[0],
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colors[0],
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colors[1],
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colors[1],
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colors[1],
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];
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} else if (colors.length === 3) {
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colorsArray = [
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colors[0],
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colors[0],
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colors[1],
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colors[1],
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colors[2],
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colors[2],
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];
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}
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return {
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u_colors: {
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value: colorsArray.map((color) => [
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color[0] / 255,
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color[1] / 255,
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color[2] / 255,
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]),
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type: "uniform3fv",
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},
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u_opacities: {
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value: opacities,
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type: "uniform1fv",
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},
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u_total_size: {
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value: totalSize,
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type: "uniform1f",
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},
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u_dot_size: {
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value: dotSize,
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type: "uniform1f",
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},
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};
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}, [colors, opacities, totalSize, dotSize]);
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return (
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<Shader
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source={`
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precision mediump float;
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in vec2 fragCoord;
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uniform float u_time;
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uniform float u_opacities[10];
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uniform vec3 u_colors[6];
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uniform float u_total_size;
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uniform float u_dot_size;
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uniform vec2 u_resolution;
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out vec4 fragColor;
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float PHI = 1.61803398874989484820459;
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float random(vec2 xy) {
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return fract(tan(distance(xy * PHI, xy) * 0.5) * xy.x);
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}
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float map(float value, float min1, float max1, float min2, float max2) {
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return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
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}
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void main() {
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vec2 st = fragCoord.xy;
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${
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center.includes("x")
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? "st.x -= abs(floor((mod(u_resolution.x, u_total_size) - u_dot_size) * 0.5));"
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: ""
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}
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${
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center.includes("y")
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? "st.y -= abs(floor((mod(u_resolution.y, u_total_size) - u_dot_size) * 0.5));"
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: ""
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}
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float opacity = step(0.0, st.x);
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opacity *= step(0.0, st.y);
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vec2 st2 = vec2(int(st.x / u_total_size), int(st.y / u_total_size));
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float frequency = 5.0;
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float show_offset = random(st2);
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float rand = random(st2 * floor((u_time / frequency) + show_offset + frequency) + 1.0);
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opacity *= u_opacities[int(rand * 10.0)];
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opacity *= 1.0 - step(u_dot_size / u_total_size, fract(st.x / u_total_size));
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opacity *= 1.0 - step(u_dot_size / u_total_size, fract(st.y / u_total_size));
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vec3 color = u_colors[int(show_offset * 6.0)];
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${shader}
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fragColor = vec4(color, opacity);
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fragColor.rgb *= fragColor.a;
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}`}
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uniforms={uniforms}
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maxFps={60}
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/>
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);
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};
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type Uniforms = {
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[key: string]: {
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value: number[] | number[][] | number;
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type: string;
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};
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};
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const ShaderMaterial = ({
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source,
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uniforms,
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maxFps = 60,
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}: {
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source: string;
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hovered?: boolean;
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maxFps?: number;
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uniforms: Uniforms;
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}) => {
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const { size } = useThree();
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const ref = useRef<THREE.Mesh>();
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let lastFrameTime = 0;
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useFrame(({ clock }) => {
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if (!ref.current) return;
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const timestamp = clock.getElapsedTime();
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if (timestamp - lastFrameTime < 1 / maxFps) {
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return;
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}
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lastFrameTime = timestamp;
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const material: any = ref.current.material;
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const timeLocation = material.uniforms.u_time;
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timeLocation.value = timestamp;
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});
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const getUniforms = () => {
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const preparedUniforms: any = {};
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for (const uniformName in uniforms) {
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const uniform: any = uniforms[uniformName];
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switch (uniform.type) {
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case "uniform1f":
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preparedUniforms[uniformName] = { value: uniform.value, type: "1f" };
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break;
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case "uniform3f":
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preparedUniforms[uniformName] = {
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value: new THREE.Vector3().fromArray(uniform.value),
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type: "3f",
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};
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break;
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case "uniform1fv":
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preparedUniforms[uniformName] = { value: uniform.value, type: "1fv" };
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break;
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case "uniform3fv":
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preparedUniforms[uniformName] = {
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value: uniform.value.map((v: number[]) =>
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new THREE.Vector3().fromArray(v)
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),
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type: "3fv",
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};
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break;
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case "uniform2f":
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preparedUniforms[uniformName] = {
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value: new THREE.Vector2().fromArray(uniform.value),
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type: "2f",
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};
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break;
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default:
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console.error(`Invalid uniform type for '${uniformName}'.`);
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break;
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}
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}
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preparedUniforms["u_time"] = { value: 0, type: "1f" };
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preparedUniforms["u_resolution"] = {
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value: new THREE.Vector2(size.width * 2, size.height * 2),
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}; // Initialize u_resolution
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return preparedUniforms;
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};
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// Shader material
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const material = useMemo(() => {
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const materialObject = new THREE.ShaderMaterial({
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vertexShader: `
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precision mediump float;
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in vec2 coordinates;
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uniform vec2 u_resolution;
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out vec2 fragCoord;
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void main(){
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float x = position.x;
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float y = position.y;
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gl_Position = vec4(x, y, 0.0, 1.0);
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fragCoord = (position.xy + vec2(1.0)) * 0.5 * u_resolution;
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fragCoord.y = u_resolution.y - fragCoord.y;
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}
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`,
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fragmentShader: source,
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uniforms: getUniforms(),
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glslVersion: THREE.GLSL3,
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blending: THREE.CustomBlending,
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blendSrc: THREE.SrcAlphaFactor,
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blendDst: THREE.OneFactor,
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});
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return materialObject;
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}, [size.width, size.height, source]);
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return (
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<mesh ref={ref as any}>
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<planeGeometry args={[2, 2]} />
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<primitive object={material} attach="material" />
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</mesh>
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);
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};
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const Shader: React.FC<ShaderProps> = ({ source, uniforms, maxFps = 60 }) => {
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return (
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<Canvas className="absolute inset-0 h-full w-full">
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<ShaderMaterial source={source} uniforms={uniforms} maxFps={maxFps} />
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</Canvas>
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);
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};
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interface ShaderProps {
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source: string;
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uniforms: {
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[key: string]: {
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value: number[] | number[][] | number;
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type: string;
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};
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};
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maxFps?: number;
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}
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