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Copy pathprism-background.tsx
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473 lines (426 loc) · 12.1 KB
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"use client";
import { Mesh, Program, Renderer, Triangle } from "ogl";
import { useEffect, useRef } from "react";
// Adapted from React Bits' Prism (reactbits.dev/backgrounds/prism), verified
// against its live source and props table before porting — see
// docs/ui-motion.md for why Prism was chosen for the hero (ogl engine,
// built-in suspendWhenOffscreen) over the other WebGL background options.
export interface PrismBackgroundProps {
height?: number;
baseWidth?: number;
animationType?: "rotate" | "hover" | "3drotate";
glow?: number;
offset?: { x?: number; y?: number };
noise?: number;
transparent?: boolean;
scale?: number;
hueShift?: number;
colorFrequency?: number;
hoverStrength?: number;
inertia?: number;
bloom?: number;
suspendWhenOffscreen?: boolean;
timeScale?: number;
className?: string;
}
export function PrismBackground({
height = 3,
baseWidth = 2.5,
animationType = "3drotate",
glow = 1.2,
offset = { x: 0, y: 0 },
noise = 0.1,
transparent = true,
scale = 3.6,
hueShift = 0,
colorFrequency = 1,
hoverStrength = 2,
inertia = 0.1,
bloom = 1,
suspendWhenOffscreen = false,
timeScale = 0.3,
className,
}: PrismBackgroundProps) {
const containerRef = useRef<HTMLDivElement>(null);
useEffect(() => {
const container = containerRef.current;
if (!container) return;
const H = Math.max(0.001, height);
const BW = Math.max(0.001, baseWidth);
const BASE_HALF = BW * 0.5;
const GLOW = Math.max(0.0, glow);
const NOISE = Math.max(0.0, noise);
const offX = offset?.x ?? 0;
const offY = offset?.y ?? 0;
const SAT = transparent ? 1.5 : 1;
const SCALE = Math.max(0.001, scale);
const HUE = hueShift || 0;
const CFREQ = Math.max(0.0, colorFrequency || 1);
const BLOOM = Math.max(0.0, bloom || 1);
const RSX = 1;
const RSY = 1;
const RSZ = 1;
const TS = Math.max(0, timeScale || 1);
const HOVSTR = Math.max(0, hoverStrength || 1);
const INERT = Math.max(0, Math.min(1, inertia || 0.12));
const dpr = Math.min(2, window.devicePixelRatio || 1);
const renderer = new Renderer({
dpr,
alpha: transparent,
antialias: false,
});
const gl = renderer.gl;
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
gl.disable(gl.BLEND);
Object.assign(gl.canvas.style, {
position: "absolute",
inset: "0",
width: "100%",
height: "100%",
display: "block",
});
container.appendChild(gl.canvas);
const vertex = /* glsl */ `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const fragment = /* glsl */ `
precision highp float;
uniform vec2 iResolution;
uniform float iTime;
uniform float uHeight;
uniform float uBaseHalf;
uniform mat3 uRot;
uniform int uUseBaseWobble;
uniform float uGlow;
uniform vec2 uOffsetPx;
uniform float uNoise;
uniform float uSaturation;
uniform float uScale;
uniform float uHueShift;
uniform float uColorFreq;
uniform float uBloom;
uniform float uCenterShift;
uniform float uInvBaseHalf;
uniform float uInvHeight;
uniform float uMinAxis;
uniform float uPxScale;
uniform float uTimeScale;
vec4 tanh4(vec4 x){
vec4 e2x = exp(2.0*x);
return (e2x - 1.0) / (e2x + 1.0);
}
float rand(vec2 co){
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453123);
}
float sdOctaAnisoInv(vec3 p){
vec3 q = vec3(abs(p.x) * uInvBaseHalf, abs(p.y) * uInvHeight, abs(p.z) * uInvBaseHalf);
float m = q.x + q.y + q.z - 1.0;
return m * uMinAxis * 0.5773502691896258;
}
float sdPyramidUpInv(vec3 p){
float oct = sdOctaAnisoInv(p);
float halfSpace = -p.y;
return max(oct, halfSpace);
}
mat3 hueRotation(float a){
float c = cos(a), s = sin(a);
mat3 W = mat3(
0.299, 0.587, 0.114,
0.299, 0.587, 0.114,
0.299, 0.587, 0.114
);
mat3 U = mat3(
0.701, -0.587, -0.114,
-0.299, 0.413, -0.114,
-0.300, -0.588, 0.886
);
mat3 V = mat3(
0.168, -0.331, 0.500,
0.328, 0.035, -0.500,
-0.497, 0.296, 0.201
);
return W + U * c + V * s;
}
void main(){
vec2 f = (gl_FragCoord.xy - 0.5 * iResolution.xy - uOffsetPx) * uPxScale;
float z = 5.0;
float d = 0.0;
vec3 p;
vec4 o = vec4(0.0);
float centerShift = uCenterShift;
float cf = uColorFreq;
mat2 wob = mat2(1.0);
if (uUseBaseWobble == 1) {
float t = iTime * uTimeScale;
float c0 = cos(t + 0.0);
float c1 = cos(t + 33.0);
float c2 = cos(t + 11.0);
wob = mat2(c0, c1, c2, c0);
}
const int STEPS = 100;
for (int i = 0; i < STEPS; i++) {
p = vec3(f, z);
p.xz = p.xz * wob;
p = uRot * p;
vec3 q = p;
q.y += centerShift;
d = 0.1 + 0.2 * abs(sdPyramidUpInv(q));
z -= d;
o += (sin((p.y + z) * cf + vec4(0.0, 1.0, 2.0, 3.0)) + 1.0) / d;
}
o = tanh4(o * o * (uGlow * uBloom) / 1e5);
vec3 col = o.rgb;
float n = rand(gl_FragCoord.xy + vec2(iTime));
col += (n - 0.5) * uNoise;
col = clamp(col, 0.0, 1.0);
float L = dot(col, vec3(0.2126, 0.7152, 0.0722));
col = clamp(mix(vec3(L), col, uSaturation), 0.0, 1.0);
if(abs(uHueShift) > 0.0001){
col = clamp(hueRotation(uHueShift) * col, 0.0, 1.0);
}
gl_FragColor = vec4(col, o.a);
}
`;
const geometry = new Triangle(gl);
const iResBuf = new Float32Array(2);
const offsetPxBuf = new Float32Array(2);
const program = new Program(gl, {
vertex,
fragment,
uniforms: {
iResolution: { value: iResBuf },
iTime: { value: 0 },
uHeight: { value: H },
uBaseHalf: { value: BASE_HALF },
uUseBaseWobble: { value: 1 },
uRot: { value: new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1]) },
uGlow: { value: GLOW },
uOffsetPx: { value: offsetPxBuf },
uNoise: { value: NOISE },
uSaturation: { value: SAT },
uScale: { value: SCALE },
uHueShift: { value: HUE },
uColorFreq: { value: CFREQ },
uBloom: { value: BLOOM },
uCenterShift: { value: H * 0.25 },
uInvBaseHalf: { value: 1 / BASE_HALF },
uInvHeight: { value: 1 / H },
uMinAxis: { value: Math.min(BASE_HALF, H) },
uPxScale: { value: 1 / ((gl.drawingBufferHeight || 1) * 0.1 * SCALE) },
uTimeScale: { value: TS },
},
});
const mesh = new Mesh(gl, { geometry, program });
const resize = () => {
const w = container.clientWidth || 1;
const h = container.clientHeight || 1;
renderer.setSize(w, h);
iResBuf[0] = gl.drawingBufferWidth;
iResBuf[1] = gl.drawingBufferHeight;
offsetPxBuf[0] = offX * dpr;
offsetPxBuf[1] = offY * dpr;
program.uniforms.uPxScale.value =
1 / ((gl.drawingBufferHeight || 1) * 0.1 * SCALE);
};
const ro = new ResizeObserver(resize);
ro.observe(container);
resize();
const rotBuf = new Float32Array(9);
const setMat3FromEuler = (
yawY: number,
pitchX: number,
rollZ: number,
out: Float32Array,
) => {
const cy = Math.cos(yawY);
const sy = Math.sin(yawY);
const cx = Math.cos(pitchX);
const sx = Math.sin(pitchX);
const cz = Math.cos(rollZ);
const sz = Math.sin(rollZ);
const r00 = cy * cz + sy * sx * sz;
const r01 = -cy * sz + sy * sx * cz;
const r02 = sy * cx;
const r10 = cx * sz;
const r11 = cx * cz;
const r12 = -sx;
const r20 = -sy * cz + cy * sx * sz;
const r21 = sy * sz + cy * sx * cz;
const r22 = cy * cx;
out[0] = r00;
out[1] = r10;
out[2] = r20;
out[3] = r01;
out[4] = r11;
out[5] = r21;
out[6] = r02;
out[7] = r12;
out[8] = r22;
return out;
};
const NOISE_IS_ZERO = NOISE < 1e-6;
let raf = 0;
const t0 = performance.now();
const startRAF = () => {
if (raf) return;
raf = requestAnimationFrame(render);
};
const stopRAF = () => {
if (!raf) return;
cancelAnimationFrame(raf);
raf = 0;
};
const rnd = () => Math.random();
const wX = (0.3 + rnd() * 0.6) * RSX;
const wY = (0.2 + rnd() * 0.7) * RSY;
const wZ = (0.1 + rnd() * 0.5) * RSZ;
const phX = rnd() * Math.PI * 2;
const phZ = rnd() * Math.PI * 2;
let yaw = 0;
let pitch = 0;
let roll = 0;
let targetYaw = 0;
let targetPitch = 0;
const lerp = (a: number, b: number, t: number) => a + (b - a) * t;
const pointer = { x: 0, y: 0, inside: true };
const onMove = (e: PointerEvent) => {
const ww = Math.max(1, window.innerWidth);
const wh = Math.max(1, window.innerHeight);
const cx = ww * 0.5;
const cy = wh * 0.5;
const nx = (e.clientX - cx) / (ww * 0.5);
const ny = (e.clientY - cy) / (wh * 0.5);
pointer.x = Math.max(-1, Math.min(1, nx));
pointer.y = Math.max(-1, Math.min(1, ny));
pointer.inside = true;
};
const onLeave = () => {
pointer.inside = false;
};
const onBlur = () => {
pointer.inside = false;
};
let onPointerMove: ((e: PointerEvent) => void) | null = null;
if (animationType === "hover") {
onPointerMove = (e) => {
onMove(e);
startRAF();
};
window.addEventListener("pointermove", onPointerMove, { passive: true });
window.addEventListener("mouseleave", onLeave);
window.addEventListener("blur", onBlur);
program.uniforms.uUseBaseWobble.value = 0;
} else if (animationType === "3drotate") {
program.uniforms.uUseBaseWobble.value = 0;
} else {
program.uniforms.uUseBaseWobble.value = 1;
}
const render = (t: number) => {
const time = (t - t0) * 0.001;
program.uniforms.iTime.value = time;
let continueRAF = true;
if (animationType === "hover") {
const maxPitch = 0.6 * HOVSTR;
const maxYaw = 0.6 * HOVSTR;
targetYaw = (pointer.inside ? -pointer.x : 0) * maxYaw;
targetPitch = (pointer.inside ? pointer.y : 0) * maxPitch;
const prevYaw = yaw;
const prevPitch = pitch;
const prevRoll = roll;
yaw = lerp(prevYaw, targetYaw, INERT);
pitch = lerp(prevPitch, targetPitch, INERT);
roll = lerp(prevRoll, 0, 0.1);
program.uniforms.uRot.value = setMat3FromEuler(
yaw,
pitch,
roll,
rotBuf,
);
if (NOISE_IS_ZERO) {
const settled =
Math.abs(yaw - targetYaw) < 1e-4 &&
Math.abs(pitch - targetPitch) < 1e-4 &&
Math.abs(roll) < 1e-4;
if (settled) continueRAF = false;
}
} else if (animationType === "3drotate") {
const tScaled = time * TS;
yaw = tScaled * wY;
pitch = Math.sin(tScaled * wX + phX) * 0.6;
roll = Math.sin(tScaled * wZ + phZ) * 0.5;
program.uniforms.uRot.value = setMat3FromEuler(
yaw,
pitch,
roll,
rotBuf,
);
if (TS < 1e-6) continueRAF = false;
} else {
rotBuf[0] = 1;
rotBuf[1] = 0;
rotBuf[2] = 0;
rotBuf[3] = 0;
rotBuf[4] = 1;
rotBuf[5] = 0;
rotBuf[6] = 0;
rotBuf[7] = 0;
rotBuf[8] = 1;
program.uniforms.uRot.value = rotBuf;
if (TS < 1e-6) continueRAF = false;
}
renderer.render({ scene: mesh });
if (continueRAF) {
raf = requestAnimationFrame(render);
} else {
raf = 0;
}
};
let io: IntersectionObserver | undefined;
if (suspendWhenOffscreen) {
io = new IntersectionObserver((entries) => {
const vis = entries.some((e) => e.isIntersecting);
if (vis) startRAF();
else stopRAF();
});
io.observe(container);
startRAF();
} else {
startRAF();
}
return () => {
stopRAF();
ro.disconnect();
if (animationType === "hover") {
if (onPointerMove)
window.removeEventListener("pointermove", onPointerMove);
window.removeEventListener("mouseleave", onLeave);
window.removeEventListener("blur", onBlur);
}
io?.disconnect();
if (gl.canvas.parentElement === container)
container.removeChild(gl.canvas);
};
}, [
height,
baseWidth,
animationType,
glow,
noise,
offset?.x,
offset?.y,
scale,
transparent,
hueShift,
colorFrequency,
timeScale,
hoverStrength,
inertia,
bloom,
suspendWhenOffscreen,
]);
return <div ref={containerRef} className={className} />;
}