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updated-bl
| Author | SHA1 | Date | |
|---|---|---|---|
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13a47956f9 | ||
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16b5a88a04 | ||
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a05f735bb3 |
@@ -1,186 +0,0 @@
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.light-rays-container {
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position: absolute;
|
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top: 0;
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left: 0;
|
||||
width: 100%;
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||||
height: 100%;
|
||||
pointer-events: none;
|
||||
overflow: hidden;
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||||
}
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||||
|
||||
.light-rays-container canvas {
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display: block;
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width: 100%;
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height: 100%;
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}
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||||
|
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.light-rays-controls {
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position: fixed;
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||||
top: 16px;
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right: 16px;
|
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z-index: 9999;
|
||||
font-family: var(--font-mono, monospace);
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font-size: 12px;
|
||||
color: #fff;
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||||
}
|
||||
|
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.light-rays-controls-toggle {
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background: rgba(0, 0, 0, 0.8);
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border: 1px solid rgba(255, 255, 255, 0.2);
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border-radius: 4px;
|
||||
padding: 8px 12px;
|
||||
color: #fff;
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||||
cursor: pointer;
|
||||
font-family: inherit;
|
||||
font-size: inherit;
|
||||
width: 100%;
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text-align: left;
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||||
}
|
||||
|
||||
.light-rays-controls-toggle:hover {
|
||||
background: rgba(0, 0, 0, 0.9);
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border-color: rgba(255, 255, 255, 0.3);
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}
|
||||
|
||||
.light-rays-controls-panel {
|
||||
background: rgba(0, 0, 0, 0.85);
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border: 1px solid rgba(255, 255, 255, 0.2);
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border-radius: 4px;
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padding: 12px;
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margin-top: 4px;
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display: flex;
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flex-direction: column;
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gap: 10px;
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||||
min-width: 240px;
|
||||
max-height: calc(100vh - 100px);
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overflow-y: auto;
|
||||
backdrop-filter: blur(8px);
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}
|
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|
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.control-group {
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display: flex;
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flex-direction: column;
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gap: 4px;
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}
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|
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.control-group label {
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color: rgba(255, 255, 255, 0.7);
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font-size: 11px;
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text-transform: uppercase;
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letter-spacing: 0.5px;
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}
|
||||
|
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.control-group.checkbox {
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flex-direction: row;
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||||
align-items: center;
|
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}
|
||||
|
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.control-group.checkbox label {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 8px;
|
||||
cursor: pointer;
|
||||
text-transform: none;
|
||||
}
|
||||
|
||||
.control-group input[type="range"] {
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-webkit-appearance: none;
|
||||
appearance: none;
|
||||
width: 100%;
|
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height: 4px;
|
||||
background: rgba(255, 255, 255, 0.2);
|
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border-radius: 2px;
|
||||
outline: none;
|
||||
}
|
||||
|
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.control-group input[type="range"]::-webkit-slider-thumb {
|
||||
-webkit-appearance: none;
|
||||
appearance: none;
|
||||
width: 14px;
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||||
height: 14px;
|
||||
background: #fff;
|
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border-radius: 50%;
|
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cursor: pointer;
|
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transition: transform 0.1s;
|
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}
|
||||
|
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.control-group input[type="range"]::-webkit-slider-thumb:hover {
|
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transform: scale(1.1);
|
||||
}
|
||||
|
||||
.control-group input[type="range"]::-moz-range-thumb {
|
||||
width: 14px;
|
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height: 14px;
|
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background: #fff;
|
||||
border-radius: 50%;
|
||||
cursor: pointer;
|
||||
border: none;
|
||||
}
|
||||
|
||||
.control-group input[type="color"] {
|
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-webkit-appearance: none;
|
||||
appearance: none;
|
||||
width: 100%;
|
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height: 32px;
|
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border: 1px solid rgba(255, 255, 255, 0.2);
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border-radius: 4px;
|
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background: transparent;
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||||
cursor: pointer;
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||||
padding: 2px;
|
||||
}
|
||||
|
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.control-group input[type="color"]::-webkit-color-swatch-wrapper {
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
.control-group input[type="color"]::-webkit-color-swatch {
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||||
border: none;
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border-radius: 2px;
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}
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|
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.control-group select {
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||||
background: rgba(255, 255, 255, 0.1);
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border: 1px solid rgba(255, 255, 255, 0.2);
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border-radius: 4px;
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||||
padding: 6px 8px;
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||||
color: #fff;
|
||||
font-family: inherit;
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||||
font-size: inherit;
|
||||
cursor: pointer;
|
||||
outline: none;
|
||||
}
|
||||
|
||||
.control-group select:hover {
|
||||
border-color: rgba(255, 255, 255, 0.3);
|
||||
}
|
||||
|
||||
.control-group select option {
|
||||
background: #1a1a1a;
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color: #fff;
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||||
}
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.control-group input[type="checkbox"] {
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width: 16px;
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height: 16px;
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accent-color: #fff;
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cursor: pointer;
|
||||
}
|
||||
|
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.reset-button {
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||||
background: rgba(255, 255, 255, 0.1);
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border: 1px solid rgba(255, 255, 255, 0.2);
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border-radius: 4px;
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padding: 8px 12px;
|
||||
color: rgba(255, 255, 255, 0.7);
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cursor: pointer;
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||||
font-family: inherit;
|
||||
font-size: inherit;
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margin-top: 4px;
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transition: all 0.15s;
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||||
}
|
||||
|
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.reset-button:hover {
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background: rgba(255, 255, 255, 0.15);
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border-color: rgba(255, 255, 255, 0.3);
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||||
color: #fff;
|
||||
}
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@@ -1,924 +0,0 @@
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import { createSignal, createEffect, onMount, onCleanup, Show, For, Accessor, Setter } from "solid-js"
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||||
import "./light-rays.css"
|
||||
|
||||
export type RaysOrigin =
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| "top-center"
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| "top-left"
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| "top-right"
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| "right"
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| "left"
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| "bottom-center"
|
||||
| "bottom-right"
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||||
| "bottom-left"
|
||||
|
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export interface LightRaysConfig {
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raysOrigin: RaysOrigin
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||||
raysColor: string
|
||||
raysSpeed: number
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lightSpread: number
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rayLength: number
|
||||
sourceWidth: number
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||||
pulsating: boolean
|
||||
pulsatingMin: number
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||||
pulsatingMax: number
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||||
fadeDistance: number
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saturation: number
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followMouse: boolean
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||||
mouseInfluence: number
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noiseAmount: number
|
||||
distortion: number
|
||||
opacity: number
|
||||
}
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||||
|
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export const defaultConfig: LightRaysConfig = {
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raysOrigin: "top-center",
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raysColor: "#ffffff",
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raysSpeed: 1.0,
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lightSpread: 1.2,
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rayLength: 4.5,
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sourceWidth: 0.1,
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pulsating: true,
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pulsatingMin: 0.9,
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pulsatingMax: 1.05,
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fadeDistance: 1.25,
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saturation: 0.35,
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||||
followMouse: false,
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||||
mouseInfluence: 0.05,
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||||
noiseAmount: 0.5,
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||||
distortion: 0.0,
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||||
opacity: 0.35,
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||||
}
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||||
|
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export interface LightRaysAnimationState {
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time: number
|
||||
intensity: number
|
||||
pulseValue: number
|
||||
}
|
||||
|
||||
interface LightRaysProps {
|
||||
config: Accessor<LightRaysConfig>
|
||||
class?: string
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||||
onAnimationFrame?: (state: LightRaysAnimationState) => void
|
||||
}
|
||||
|
||||
const hexToRgb = (hex: string): [number, number, number] => {
|
||||
const m = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex)
|
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return m ? [parseInt(m[1], 16) / 255, parseInt(m[2], 16) / 255, parseInt(m[3], 16) / 255] : [1, 1, 1]
|
||||
}
|
||||
|
||||
const getAnchorAndDir = (
|
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origin: RaysOrigin,
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w: number,
|
||||
h: number,
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||||
): { anchor: [number, number]; dir: [number, number] } => {
|
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const outside = 0.2
|
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switch (origin) {
|
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case "top-left":
|
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return { anchor: [0, -outside * h], dir: [0, 1] }
|
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case "top-right":
|
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return { anchor: [w, -outside * h], dir: [0, 1] }
|
||||
case "left":
|
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return { anchor: [-outside * w, 0.5 * h], dir: [1, 0] }
|
||||
case "right":
|
||||
return { anchor: [(1 + outside) * w, 0.5 * h], dir: [-1, 0] }
|
||||
case "bottom-left":
|
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return { anchor: [0, (1 + outside) * h], dir: [0, -1] }
|
||||
case "bottom-center":
|
||||
return { anchor: [0.5 * w, (1 + outside) * h], dir: [0, -1] }
|
||||
case "bottom-right":
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||||
return { anchor: [w, (1 + outside) * h], dir: [0, -1] }
|
||||
default: // "top-center"
|
||||
return { anchor: [0.5 * w, -outside * h], dir: [0, 1] }
|
||||
}
|
||||
}
|
||||
|
||||
interface UniformData {
|
||||
iTime: number
|
||||
iResolution: [number, number]
|
||||
rayPos: [number, number]
|
||||
rayDir: [number, number]
|
||||
raysColor: [number, number, number]
|
||||
raysSpeed: number
|
||||
lightSpread: number
|
||||
rayLength: number
|
||||
sourceWidth: number
|
||||
pulsating: number
|
||||
pulsatingMin: number
|
||||
pulsatingMax: number
|
||||
fadeDistance: number
|
||||
saturation: number
|
||||
mousePos: [number, number]
|
||||
mouseInfluence: number
|
||||
noiseAmount: number
|
||||
distortion: number
|
||||
}
|
||||
|
||||
const WGSL_SHADER = `
|
||||
struct Uniforms {
|
||||
iTime: f32,
|
||||
_pad0: f32,
|
||||
iResolution: vec2<f32>,
|
||||
rayPos: vec2<f32>,
|
||||
rayDir: vec2<f32>,
|
||||
raysColor: vec3<f32>,
|
||||
raysSpeed: f32,
|
||||
lightSpread: f32,
|
||||
rayLength: f32,
|
||||
sourceWidth: f32,
|
||||
pulsating: f32,
|
||||
pulsatingMin: f32,
|
||||
pulsatingMax: f32,
|
||||
fadeDistance: f32,
|
||||
saturation: f32,
|
||||
mousePos: vec2<f32>,
|
||||
mouseInfluence: f32,
|
||||
noiseAmount: f32,
|
||||
distortion: f32,
|
||||
_pad1: f32,
|
||||
_pad2: f32,
|
||||
_pad3: f32,
|
||||
};
|
||||
|
||||
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) vUv: vec2<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vertexMain(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
|
||||
var positions = array<vec2<f32>, 3>(
|
||||
vec2<f32>(-1.0, -1.0),
|
||||
vec2<f32>(3.0, -1.0),
|
||||
vec2<f32>(-1.0, 3.0)
|
||||
);
|
||||
|
||||
var output: VertexOutput;
|
||||
let pos = positions[vertexIndex];
|
||||
output.position = vec4<f32>(pos, 0.0, 1.0);
|
||||
output.vUv = pos * 0.5 + 0.5;
|
||||
return output;
|
||||
}
|
||||
|
||||
fn noise(st: vec2<f32>) -> f32 {
|
||||
return fract(sin(dot(st, vec2<f32>(12.9898, 78.233))) * 43758.5453123);
|
||||
}
|
||||
|
||||
fn rayStrength(raySource: vec2<f32>, rayRefDirection: vec2<f32>, coord: vec2<f32>,
|
||||
seedA: f32, seedB: f32, speed: f32) -> f32 {
|
||||
let sourceToCoord = coord - raySource;
|
||||
let dirNorm = normalize(sourceToCoord);
|
||||
let cosAngle = dot(dirNorm, rayRefDirection);
|
||||
|
||||
let distortedAngle = cosAngle + uniforms.distortion * sin(uniforms.iTime * 2.0 + length(sourceToCoord) * 0.01) * 0.2;
|
||||
|
||||
let spreadFactor = pow(max(distortedAngle, 0.0), 1.0 / max(uniforms.lightSpread, 0.001));
|
||||
|
||||
let distance = length(sourceToCoord);
|
||||
let maxDistance = uniforms.iResolution.x * uniforms.rayLength;
|
||||
let lengthFalloff = clamp((maxDistance - distance) / maxDistance, 0.0, 1.0);
|
||||
|
||||
let fadeFalloff = clamp((uniforms.iResolution.x * uniforms.fadeDistance - distance) / (uniforms.iResolution.x * uniforms.fadeDistance), 0.5, 1.0);
|
||||
let pulseCenter = (uniforms.pulsatingMin + uniforms.pulsatingMax) * 0.5;
|
||||
let pulseAmplitude = (uniforms.pulsatingMax - uniforms.pulsatingMin) * 0.5;
|
||||
var pulse: f32;
|
||||
if (uniforms.pulsating > 0.5) {
|
||||
pulse = pulseCenter + pulseAmplitude * sin(uniforms.iTime * speed * 3.0);
|
||||
} else {
|
||||
pulse = 1.0;
|
||||
}
|
||||
|
||||
let baseStrength = clamp(
|
||||
(0.45 + 0.15 * sin(distortedAngle * seedA + uniforms.iTime * speed)) +
|
||||
(0.3 + 0.2 * cos(-distortedAngle * seedB + uniforms.iTime * speed)),
|
||||
0.0, 1.0
|
||||
);
|
||||
|
||||
return baseStrength * lengthFalloff * fadeFalloff * spreadFactor * pulse;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragmentMain(@builtin(position) fragCoord: vec4<f32>, @location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {
|
||||
let coord = vec2<f32>(fragCoord.x, fragCoord.y);
|
||||
|
||||
let normalizedX = (coord.x / uniforms.iResolution.x) - 0.5;
|
||||
let widthOffset = -normalizedX * uniforms.sourceWidth * uniforms.iResolution.x;
|
||||
|
||||
let perpDir = vec2<f32>(-uniforms.rayDir.y, uniforms.rayDir.x);
|
||||
let adjustedRayPos = uniforms.rayPos + perpDir * widthOffset;
|
||||
|
||||
var finalRayDir = uniforms.rayDir;
|
||||
if (uniforms.mouseInfluence > 0.0) {
|
||||
let mouseScreenPos = uniforms.mousePos * uniforms.iResolution;
|
||||
let mouseDirection = normalize(mouseScreenPos - adjustedRayPos);
|
||||
finalRayDir = normalize(mix(uniforms.rayDir, mouseDirection, uniforms.mouseInfluence));
|
||||
}
|
||||
|
||||
let rays1 = vec4<f32>(1.0) *
|
||||
rayStrength(adjustedRayPos, finalRayDir, coord, 36.2214, 21.11349,
|
||||
1.5 * uniforms.raysSpeed);
|
||||
let rays2 = vec4<f32>(1.0) *
|
||||
rayStrength(adjustedRayPos, finalRayDir, coord, 22.3991, 18.0234,
|
||||
1.1 * uniforms.raysSpeed);
|
||||
|
||||
var fragColor = rays1 * 0.5 + rays2 * 0.4;
|
||||
|
||||
if (uniforms.noiseAmount > 0.0) {
|
||||
let n = noise(coord * 0.01 + uniforms.iTime * 0.1);
|
||||
fragColor = vec4<f32>(fragColor.rgb * (1.0 - uniforms.noiseAmount + uniforms.noiseAmount * n), fragColor.a);
|
||||
}
|
||||
|
||||
let brightness = 1.0 - (coord.y / uniforms.iResolution.y);
|
||||
fragColor.x = fragColor.x * (0.1 + brightness * 0.8);
|
||||
fragColor.y = fragColor.y * (0.3 + brightness * 0.6);
|
||||
fragColor.z = fragColor.z * (0.5 + brightness * 0.5);
|
||||
|
||||
if (uniforms.saturation != 1.0) {
|
||||
let gray = dot(fragColor.rgb, vec3<f32>(0.299, 0.587, 0.114));
|
||||
fragColor = vec4<f32>(mix(vec3<f32>(gray), fragColor.rgb, uniforms.saturation), fragColor.a);
|
||||
}
|
||||
|
||||
fragColor = vec4<f32>(fragColor.rgb * uniforms.raysColor, fragColor.a);
|
||||
|
||||
return fragColor;
|
||||
}
|
||||
`
|
||||
|
||||
const UNIFORM_BUFFER_SIZE = 96
|
||||
|
||||
function createUniformBuffer(data: UniformData): Float32Array {
|
||||
const buffer = new Float32Array(24)
|
||||
buffer[0] = data.iTime
|
||||
buffer[1] = 0
|
||||
buffer[2] = data.iResolution[0]
|
||||
buffer[3] = data.iResolution[1]
|
||||
buffer[4] = data.rayPos[0]
|
||||
buffer[5] = data.rayPos[1]
|
||||
buffer[6] = data.rayDir[0]
|
||||
buffer[7] = data.rayDir[1]
|
||||
buffer[8] = data.raysColor[0]
|
||||
buffer[9] = data.raysColor[1]
|
||||
buffer[10] = data.raysColor[2]
|
||||
buffer[11] = data.raysSpeed
|
||||
buffer[12] = data.lightSpread
|
||||
buffer[13] = data.rayLength
|
||||
buffer[14] = data.sourceWidth
|
||||
buffer[15] = data.pulsating
|
||||
buffer[16] = data.pulsatingMin
|
||||
buffer[17] = data.pulsatingMax
|
||||
buffer[18] = data.fadeDistance
|
||||
buffer[19] = data.saturation
|
||||
buffer[20] = data.mousePos[0]
|
||||
buffer[21] = data.mousePos[1]
|
||||
buffer[22] = data.mouseInfluence
|
||||
buffer[23] = data.noiseAmount
|
||||
return buffer
|
||||
}
|
||||
|
||||
const UNIFORM_BUFFER_SIZE_CORRECTED = 112
|
||||
|
||||
function createUniformBufferCorrected(data: UniformData): Float32Array {
|
||||
const buffer = new Float32Array(28)
|
||||
buffer[0] = data.iTime
|
||||
buffer[1] = 0
|
||||
buffer[2] = data.iResolution[0]
|
||||
buffer[3] = data.iResolution[1]
|
||||
buffer[4] = data.rayPos[0]
|
||||
buffer[5] = data.rayPos[1]
|
||||
buffer[6] = data.rayDir[0]
|
||||
buffer[7] = data.rayDir[1]
|
||||
buffer[8] = data.raysColor[0]
|
||||
buffer[9] = data.raysColor[1]
|
||||
buffer[10] = data.raysColor[2]
|
||||
buffer[11] = data.raysSpeed
|
||||
buffer[12] = data.lightSpread
|
||||
buffer[13] = data.rayLength
|
||||
buffer[14] = data.sourceWidth
|
||||
buffer[15] = data.pulsating
|
||||
buffer[16] = data.pulsatingMin
|
||||
buffer[17] = data.pulsatingMax
|
||||
buffer[18] = data.fadeDistance
|
||||
buffer[19] = data.saturation
|
||||
buffer[20] = data.mousePos[0]
|
||||
buffer[21] = data.mousePos[1]
|
||||
buffer[22] = data.mouseInfluence
|
||||
buffer[23] = data.noiseAmount
|
||||
buffer[24] = data.distortion
|
||||
buffer[25] = 0
|
||||
buffer[26] = 0
|
||||
buffer[27] = 0
|
||||
return buffer
|
||||
}
|
||||
|
||||
export default function LightRays(props: LightRaysProps) {
|
||||
let containerRef: HTMLDivElement | undefined
|
||||
let canvasRef: HTMLCanvasElement | null = null
|
||||
let deviceRef: GPUDevice | null = null
|
||||
let contextRef: GPUCanvasContext | null = null
|
||||
let pipelineRef: GPURenderPipeline | null = null
|
||||
let uniformBufferRef: GPUBuffer | null = null
|
||||
let bindGroupRef: GPUBindGroup | null = null
|
||||
let animationIdRef: number | null = null
|
||||
let cleanupFunctionRef: (() => void) | null = null
|
||||
let uniformDataRef: UniformData | null = null
|
||||
|
||||
const mouseRef = { x: 0.5, y: 0.5 }
|
||||
const smoothMouseRef = { x: 0.5, y: 0.5 }
|
||||
|
||||
const [isVisible, setIsVisible] = createSignal(false)
|
||||
|
||||
onMount(() => {
|
||||
if (!containerRef) return
|
||||
|
||||
const observer = new IntersectionObserver(
|
||||
(entries) => {
|
||||
const entry = entries[0]
|
||||
setIsVisible(entry.isIntersecting)
|
||||
},
|
||||
{ threshold: 0.1 },
|
||||
)
|
||||
|
||||
observer.observe(containerRef)
|
||||
|
||||
onCleanup(() => {
|
||||
observer.disconnect()
|
||||
})
|
||||
})
|
||||
|
||||
createEffect(() => {
|
||||
const visible = isVisible()
|
||||
const config = props.config()
|
||||
if (!visible || !containerRef) {
|
||||
return
|
||||
}
|
||||
|
||||
if (cleanupFunctionRef) {
|
||||
cleanupFunctionRef()
|
||||
cleanupFunctionRef = null
|
||||
}
|
||||
|
||||
const initializeWebGPU = async () => {
|
||||
if (!containerRef) {
|
||||
return
|
||||
}
|
||||
|
||||
await new Promise((resolve) => setTimeout(resolve, 10))
|
||||
|
||||
if (!containerRef) {
|
||||
return
|
||||
}
|
||||
|
||||
if (!navigator.gpu) {
|
||||
console.warn("WebGPU is not supported in this browser")
|
||||
return
|
||||
}
|
||||
|
||||
const adapter = await navigator.gpu.requestAdapter()
|
||||
if (!adapter) {
|
||||
console.warn("Failed to get WebGPU adapter")
|
||||
return
|
||||
}
|
||||
|
||||
const device = await adapter.requestDevice()
|
||||
deviceRef = device
|
||||
|
||||
const canvas = document.createElement("canvas")
|
||||
canvas.style.width = "100%"
|
||||
canvas.style.height = "100%"
|
||||
canvasRef = canvas
|
||||
|
||||
while (containerRef.firstChild) {
|
||||
containerRef.removeChild(containerRef.firstChild)
|
||||
}
|
||||
containerRef.appendChild(canvas)
|
||||
|
||||
const context = canvas.getContext("webgpu")
|
||||
if (!context) {
|
||||
console.warn("Failed to get WebGPU context")
|
||||
return
|
||||
}
|
||||
contextRef = context
|
||||
|
||||
const presentationFormat = navigator.gpu.getPreferredCanvasFormat()
|
||||
context.configure({
|
||||
device,
|
||||
format: presentationFormat,
|
||||
alphaMode: "premultiplied",
|
||||
})
|
||||
|
||||
const shaderModule = device.createShaderModule({
|
||||
code: WGSL_SHADER,
|
||||
})
|
||||
|
||||
const uniformBuffer = device.createBuffer({
|
||||
size: UNIFORM_BUFFER_SIZE_CORRECTED,
|
||||
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
||||
})
|
||||
uniformBufferRef = uniformBuffer
|
||||
|
||||
const bindGroupLayout = device.createBindGroupLayout({
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
|
||||
buffer: { type: "uniform" },
|
||||
},
|
||||
],
|
||||
})
|
||||
|
||||
const bindGroup = device.createBindGroup({
|
||||
layout: bindGroupLayout,
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
resource: { buffer: uniformBuffer },
|
||||
},
|
||||
],
|
||||
})
|
||||
bindGroupRef = bindGroup
|
||||
|
||||
const pipelineLayout = device.createPipelineLayout({
|
||||
bindGroupLayouts: [bindGroupLayout],
|
||||
})
|
||||
|
||||
const pipeline = device.createRenderPipeline({
|
||||
layout: pipelineLayout,
|
||||
vertex: {
|
||||
module: shaderModule,
|
||||
entryPoint: "vertexMain",
|
||||
},
|
||||
fragment: {
|
||||
module: shaderModule,
|
||||
entryPoint: "fragmentMain",
|
||||
targets: [
|
||||
{
|
||||
format: presentationFormat,
|
||||
blend: {
|
||||
color: {
|
||||
srcFactor: "src-alpha",
|
||||
dstFactor: "one-minus-src-alpha",
|
||||
operation: "add",
|
||||
},
|
||||
alpha: {
|
||||
srcFactor: "one",
|
||||
dstFactor: "one-minus-src-alpha",
|
||||
operation: "add",
|
||||
},
|
||||
},
|
||||
},
|
||||
],
|
||||
},
|
||||
primitive: {
|
||||
topology: "triangle-list",
|
||||
},
|
||||
})
|
||||
pipelineRef = pipeline
|
||||
|
||||
const { clientWidth: wCSS, clientHeight: hCSS } = containerRef
|
||||
const dpr = Math.min(window.devicePixelRatio, 2)
|
||||
const w = wCSS * dpr
|
||||
const h = hCSS * dpr
|
||||
const { anchor, dir } = getAnchorAndDir(config.raysOrigin, w, h)
|
||||
|
||||
uniformDataRef = {
|
||||
iTime: 0,
|
||||
iResolution: [w, h],
|
||||
rayPos: anchor,
|
||||
rayDir: dir,
|
||||
raysColor: hexToRgb(config.raysColor),
|
||||
raysSpeed: config.raysSpeed,
|
||||
lightSpread: config.lightSpread,
|
||||
rayLength: config.rayLength,
|
||||
sourceWidth: config.sourceWidth,
|
||||
pulsating: config.pulsating ? 1.0 : 0.0,
|
||||
pulsatingMin: config.pulsatingMin,
|
||||
pulsatingMax: config.pulsatingMax,
|
||||
fadeDistance: config.fadeDistance,
|
||||
saturation: config.saturation,
|
||||
mousePos: [0.5, 0.5],
|
||||
mouseInfluence: config.mouseInfluence,
|
||||
noiseAmount: config.noiseAmount,
|
||||
distortion: config.distortion,
|
||||
}
|
||||
|
||||
const updatePlacement = () => {
|
||||
if (!containerRef || !canvasRef || !uniformDataRef) {
|
||||
return
|
||||
}
|
||||
|
||||
const dpr = Math.min(window.devicePixelRatio, 2)
|
||||
const { clientWidth: wCSS, clientHeight: hCSS } = containerRef
|
||||
const w = Math.floor(wCSS * dpr)
|
||||
const h = Math.floor(hCSS * dpr)
|
||||
|
||||
canvasRef.width = w
|
||||
canvasRef.height = h
|
||||
|
||||
uniformDataRef.iResolution = [w, h]
|
||||
|
||||
const currentConfig = props.config()
|
||||
const { anchor, dir } = getAnchorAndDir(currentConfig.raysOrigin, w, h)
|
||||
uniformDataRef.rayPos = anchor
|
||||
uniformDataRef.rayDir = dir
|
||||
}
|
||||
|
||||
const loop = (t: number) => {
|
||||
if (!deviceRef || !contextRef || !pipelineRef || !uniformBufferRef || !bindGroupRef || !uniformDataRef) {
|
||||
return
|
||||
}
|
||||
|
||||
const currentConfig = props.config()
|
||||
const timeSeconds = t * 0.001
|
||||
uniformDataRef.iTime = timeSeconds
|
||||
|
||||
if (currentConfig.followMouse && currentConfig.mouseInfluence > 0.0) {
|
||||
const smoothing = 0.92
|
||||
|
||||
smoothMouseRef.x = smoothMouseRef.x * smoothing + mouseRef.x * (1 - smoothing)
|
||||
smoothMouseRef.y = smoothMouseRef.y * smoothing + mouseRef.y * (1 - smoothing)
|
||||
|
||||
uniformDataRef.mousePos = [smoothMouseRef.x, smoothMouseRef.y]
|
||||
}
|
||||
|
||||
if (props.onAnimationFrame) {
|
||||
const pulseCenter = (currentConfig.pulsatingMin + currentConfig.pulsatingMax) * 0.5
|
||||
const pulseAmplitude = (currentConfig.pulsatingMax - currentConfig.pulsatingMin) * 0.5
|
||||
const pulseValue = currentConfig.pulsating
|
||||
? pulseCenter + pulseAmplitude * Math.sin(timeSeconds * currentConfig.raysSpeed * 3.0)
|
||||
: 1.0
|
||||
|
||||
const baseIntensity1 = 0.45 + 0.15 * Math.sin(timeSeconds * currentConfig.raysSpeed * 1.5)
|
||||
const baseIntensity2 = 0.3 + 0.2 * Math.cos(timeSeconds * currentConfig.raysSpeed * 1.1)
|
||||
const intensity = (baseIntensity1 + baseIntensity2) * pulseValue
|
||||
|
||||
props.onAnimationFrame({
|
||||
time: timeSeconds,
|
||||
intensity,
|
||||
pulseValue,
|
||||
})
|
||||
}
|
||||
|
||||
try {
|
||||
const uniformData = createUniformBufferCorrected(uniformDataRef)
|
||||
deviceRef.queue.writeBuffer(uniformBufferRef, 0, uniformData.buffer)
|
||||
|
||||
const commandEncoder = deviceRef.createCommandEncoder()
|
||||
|
||||
const textureView = contextRef.getCurrentTexture().createView()
|
||||
|
||||
const renderPass = commandEncoder.beginRenderPass({
|
||||
colorAttachments: [
|
||||
{
|
||||
view: textureView,
|
||||
clearValue: { r: 0, g: 0, b: 0, a: 0 },
|
||||
loadOp: "clear",
|
||||
storeOp: "store",
|
||||
},
|
||||
],
|
||||
})
|
||||
|
||||
renderPass.setPipeline(pipelineRef)
|
||||
renderPass.setBindGroup(0, bindGroupRef)
|
||||
renderPass.draw(3)
|
||||
renderPass.end()
|
||||
|
||||
deviceRef.queue.submit([commandEncoder.finish()])
|
||||
|
||||
animationIdRef = requestAnimationFrame(loop)
|
||||
} catch (error) {
|
||||
console.warn("WebGPU rendering error:", error)
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
window.addEventListener("resize", updatePlacement)
|
||||
updatePlacement()
|
||||
animationIdRef = requestAnimationFrame(loop)
|
||||
|
||||
cleanupFunctionRef = () => {
|
||||
if (animationIdRef) {
|
||||
cancelAnimationFrame(animationIdRef)
|
||||
animationIdRef = null
|
||||
}
|
||||
|
||||
window.removeEventListener("resize", updatePlacement)
|
||||
|
||||
if (uniformBufferRef) {
|
||||
uniformBufferRef.destroy()
|
||||
uniformBufferRef = null
|
||||
}
|
||||
|
||||
if (deviceRef) {
|
||||
deviceRef.destroy()
|
||||
deviceRef = null
|
||||
}
|
||||
|
||||
if (canvasRef && canvasRef.parentNode) {
|
||||
canvasRef.parentNode.removeChild(canvasRef)
|
||||
}
|
||||
|
||||
canvasRef = null
|
||||
contextRef = null
|
||||
pipelineRef = null
|
||||
bindGroupRef = null
|
||||
uniformDataRef = null
|
||||
}
|
||||
}
|
||||
|
||||
initializeWebGPU()
|
||||
|
||||
onCleanup(() => {
|
||||
if (cleanupFunctionRef) {
|
||||
cleanupFunctionRef()
|
||||
cleanupFunctionRef = null
|
||||
}
|
||||
})
|
||||
})
|
||||
|
||||
createEffect(() => {
|
||||
if (!uniformDataRef || !containerRef) {
|
||||
return
|
||||
}
|
||||
|
||||
const config = props.config()
|
||||
|
||||
uniformDataRef.raysColor = hexToRgb(config.raysColor)
|
||||
uniformDataRef.raysSpeed = config.raysSpeed
|
||||
uniformDataRef.lightSpread = config.lightSpread
|
||||
uniformDataRef.rayLength = config.rayLength
|
||||
uniformDataRef.sourceWidth = config.sourceWidth
|
||||
uniformDataRef.pulsating = config.pulsating ? 1.0 : 0.0
|
||||
uniformDataRef.pulsatingMin = config.pulsatingMin
|
||||
uniformDataRef.pulsatingMax = config.pulsatingMax
|
||||
uniformDataRef.fadeDistance = config.fadeDistance
|
||||
uniformDataRef.saturation = config.saturation
|
||||
uniformDataRef.mouseInfluence = config.mouseInfluence
|
||||
uniformDataRef.noiseAmount = config.noiseAmount
|
||||
uniformDataRef.distortion = config.distortion
|
||||
|
||||
const dpr = Math.min(window.devicePixelRatio, 2)
|
||||
const { clientWidth: wCSS, clientHeight: hCSS } = containerRef
|
||||
const { anchor, dir } = getAnchorAndDir(config.raysOrigin, wCSS * dpr, hCSS * dpr)
|
||||
uniformDataRef.rayPos = anchor
|
||||
uniformDataRef.rayDir = dir
|
||||
})
|
||||
|
||||
createEffect(() => {
|
||||
const config = props.config()
|
||||
if (!config.followMouse) {
|
||||
return
|
||||
}
|
||||
|
||||
const handleMouseMove = (e: MouseEvent) => {
|
||||
if (!containerRef) {
|
||||
return
|
||||
}
|
||||
const rect = containerRef.getBoundingClientRect()
|
||||
const x = (e.clientX - rect.left) / rect.width
|
||||
const y = (e.clientY - rect.top) / rect.height
|
||||
mouseRef.x = x
|
||||
mouseRef.y = y
|
||||
}
|
||||
|
||||
window.addEventListener("mousemove", handleMouseMove)
|
||||
|
||||
onCleanup(() => {
|
||||
window.removeEventListener("mousemove", handleMouseMove)
|
||||
})
|
||||
})
|
||||
|
||||
return (
|
||||
<div
|
||||
ref={containerRef}
|
||||
class={`light-rays-container ${props.class ?? ""}`.trim()}
|
||||
style={{ opacity: props.config().opacity }}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
interface LightRaysControlsProps {
|
||||
config: Accessor<LightRaysConfig>
|
||||
setConfig: Setter<LightRaysConfig>
|
||||
}
|
||||
|
||||
export function LightRaysControls(props: LightRaysControlsProps) {
|
||||
const [isOpen, setIsOpen] = createSignal(true)
|
||||
|
||||
const updateConfig = <K extends keyof LightRaysConfig>(key: K, value: LightRaysConfig[K]) => {
|
||||
props.setConfig((prev) => ({ ...prev, [key]: value }))
|
||||
}
|
||||
|
||||
const origins: RaysOrigin[] = [
|
||||
"top-center",
|
||||
"top-left",
|
||||
"top-right",
|
||||
"left",
|
||||
"right",
|
||||
"bottom-center",
|
||||
"bottom-left",
|
||||
"bottom-right",
|
||||
]
|
||||
|
||||
return (
|
||||
<div class="light-rays-controls">
|
||||
<button class="light-rays-controls-toggle" onClick={() => setIsOpen(!isOpen())}>
|
||||
{isOpen() ? "▼" : "▶"} Light Rays
|
||||
</button>
|
||||
<Show when={isOpen()}>
|
||||
<div class="light-rays-controls-panel">
|
||||
<div class="control-group">
|
||||
<label>Origin</label>
|
||||
<select
|
||||
value={props.config().raysOrigin}
|
||||
onChange={(e) => updateConfig("raysOrigin", e.currentTarget.value as RaysOrigin)}
|
||||
>
|
||||
<For each={origins}>{(origin) => <option value={origin}>{origin}</option>}</For>
|
||||
</select>
|
||||
</div>
|
||||
|
||||
<div class="control-group">
|
||||
<label>Color</label>
|
||||
<input
|
||||
type="color"
|
||||
value={props.config().raysColor}
|
||||
onInput={(e) => updateConfig("raysColor", e.currentTarget.value)}
|
||||
/>
|
||||
</div>
|
||||
|
||||
<div class="control-group">
|
||||
<label>Speed: {props.config().raysSpeed.toFixed(2)}</label>
|
||||
<input
|
||||
type="range"
|
||||
min="0"
|
||||
max="3"
|
||||
step="0.01"
|
||||
value={props.config().raysSpeed}
|
||||
onInput={(e) => updateConfig("raysSpeed", parseFloat(e.currentTarget.value))}
|
||||
/>
|
||||
</div>
|
||||
|
||||
<div class="control-group">
|
||||
<label>Light Spread: {props.config().lightSpread.toFixed(2)}</label>
|
||||
<input
|
||||
type="range"
|
||||
min="0.1"
|
||||
max="5"
|
||||
step="0.01"
|
||||
value={props.config().lightSpread}
|
||||
onInput={(e) => updateConfig("lightSpread", parseFloat(e.currentTarget.value))}
|
||||
/>
|
||||
</div>
|
||||
|
||||
<div class="control-group">
|
||||
<label>Ray Length: {props.config().rayLength.toFixed(2)}</label>
|
||||
<input
|
||||
type="range"
|
||||
min="0.1"
|
||||
max="5"
|
||||
step="0.01"
|
||||
value={props.config().rayLength}
|
||||
onInput={(e) => updateConfig("rayLength", parseFloat(e.currentTarget.value))}
|
||||
/>
|
||||
</div>
|
||||
|
||||
<div class="control-group">
|
||||
<label>Source Width: {props.config().sourceWidth.toFixed(2)}</label>
|
||||
<input
|
||||
type="range"
|
||||
min="0"
|
||||
max="2"
|
||||
step="0.01"
|
||||
value={props.config().sourceWidth}
|
||||
onInput={(e) => updateConfig("sourceWidth", parseFloat(e.currentTarget.value))}
|
||||
/>
|
||||
</div>
|
||||
|
||||
<div class="control-group">
|
||||
<label>Fade Distance: {props.config().fadeDistance.toFixed(2)}</label>
|
||||
<input
|
||||
type="range"
|
||||
min="0.1"
|
||||
max="3"
|
||||
step="0.01"
|
||||
value={props.config().fadeDistance}
|
||||
onInput={(e) => updateConfig("fadeDistance", parseFloat(e.currentTarget.value))}
|
||||
/>
|
||||
</div>
|
||||
|
||||
<div class="control-group">
|
||||
<label>Saturation: {props.config().saturation.toFixed(2)}</label>
|
||||
<input
|
||||
type="range"
|
||||
min="0"
|
||||
max="2"
|
||||
step="0.01"
|
||||
value={props.config().saturation}
|
||||
onInput={(e) => updateConfig("saturation", parseFloat(e.currentTarget.value))}
|
||||
/>
|
||||
</div>
|
||||
|
||||
<div class="control-group">
|
||||
<label>Mouse Influence: {props.config().mouseInfluence.toFixed(2)}</label>
|
||||
<input
|
||||
type="range"
|
||||
min="0"
|
||||
max="1"
|
||||
step="0.01"
|
||||
value={props.config().mouseInfluence}
|
||||
onInput={(e) => updateConfig("mouseInfluence", parseFloat(e.currentTarget.value))}
|
||||
/>
|
||||
</div>
|
||||
|
||||
<div class="control-group">
|
||||
<label>Noise: {props.config().noiseAmount.toFixed(2)}</label>
|
||||
<input
|
||||
type="range"
|
||||
min="0"
|
||||
max="1"
|
||||
step="0.01"
|
||||
value={props.config().noiseAmount}
|
||||
onInput={(e) => updateConfig("noiseAmount", parseFloat(e.currentTarget.value))}
|
||||
/>
|
||||
</div>
|
||||
|
||||
<div class="control-group">
|
||||
<label>Distortion: {props.config().distortion.toFixed(2)}</label>
|
||||
<input
|
||||
type="range"
|
||||
min="0"
|
||||
max="2"
|
||||
step="0.01"
|
||||
value={props.config().distortion}
|
||||
onInput={(e) => updateConfig("distortion", parseFloat(e.currentTarget.value))}
|
||||
/>
|
||||
</div>
|
||||
|
||||
<div class="control-group">
|
||||
<label>Opacity: {props.config().opacity.toFixed(2)}</label>
|
||||
<input
|
||||
type="range"
|
||||
min="0"
|
||||
max="1"
|
||||
step="0.01"
|
||||
value={props.config().opacity}
|
||||
onInput={(e) => updateConfig("opacity", parseFloat(e.currentTarget.value))}
|
||||
/>
|
||||
</div>
|
||||
|
||||
<div class="control-group checkbox">
|
||||
<label>
|
||||
<input
|
||||
type="checkbox"
|
||||
checked={props.config().pulsating}
|
||||
onChange={(e) => updateConfig("pulsating", e.currentTarget.checked)}
|
||||
/>
|
||||
Pulsating
|
||||
</label>
|
||||
</div>
|
||||
|
||||
<Show when={props.config().pulsating}>
|
||||
<div class="control-group">
|
||||
<label>Pulse Min: {props.config().pulsatingMin.toFixed(2)}</label>
|
||||
<input
|
||||
type="range"
|
||||
min="0"
|
||||
max="1"
|
||||
step="0.01"
|
||||
value={props.config().pulsatingMin}
|
||||
onInput={(e) => updateConfig("pulsatingMin", parseFloat(e.currentTarget.value))}
|
||||
/>
|
||||
</div>
|
||||
|
||||
<div class="control-group">
|
||||
<label>Pulse Max: {props.config().pulsatingMax.toFixed(2)}</label>
|
||||
<input
|
||||
type="range"
|
||||
min="0"
|
||||
max="2"
|
||||
step="0.01"
|
||||
value={props.config().pulsatingMax}
|
||||
onInput={(e) => updateConfig("pulsatingMax", parseFloat(e.currentTarget.value))}
|
||||
/>
|
||||
</div>
|
||||
</Show>
|
||||
|
||||
<div class="control-group checkbox">
|
||||
<label>
|
||||
<input
|
||||
type="checkbox"
|
||||
checked={props.config().followMouse}
|
||||
onChange={(e) => updateConfig("followMouse", e.currentTarget.checked)}
|
||||
/>
|
||||
Follow Mouse
|
||||
</label>
|
||||
</div>
|
||||
|
||||
<button class="reset-button" onClick={() => props.setConfig(defaultConfig)}>
|
||||
Reset to Defaults
|
||||
</button>
|
||||
</div>
|
||||
</Show>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
15
packages/console/app/src/component/spotlight.css
Normal file
15
packages/console/app/src/component/spotlight.css
Normal file
@@ -0,0 +1,15 @@
|
||||
.spotlight-container {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 0;
|
||||
width: 100%;
|
||||
height: 50dvh;
|
||||
pointer-events: none;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
.spotlight-container canvas {
|
||||
display: block;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
820
packages/console/app/src/component/spotlight.tsx
Normal file
820
packages/console/app/src/component/spotlight.tsx
Normal file
@@ -0,0 +1,820 @@
|
||||
import { createSignal, createEffect, onMount, onCleanup, Accessor } from "solid-js"
|
||||
import "./spotlight.css"
|
||||
|
||||
export interface ParticlesConfig {
|
||||
enabled: boolean
|
||||
amount: number
|
||||
size: [number, number]
|
||||
speed: number
|
||||
opacity: number
|
||||
drift: number
|
||||
}
|
||||
|
||||
export interface SpotlightConfig {
|
||||
placement: [number, number]
|
||||
color: string
|
||||
speed: number
|
||||
spread: number
|
||||
length: number
|
||||
width: number
|
||||
pulsating: false | [number, number]
|
||||
distance: number
|
||||
saturation: number
|
||||
noiseAmount: number
|
||||
distortion: number
|
||||
opacity: number
|
||||
particles: ParticlesConfig
|
||||
}
|
||||
|
||||
export const defaultConfig: SpotlightConfig = {
|
||||
placement: [0.5, -0.15],
|
||||
color: "#ffffff",
|
||||
speed: 0.8,
|
||||
spread: 0.5,
|
||||
length: 4.0,
|
||||
width: 0.15,
|
||||
pulsating: [0.95, 1.1],
|
||||
distance: 3.5,
|
||||
saturation: 0.35,
|
||||
noiseAmount: 0.15,
|
||||
distortion: 0.05,
|
||||
opacity: 0.325,
|
||||
particles: {
|
||||
enabled: true,
|
||||
amount: 70,
|
||||
size: [1.25, 1.5],
|
||||
speed: 0.75,
|
||||
opacity: 0.9,
|
||||
drift: 1.5,
|
||||
},
|
||||
}
|
||||
|
||||
export interface SpotlightAnimationState {
|
||||
time: number
|
||||
intensity: number
|
||||
pulseValue: number
|
||||
}
|
||||
|
||||
interface SpotlightProps {
|
||||
config: Accessor<SpotlightConfig>
|
||||
class?: string
|
||||
onAnimationFrame?: (state: SpotlightAnimationState) => void
|
||||
}
|
||||
|
||||
const hexToRgb = (hex: string): [number, number, number] => {
|
||||
const m = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex)
|
||||
return m ? [parseInt(m[1], 16) / 255, parseInt(m[2], 16) / 255, parseInt(m[3], 16) / 255] : [1, 1, 1]
|
||||
}
|
||||
|
||||
const getAnchorAndDir = (
|
||||
placement: [number, number],
|
||||
w: number,
|
||||
h: number,
|
||||
): { anchor: [number, number]; dir: [number, number] } => {
|
||||
const [px, py] = placement
|
||||
const outside = 0.2
|
||||
|
||||
let anchorX = px * w
|
||||
let anchorY = py * h
|
||||
let dirX = 0
|
||||
let dirY = 0
|
||||
|
||||
const centerX = 0.5
|
||||
const centerY = 0.5
|
||||
|
||||
if (py <= 0.25) {
|
||||
anchorY = -outside * h + py * h
|
||||
dirY = 1
|
||||
dirX = (centerX - px) * 0.5
|
||||
} else if (py >= 0.75) {
|
||||
anchorY = (1 + outside) * h - (1 - py) * h
|
||||
dirY = -1
|
||||
dirX = (centerX - px) * 0.5
|
||||
} else if (px <= 0.25) {
|
||||
anchorX = -outside * w + px * w
|
||||
dirX = 1
|
||||
dirY = (centerY - py) * 0.5
|
||||
} else if (px >= 0.75) {
|
||||
anchorX = (1 + outside) * w - (1 - px) * w
|
||||
dirX = -1
|
||||
dirY = (centerY - py) * 0.5
|
||||
} else {
|
||||
dirY = 1
|
||||
}
|
||||
|
||||
const len = Math.sqrt(dirX * dirX + dirY * dirY)
|
||||
if (len > 0) {
|
||||
dirX /= len
|
||||
dirY /= len
|
||||
}
|
||||
|
||||
return { anchor: [anchorX, anchorY], dir: [dirX, dirY] }
|
||||
}
|
||||
|
||||
interface UniformData {
|
||||
iTime: number
|
||||
iResolution: [number, number]
|
||||
lightPos: [number, number]
|
||||
lightDir: [number, number]
|
||||
color: [number, number, number]
|
||||
speed: number
|
||||
lightSpread: number
|
||||
lightLength: number
|
||||
sourceWidth: number
|
||||
pulsating: number
|
||||
pulsatingMin: number
|
||||
pulsatingMax: number
|
||||
fadeDistance: number
|
||||
saturation: number
|
||||
noiseAmount: number
|
||||
distortion: number
|
||||
particlesEnabled: number
|
||||
particleAmount: number
|
||||
particleSizeMin: number
|
||||
particleSizeMax: number
|
||||
particleSpeed: number
|
||||
particleOpacity: number
|
||||
particleDrift: number
|
||||
}
|
||||
|
||||
const WGSL_SHADER = `
|
||||
struct Uniforms {
|
||||
iTime: f32,
|
||||
_pad0: f32,
|
||||
iResolution: vec2<f32>,
|
||||
lightPos: vec2<f32>,
|
||||
lightDir: vec2<f32>,
|
||||
color: vec3<f32>,
|
||||
speed: f32,
|
||||
lightSpread: f32,
|
||||
lightLength: f32,
|
||||
sourceWidth: f32,
|
||||
pulsating: f32,
|
||||
pulsatingMin: f32,
|
||||
pulsatingMax: f32,
|
||||
fadeDistance: f32,
|
||||
saturation: f32,
|
||||
noiseAmount: f32,
|
||||
distortion: f32,
|
||||
particlesEnabled: f32,
|
||||
particleAmount: f32,
|
||||
particleSizeMin: f32,
|
||||
particleSizeMax: f32,
|
||||
particleSpeed: f32,
|
||||
particleOpacity: f32,
|
||||
particleDrift: f32,
|
||||
_pad1: f32,
|
||||
_pad2: f32,
|
||||
};
|
||||
|
||||
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) vUv: vec2<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vertexMain(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
|
||||
var positions = array<vec2<f32>, 3>(
|
||||
vec2<f32>(-1.0, -1.0),
|
||||
vec2<f32>(3.0, -1.0),
|
||||
vec2<f32>(-1.0, 3.0)
|
||||
);
|
||||
|
||||
var output: VertexOutput;
|
||||
let pos = positions[vertexIndex];
|
||||
output.position = vec4<f32>(pos, 0.0, 1.0);
|
||||
output.vUv = pos * 0.5 + 0.5;
|
||||
return output;
|
||||
}
|
||||
|
||||
fn hash(p: vec2<f32>) -> f32 {
|
||||
let p3 = fract(p.xyx * 0.1031);
|
||||
return fract((p3.x + p3.y) * p3.z + dot(p3, p3.yzx + 33.33));
|
||||
}
|
||||
|
||||
fn hash2(p: vec2<f32>) -> vec2<f32> {
|
||||
let n = sin(dot(p, vec2<f32>(41.0, 289.0)));
|
||||
return fract(vec2<f32>(n * 262144.0, n * 32768.0));
|
||||
}
|
||||
|
||||
fn fastNoise(st: vec2<f32>) -> f32 {
|
||||
return fract(sin(dot(st, vec2<f32>(12.9898, 78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
fn lightStrengthCombined(lightSource: vec2<f32>, lightRefDirection: vec2<f32>, coord: vec2<f32>) -> f32 {
|
||||
let sourceToCoord = coord - lightSource;
|
||||
let distSq = dot(sourceToCoord, sourceToCoord);
|
||||
let distance = sqrt(distSq);
|
||||
|
||||
let baseSize = min(uniforms.iResolution.x, uniforms.iResolution.y);
|
||||
let maxDistance = max(baseSize * uniforms.lightLength, 0.001);
|
||||
if (distance > maxDistance) {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
let invDist = 1.0 / max(distance, 0.001);
|
||||
let dirNorm = sourceToCoord * invDist;
|
||||
let cosAngle = dot(dirNorm, lightRefDirection);
|
||||
|
||||
if (cosAngle < 0.0) {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
let side = dot(dirNorm, vec2<f32>(-lightRefDirection.y, lightRefDirection.x));
|
||||
let time = uniforms.iTime;
|
||||
let speed = uniforms.speed;
|
||||
|
||||
let asymNoise = fastNoise(vec2<f32>(side * 6.0 + time * 0.12, distance * 0.004 + cosAngle * 2.0));
|
||||
let asymShift = (asymNoise - 0.5) * uniforms.distortion * 0.6;
|
||||
|
||||
let distortPhase = time * 1.4 + distance * 0.006 + cosAngle * 4.5 + side * 1.7;
|
||||
let distortedAngle = cosAngle + uniforms.distortion * sin(distortPhase) * 0.22 + asymShift;
|
||||
|
||||
let flickerSeed = cosAngle * 9.0 + side * 4.0 + time * speed * 0.35;
|
||||
let flicker = 0.86 + fastNoise(vec2<f32>(flickerSeed, distance * 0.01)) * 0.28;
|
||||
|
||||
let asymSpread = max(uniforms.lightSpread * (0.9 + (asymNoise - 0.5) * 0.25), 0.001);
|
||||
let spreadFactor = pow(max(distortedAngle, 0.0), 1.0 / asymSpread);
|
||||
let lengthFalloff = clamp(1.0 - distance / maxDistance, 0.0, 1.0);
|
||||
|
||||
let fadeMaxDist = max(baseSize * uniforms.fadeDistance, 0.001);
|
||||
let fadeFalloff = clamp((fadeMaxDist - distance) / fadeMaxDist, 0.0, 1.0);
|
||||
|
||||
var pulse: f32 = 1.0;
|
||||
if (uniforms.pulsating > 0.5) {
|
||||
let pulseCenter = (uniforms.pulsatingMin + uniforms.pulsatingMax) * 0.5;
|
||||
let pulseAmplitude = (uniforms.pulsatingMax - uniforms.pulsatingMin) * 0.5;
|
||||
pulse = pulseCenter + pulseAmplitude * sin(time * speed * 3.0);
|
||||
}
|
||||
|
||||
let timeSpeed = time * speed;
|
||||
let wave = 0.5
|
||||
+ 0.25 * sin(cosAngle * 28.0 + side * 8.0 + timeSpeed * 1.2)
|
||||
+ 0.18 * cos(cosAngle * 22.0 - timeSpeed * 0.95 + side * 6.0)
|
||||
+ 0.12 * sin(cosAngle * 35.0 + timeSpeed * 1.6 + asymNoise * 3.0);
|
||||
let minStrength = 0.14 + asymNoise * 0.06;
|
||||
let baseStrength = max(clamp(wave * (0.85 + asymNoise * 0.3), 0.0, 1.0), minStrength);
|
||||
|
||||
let lightStrength = baseStrength * lengthFalloff * fadeFalloff * spreadFactor * pulse * flicker;
|
||||
let ambientLight = (0.06 + asymNoise * 0.04) * lengthFalloff * fadeFalloff * spreadFactor;
|
||||
|
||||
return max(lightStrength, ambientLight);
|
||||
}
|
||||
|
||||
fn particle(coord: vec2<f32>, particlePos: vec2<f32>, size: f32) -> f32 {
|
||||
let delta = coord - particlePos;
|
||||
let distSq = dot(delta, delta);
|
||||
let sizeSq = size * size;
|
||||
|
||||
if (distSq > sizeSq * 9.0) {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
let d = sqrt(distSq);
|
||||
let core = smoothstep(size, size * 0.35, d);
|
||||
let glow = smoothstep(size * 3.0, 0.0, d) * 0.55;
|
||||
return core + glow;
|
||||
}
|
||||
|
||||
fn renderParticles(coord: vec2<f32>, lightSource: vec2<f32>, lightDir: vec2<f32>) -> f32 {
|
||||
if (uniforms.particlesEnabled < 0.5 || uniforms.particleAmount < 1.0) {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
var particleSum: f32 = 0.0;
|
||||
let particleCount = i32(uniforms.particleAmount);
|
||||
let time = uniforms.iTime * uniforms.particleSpeed;
|
||||
let perpDir = vec2<f32>(-lightDir.y, lightDir.x);
|
||||
let baseSize = min(uniforms.iResolution.x, uniforms.iResolution.y);
|
||||
let maxDist = max(baseSize * uniforms.lightLength, 1.0);
|
||||
let spreadScale = uniforms.lightSpread * baseSize * 0.65;
|
||||
let coneHalfWidth = uniforms.lightSpread * baseSize * 0.55;
|
||||
|
||||
for (var i: i32 = 0; i < particleCount; i = i + 1) {
|
||||
let fi = f32(i);
|
||||
let seed = vec2<f32>(fi * 127.1, fi * 311.7);
|
||||
let rnd = hash2(seed);
|
||||
|
||||
let lifeDuration = 2.0 + hash(seed + vec2<f32>(19.0, 73.0)) * 3.0;
|
||||
let lifeOffset = hash(seed + vec2<f32>(91.0, 37.0)) * lifeDuration;
|
||||
let lifeProgress = fract((time + lifeOffset) / lifeDuration);
|
||||
|
||||
let fadeIn = smoothstep(0.0, 0.2, lifeProgress);
|
||||
let fadeOut = 1.0 - smoothstep(0.8, 1.0, lifeProgress);
|
||||
let lifeFade = fadeIn * fadeOut;
|
||||
if (lifeFade < 0.01) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let alongLight = rnd.x * maxDist * 0.8;
|
||||
let perpOffset = (rnd.y - 0.5) * spreadScale;
|
||||
|
||||
let floatPhase = rnd.y * 6.28318 + fi * 0.37;
|
||||
let floatSpeed = 0.35 + rnd.x * 0.9;
|
||||
let drift = vec2<f32>(
|
||||
sin(time * floatSpeed + floatPhase),
|
||||
cos(time * floatSpeed * 0.85 + floatPhase * 1.3)
|
||||
) * uniforms.particleDrift * baseSize * 0.08;
|
||||
|
||||
let wobble = vec2<f32>(
|
||||
sin(time * 1.4 + floatPhase * 2.1),
|
||||
cos(time * 1.1 + floatPhase * 1.6)
|
||||
) * uniforms.particleDrift * baseSize * 0.03;
|
||||
|
||||
let flowOffset = (rnd.x - 0.5) * baseSize * 0.12 + fract(time * 0.06 + rnd.y) * baseSize * 0.1;
|
||||
|
||||
let basePos = lightSource + lightDir * (alongLight + flowOffset) + perpDir * perpOffset + drift + wobble;
|
||||
|
||||
let toParticle = basePos - lightSource;
|
||||
let projLen = dot(toParticle, lightDir);
|
||||
if (projLen < 0.0 || projLen > maxDist) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let sideDist = abs(dot(toParticle, perpDir));
|
||||
if (sideDist > coneHalfWidth) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let size = mix(uniforms.particleSizeMin, uniforms.particleSizeMax, rnd.x);
|
||||
let twinkle = 0.7 + 0.3 * sin(time * (1.5 + rnd.y * 2.0) + floatPhase);
|
||||
let distFade = 1.0 - smoothstep(maxDist * 0.2, maxDist * 0.95, projLen);
|
||||
if (distFade < 0.01) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let p = particle(coord, basePos, size);
|
||||
if (p > 0.0) {
|
||||
particleSum = particleSum + p * lifeFade * twinkle * distFade * uniforms.particleOpacity;
|
||||
if (particleSum >= 1.0) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return min(particleSum, 1.0);
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fragmentMain(@builtin(position) fragCoord: vec4<f32>, @location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {
|
||||
let coord = vec2<f32>(fragCoord.x, fragCoord.y);
|
||||
|
||||
let normalizedX = (coord.x / uniforms.iResolution.x) - 0.5;
|
||||
let widthOffset = -normalizedX * uniforms.sourceWidth * uniforms.iResolution.x;
|
||||
|
||||
let perpDir = vec2<f32>(-uniforms.lightDir.y, uniforms.lightDir.x);
|
||||
let adjustedLightPos = uniforms.lightPos + perpDir * widthOffset;
|
||||
|
||||
let lightValue = lightStrengthCombined(adjustedLightPos, uniforms.lightDir, coord);
|
||||
|
||||
if (lightValue < 0.001) {
|
||||
let particles = renderParticles(coord, adjustedLightPos, uniforms.lightDir);
|
||||
if (particles < 0.001) {
|
||||
return vec4<f32>(0.0, 0.0, 0.0, 0.0);
|
||||
}
|
||||
let particleBrightness = particles * 1.8;
|
||||
return vec4<f32>(uniforms.color * particleBrightness, particles * 0.9);
|
||||
}
|
||||
|
||||
var fragColor = vec4<f32>(lightValue, lightValue, lightValue, lightValue);
|
||||
|
||||
if (uniforms.noiseAmount > 0.01) {
|
||||
let n = fastNoise(coord * 0.5 + uniforms.iTime * 0.5);
|
||||
let grain = mix(1.0, n, uniforms.noiseAmount * 0.5);
|
||||
fragColor = vec4<f32>(fragColor.rgb * grain, fragColor.a);
|
||||
}
|
||||
|
||||
let brightness = 1.0 - (coord.y / uniforms.iResolution.y);
|
||||
fragColor = vec4<f32>(
|
||||
fragColor.x * (0.15 + brightness * 0.85),
|
||||
fragColor.y * (0.35 + brightness * 0.65),
|
||||
fragColor.z * (0.55 + brightness * 0.45),
|
||||
fragColor.a
|
||||
);
|
||||
|
||||
if (abs(uniforms.saturation - 1.0) > 0.01) {
|
||||
let gray = dot(fragColor.rgb, vec3<f32>(0.299, 0.587, 0.114));
|
||||
fragColor = vec4<f32>(mix(vec3<f32>(gray), fragColor.rgb, uniforms.saturation), fragColor.a);
|
||||
}
|
||||
|
||||
fragColor = vec4<f32>(fragColor.rgb * uniforms.color, fragColor.a);
|
||||
|
||||
let particles = renderParticles(coord, adjustedLightPos, uniforms.lightDir);
|
||||
if (particles > 0.001) {
|
||||
let particleBrightness = particles * 1.8;
|
||||
fragColor = vec4<f32>(fragColor.rgb + uniforms.color * particleBrightness, max(fragColor.a, particles * 0.9));
|
||||
}
|
||||
|
||||
return fragColor;
|
||||
}
|
||||
`
|
||||
|
||||
const UNIFORM_BUFFER_SIZE = 144
|
||||
|
||||
function updateUniformBuffer(buffer: Float32Array, data: UniformData): void {
|
||||
buffer[0] = data.iTime
|
||||
buffer[2] = data.iResolution[0]
|
||||
buffer[3] = data.iResolution[1]
|
||||
buffer[4] = data.lightPos[0]
|
||||
buffer[5] = data.lightPos[1]
|
||||
buffer[6] = data.lightDir[0]
|
||||
buffer[7] = data.lightDir[1]
|
||||
buffer[8] = data.color[0]
|
||||
buffer[9] = data.color[1]
|
||||
buffer[10] = data.color[2]
|
||||
buffer[11] = data.speed
|
||||
buffer[12] = data.lightSpread
|
||||
buffer[13] = data.lightLength
|
||||
buffer[14] = data.sourceWidth
|
||||
buffer[15] = data.pulsating
|
||||
buffer[16] = data.pulsatingMin
|
||||
buffer[17] = data.pulsatingMax
|
||||
buffer[18] = data.fadeDistance
|
||||
buffer[19] = data.saturation
|
||||
buffer[20] = data.noiseAmount
|
||||
buffer[21] = data.distortion
|
||||
buffer[22] = data.particlesEnabled
|
||||
buffer[23] = data.particleAmount
|
||||
buffer[24] = data.particleSizeMin
|
||||
buffer[25] = data.particleSizeMax
|
||||
buffer[26] = data.particleSpeed
|
||||
buffer[27] = data.particleOpacity
|
||||
buffer[28] = data.particleDrift
|
||||
}
|
||||
|
||||
export default function Spotlight(props: SpotlightProps) {
|
||||
let containerRef: HTMLDivElement | undefined
|
||||
let canvasRef: HTMLCanvasElement | null = null
|
||||
let deviceRef: GPUDevice | null = null
|
||||
let contextRef: GPUCanvasContext | null = null
|
||||
let pipelineRef: GPURenderPipeline | null = null
|
||||
let uniformBufferRef: GPUBuffer | null = null
|
||||
let bindGroupRef: GPUBindGroup | null = null
|
||||
let animationIdRef: number | null = null
|
||||
let cleanupFunctionRef: (() => void) | null = null
|
||||
let uniformDataRef: UniformData | null = null
|
||||
let uniformArrayRef: Float32Array | null = null
|
||||
let configRef: SpotlightConfig = props.config()
|
||||
let frameCount = 0
|
||||
|
||||
const [isVisible, setIsVisible] = createSignal(false)
|
||||
|
||||
createEffect(() => {
|
||||
configRef = props.config()
|
||||
})
|
||||
|
||||
onMount(() => {
|
||||
if (!containerRef) return
|
||||
|
||||
const observer = new IntersectionObserver(
|
||||
(entries) => {
|
||||
const entry = entries[0]
|
||||
setIsVisible(entry.isIntersecting)
|
||||
},
|
||||
{ threshold: 0.1 },
|
||||
)
|
||||
|
||||
observer.observe(containerRef)
|
||||
|
||||
onCleanup(() => {
|
||||
observer.disconnect()
|
||||
})
|
||||
})
|
||||
|
||||
createEffect(() => {
|
||||
const visible = isVisible()
|
||||
const config = props.config()
|
||||
if (!visible || !containerRef) {
|
||||
return
|
||||
}
|
||||
|
||||
if (cleanupFunctionRef) {
|
||||
cleanupFunctionRef()
|
||||
cleanupFunctionRef = null
|
||||
}
|
||||
|
||||
const initializeWebGPU = async () => {
|
||||
if (!containerRef) {
|
||||
return
|
||||
}
|
||||
|
||||
await new Promise((resolve) => setTimeout(resolve, 10))
|
||||
|
||||
if (!containerRef) {
|
||||
return
|
||||
}
|
||||
|
||||
if (!navigator.gpu) {
|
||||
console.warn("WebGPU is not supported in this browser")
|
||||
return
|
||||
}
|
||||
|
||||
const adapter = await navigator.gpu.requestAdapter({
|
||||
powerPreference: "high-performance",
|
||||
})
|
||||
if (!adapter) {
|
||||
console.warn("Failed to get WebGPU adapter")
|
||||
return
|
||||
}
|
||||
|
||||
const device = await adapter.requestDevice()
|
||||
deviceRef = device
|
||||
|
||||
const canvas = document.createElement("canvas")
|
||||
canvas.style.width = "100%"
|
||||
canvas.style.height = "100%"
|
||||
canvasRef = canvas
|
||||
|
||||
while (containerRef.firstChild) {
|
||||
containerRef.removeChild(containerRef.firstChild)
|
||||
}
|
||||
containerRef.appendChild(canvas)
|
||||
|
||||
const context = canvas.getContext("webgpu")
|
||||
if (!context) {
|
||||
console.warn("Failed to get WebGPU context")
|
||||
return
|
||||
}
|
||||
contextRef = context
|
||||
|
||||
const presentationFormat = navigator.gpu.getPreferredCanvasFormat()
|
||||
context.configure({
|
||||
device,
|
||||
format: presentationFormat,
|
||||
alphaMode: "premultiplied",
|
||||
})
|
||||
|
||||
const shaderModule = device.createShaderModule({
|
||||
code: WGSL_SHADER,
|
||||
})
|
||||
|
||||
const uniformBuffer = device.createBuffer({
|
||||
size: UNIFORM_BUFFER_SIZE,
|
||||
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
|
||||
})
|
||||
uniformBufferRef = uniformBuffer
|
||||
|
||||
const bindGroupLayout = device.createBindGroupLayout({
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
|
||||
buffer: { type: "uniform" },
|
||||
},
|
||||
],
|
||||
})
|
||||
|
||||
const bindGroup = device.createBindGroup({
|
||||
layout: bindGroupLayout,
|
||||
entries: [
|
||||
{
|
||||
binding: 0,
|
||||
resource: { buffer: uniformBuffer },
|
||||
},
|
||||
],
|
||||
})
|
||||
bindGroupRef = bindGroup
|
||||
|
||||
const pipelineLayout = device.createPipelineLayout({
|
||||
bindGroupLayouts: [bindGroupLayout],
|
||||
})
|
||||
|
||||
const pipeline = device.createRenderPipeline({
|
||||
layout: pipelineLayout,
|
||||
vertex: {
|
||||
module: shaderModule,
|
||||
entryPoint: "vertexMain",
|
||||
},
|
||||
fragment: {
|
||||
module: shaderModule,
|
||||
entryPoint: "fragmentMain",
|
||||
targets: [
|
||||
{
|
||||
format: presentationFormat,
|
||||
blend: {
|
||||
color: {
|
||||
srcFactor: "src-alpha",
|
||||
dstFactor: "one-minus-src-alpha",
|
||||
operation: "add",
|
||||
},
|
||||
alpha: {
|
||||
srcFactor: "one",
|
||||
dstFactor: "one-minus-src-alpha",
|
||||
operation: "add",
|
||||
},
|
||||
},
|
||||
},
|
||||
],
|
||||
},
|
||||
primitive: {
|
||||
topology: "triangle-list",
|
||||
},
|
||||
})
|
||||
pipelineRef = pipeline
|
||||
|
||||
const { clientWidth: wCSS, clientHeight: hCSS } = containerRef
|
||||
const dpr = Math.min(window.devicePixelRatio, 2)
|
||||
const w = wCSS * dpr
|
||||
const h = hCSS * dpr
|
||||
const { anchor, dir } = getAnchorAndDir(config.placement, w, h)
|
||||
|
||||
uniformDataRef = {
|
||||
iTime: 0,
|
||||
iResolution: [w, h],
|
||||
lightPos: anchor,
|
||||
lightDir: dir,
|
||||
color: hexToRgb(config.color),
|
||||
speed: config.speed,
|
||||
lightSpread: config.spread,
|
||||
lightLength: config.length,
|
||||
sourceWidth: config.width,
|
||||
pulsating: config.pulsating !== false ? 1.0 : 0.0,
|
||||
pulsatingMin: config.pulsating !== false ? config.pulsating[0] : 1.0,
|
||||
pulsatingMax: config.pulsating !== false ? config.pulsating[1] : 1.0,
|
||||
fadeDistance: config.distance,
|
||||
saturation: config.saturation,
|
||||
noiseAmount: config.noiseAmount,
|
||||
distortion: config.distortion,
|
||||
particlesEnabled: config.particles.enabled ? 1.0 : 0.0,
|
||||
particleAmount: config.particles.amount,
|
||||
particleSizeMin: config.particles.size[0],
|
||||
particleSizeMax: config.particles.size[1],
|
||||
particleSpeed: config.particles.speed,
|
||||
particleOpacity: config.particles.opacity,
|
||||
particleDrift: config.particles.drift,
|
||||
}
|
||||
|
||||
const updatePlacement = () => {
|
||||
if (!containerRef || !canvasRef || !uniformDataRef) {
|
||||
return
|
||||
}
|
||||
|
||||
const dpr = Math.min(window.devicePixelRatio, 2)
|
||||
const { clientWidth: wCSS, clientHeight: hCSS } = containerRef
|
||||
const w = Math.floor(wCSS * dpr)
|
||||
const h = Math.floor(hCSS * dpr)
|
||||
|
||||
canvasRef.width = w
|
||||
canvasRef.height = h
|
||||
|
||||
uniformDataRef.iResolution = [w, h]
|
||||
|
||||
const { anchor, dir } = getAnchorAndDir(configRef.placement, w, h)
|
||||
uniformDataRef.lightPos = anchor
|
||||
uniformDataRef.lightDir = dir
|
||||
}
|
||||
|
||||
const loop = (t: number) => {
|
||||
if (!deviceRef || !contextRef || !pipelineRef || !uniformBufferRef || !bindGroupRef || !uniformDataRef) {
|
||||
return
|
||||
}
|
||||
|
||||
const timeSeconds = t * 0.001
|
||||
uniformDataRef.iTime = timeSeconds
|
||||
frameCount++
|
||||
|
||||
if (props.onAnimationFrame && frameCount % 2 === 0) {
|
||||
const pulsatingMin = configRef.pulsating !== false ? configRef.pulsating[0] : 1.0
|
||||
const pulsatingMax = configRef.pulsating !== false ? configRef.pulsating[1] : 1.0
|
||||
const pulseCenter = (pulsatingMin + pulsatingMax) * 0.5
|
||||
const pulseAmplitude = (pulsatingMax - pulsatingMin) * 0.5
|
||||
const pulseValue =
|
||||
configRef.pulsating !== false
|
||||
? pulseCenter + pulseAmplitude * Math.sin(timeSeconds * configRef.speed * 3.0)
|
||||
: 1.0
|
||||
|
||||
const baseIntensity1 = 0.45 + 0.15 * Math.sin(timeSeconds * configRef.speed * 1.5)
|
||||
const baseIntensity2 = 0.3 + 0.2 * Math.cos(timeSeconds * configRef.speed * 1.1)
|
||||
const intensity = Math.max((baseIntensity1 + baseIntensity2) * pulseValue, 0.55)
|
||||
|
||||
props.onAnimationFrame({
|
||||
time: timeSeconds,
|
||||
intensity,
|
||||
pulseValue: Math.max(pulseValue, 0.9),
|
||||
})
|
||||
}
|
||||
|
||||
try {
|
||||
if (!uniformArrayRef) {
|
||||
uniformArrayRef = new Float32Array(36)
|
||||
}
|
||||
updateUniformBuffer(uniformArrayRef, uniformDataRef)
|
||||
deviceRef.queue.writeBuffer(uniformBufferRef, 0, uniformArrayRef.buffer)
|
||||
|
||||
const commandEncoder = deviceRef.createCommandEncoder()
|
||||
|
||||
const textureView = contextRef.getCurrentTexture().createView()
|
||||
|
||||
const renderPass = commandEncoder.beginRenderPass({
|
||||
colorAttachments: [
|
||||
{
|
||||
view: textureView,
|
||||
clearValue: { r: 0, g: 0, b: 0, a: 0 },
|
||||
loadOp: "clear",
|
||||
storeOp: "store",
|
||||
},
|
||||
],
|
||||
})
|
||||
|
||||
renderPass.setPipeline(pipelineRef)
|
||||
renderPass.setBindGroup(0, bindGroupRef)
|
||||
renderPass.draw(3)
|
||||
renderPass.end()
|
||||
|
||||
deviceRef.queue.submit([commandEncoder.finish()])
|
||||
|
||||
animationIdRef = requestAnimationFrame(loop)
|
||||
} catch (error) {
|
||||
console.warn("WebGPU rendering error:", error)
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
window.addEventListener("resize", updatePlacement)
|
||||
updatePlacement()
|
||||
animationIdRef = requestAnimationFrame(loop)
|
||||
|
||||
cleanupFunctionRef = () => {
|
||||
if (animationIdRef) {
|
||||
cancelAnimationFrame(animationIdRef)
|
||||
animationIdRef = null
|
||||
}
|
||||
|
||||
window.removeEventListener("resize", updatePlacement)
|
||||
|
||||
if (uniformBufferRef) {
|
||||
uniformBufferRef.destroy()
|
||||
uniformBufferRef = null
|
||||
}
|
||||
|
||||
if (deviceRef) {
|
||||
deviceRef.destroy()
|
||||
deviceRef = null
|
||||
}
|
||||
|
||||
if (canvasRef && canvasRef.parentNode) {
|
||||
canvasRef.parentNode.removeChild(canvasRef)
|
||||
}
|
||||
|
||||
canvasRef = null
|
||||
contextRef = null
|
||||
pipelineRef = null
|
||||
bindGroupRef = null
|
||||
uniformDataRef = null
|
||||
}
|
||||
}
|
||||
|
||||
initializeWebGPU()
|
||||
|
||||
onCleanup(() => {
|
||||
if (cleanupFunctionRef) {
|
||||
cleanupFunctionRef()
|
||||
cleanupFunctionRef = null
|
||||
}
|
||||
})
|
||||
})
|
||||
|
||||
createEffect(() => {
|
||||
if (!uniformDataRef || !containerRef) {
|
||||
return
|
||||
}
|
||||
|
||||
const config = props.config()
|
||||
|
||||
uniformDataRef.color = hexToRgb(config.color)
|
||||
uniformDataRef.speed = config.speed
|
||||
uniformDataRef.lightSpread = config.spread
|
||||
uniformDataRef.lightLength = config.length
|
||||
uniformDataRef.sourceWidth = config.width
|
||||
uniformDataRef.pulsating = config.pulsating !== false ? 1.0 : 0.0
|
||||
uniformDataRef.pulsatingMin = config.pulsating !== false ? config.pulsating[0] : 1.0
|
||||
uniformDataRef.pulsatingMax = config.pulsating !== false ? config.pulsating[1] : 1.0
|
||||
uniformDataRef.fadeDistance = config.distance
|
||||
uniformDataRef.saturation = config.saturation
|
||||
uniformDataRef.noiseAmount = config.noiseAmount
|
||||
uniformDataRef.distortion = config.distortion
|
||||
uniformDataRef.particlesEnabled = config.particles.enabled ? 1.0 : 0.0
|
||||
uniformDataRef.particleAmount = config.particles.amount
|
||||
uniformDataRef.particleSizeMin = config.particles.size[0]
|
||||
uniformDataRef.particleSizeMax = config.particles.size[1]
|
||||
uniformDataRef.particleSpeed = config.particles.speed
|
||||
uniformDataRef.particleOpacity = config.particles.opacity
|
||||
uniformDataRef.particleDrift = config.particles.drift
|
||||
|
||||
const dpr = Math.min(window.devicePixelRatio, 2)
|
||||
const { clientWidth: wCSS, clientHeight: hCSS } = containerRef
|
||||
const { anchor, dir } = getAnchorAndDir(config.placement, wCSS * dpr, hCSS * dpr)
|
||||
uniformDataRef.lightPos = anchor
|
||||
uniformDataRef.lightDir = dir
|
||||
})
|
||||
|
||||
return (
|
||||
<div
|
||||
ref={containerRef}
|
||||
class={`spotlight-container ${props.class ?? ""}`.trim()}
|
||||
style={{ opacity: props.config().opacity }}
|
||||
/>
|
||||
)
|
||||
}
|
||||
@@ -3,7 +3,7 @@ import { Title, Meta, Link } from "@solidjs/meta"
|
||||
import { createMemo, createSignal } from "solid-js"
|
||||
import { github } from "~/lib/github"
|
||||
import { config } from "~/config"
|
||||
import LightRays, { defaultConfig, type LightRaysConfig, type LightRaysAnimationState } from "~/component/light-rays"
|
||||
import Spotlight, { defaultConfig, type SpotlightAnimationState } from "~/component/spotlight"
|
||||
import "./black.css"
|
||||
|
||||
export default function BlackLayout(props: RouteSectionProps) {
|
||||
@@ -17,15 +17,14 @@ export default function BlackLayout(props: RouteSectionProps) {
|
||||
: config.github.starsFormatted.compact,
|
||||
)
|
||||
|
||||
const [lightRaysConfig, setLightRaysConfig] = createSignal<LightRaysConfig>(defaultConfig)
|
||||
const [rayAnimationState, setRayAnimationState] = createSignal<LightRaysAnimationState>({
|
||||
const [spotlightAnimationState, setSpotlightAnimationState] = createSignal<SpotlightAnimationState>({
|
||||
time: 0,
|
||||
intensity: 0.5,
|
||||
pulseValue: 1,
|
||||
})
|
||||
|
||||
const svgLightingValues = createMemo(() => {
|
||||
const state = rayAnimationState()
|
||||
const state = spotlightAnimationState()
|
||||
const t = state.time
|
||||
|
||||
const wave1 = Math.sin(t * 1.5) * 0.5 + 0.5
|
||||
@@ -33,11 +32,11 @@ export default function BlackLayout(props: RouteSectionProps) {
|
||||
const wave3 = Math.sin(t * 0.8 + 2.5) * 0.5 + 0.5
|
||||
|
||||
const shimmerPos = Math.sin(t * 0.7) * 0.5 + 0.5
|
||||
const glowIntensity = state.intensity * state.pulseValue * 0.35
|
||||
const fillOpacity = 0.1 + wave1 * 0.08 * state.pulseValue
|
||||
const strokeBrightness = 55 + wave2 * 25 * state.pulseValue
|
||||
const glowIntensity = Math.max(state.intensity * state.pulseValue * 0.35, 0.15)
|
||||
const fillOpacity = Math.max(0.1 + wave1 * 0.08 * state.pulseValue, 0.12)
|
||||
const strokeBrightness = Math.max(55 + wave2 * 25 * state.pulseValue, 60)
|
||||
|
||||
const shimmerIntensity = wave3 * 0.15 * state.pulseValue
|
||||
const shimmerIntensity = Math.max(wave3 * 0.15 * state.pulseValue, 0.08)
|
||||
|
||||
return {
|
||||
glowIntensity,
|
||||
@@ -56,10 +55,12 @@ export default function BlackLayout(props: RouteSectionProps) {
|
||||
} as Record<string, string>
|
||||
})
|
||||
|
||||
const handleAnimationFrame = (state: LightRaysAnimationState) => {
|
||||
setRayAnimationState(state)
|
||||
const handleAnimationFrame = (state: SpotlightAnimationState) => {
|
||||
setSpotlightAnimationState(state)
|
||||
}
|
||||
|
||||
const spotlightConfig = () => defaultConfig
|
||||
|
||||
return (
|
||||
<div data-page="black">
|
||||
<Title>OpenCode Black | Access all the world's best coding models</Title>
|
||||
@@ -84,7 +85,7 @@ export default function BlackLayout(props: RouteSectionProps) {
|
||||
/>
|
||||
<Meta name="twitter:image" content="/social-share-black.png" />
|
||||
|
||||
<LightRays config={lightRaysConfig} class="header-light-rays" onAnimationFrame={handleAnimationFrame} />
|
||||
<Spotlight config={spotlightConfig} class="header-spotlight" onAnimationFrame={handleAnimationFrame} />
|
||||
|
||||
<header data-component="header">
|
||||
<A href="/" data-component="header-logo">
|
||||
|
||||
Reference in New Issue
Block a user