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@@ -0,0 +1,924 @@
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+import { createSignal, createEffect, onMount, onCleanup, Show, For, Accessor, Setter } from "solid-js"
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+import "./light-rays.css"
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+
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+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"
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+ | "bottom-right"
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+ | "bottom-left"
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+
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+export interface LightRaysConfig {
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+ raysOrigin: RaysOrigin
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+ raysColor: string
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+ raysSpeed: number
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+ lightSpread: number
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+ rayLength: number
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+ sourceWidth: number
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+ pulsating: boolean
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+ 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
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+ distortion: number
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+ opacity: number
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+}
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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: 1.15,
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+ rayLength: 4.0,
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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: 1.0,
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+ fadeDistance: 1.15,
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+ saturation: 0.325,
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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
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+ intensity: number
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+ pulseValue: number
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+}
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+
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+interface LightRaysProps {
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+ config: Accessor<LightRaysConfig>
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+ class?: string
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+ onAnimationFrame?: (state: LightRaysAnimationState) => void
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+}
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+
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+const hexToRgb = (hex: string): [number, number, number] => {
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+ 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]
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+}
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+
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+const getAnchorAndDir = (
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+ origin: RaysOrigin,
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+ w: number,
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+ 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] }
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+ case "left":
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+ return { anchor: [-outside * w, 0.5 * h], dir: [1, 0] }
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+ case "right":
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+ return { anchor: [(1 + outside) * w, 0.5 * h], dir: [-1, 0] }
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+ case "bottom-left":
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+ return { anchor: [0, (1 + outside) * h], dir: [0, -1] }
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+ case "bottom-center":
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+ return { anchor: [0.5 * w, (1 + outside) * h], dir: [0, -1] }
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+ case "bottom-right":
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+ return { anchor: [w, (1 + outside) * h], dir: [0, -1] }
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+ default: // "top-center"
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+ return { anchor: [0.5 * w, -outside * h], dir: [0, 1] }
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+ }
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+}
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+
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+interface UniformData {
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+ iTime: number
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+ iResolution: [number, number]
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+ rayPos: [number, number]
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+ rayDir: [number, number]
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+ raysColor: [number, number, number]
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+ raysSpeed: number
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+ lightSpread: number
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+ rayLength: number
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+ sourceWidth: number
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+ pulsating: number
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+ pulsatingMin: number
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+ pulsatingMax: number
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+ fadeDistance: number
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+ saturation: number
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+ mousePos: [number, number]
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+ mouseInfluence: number
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+ noiseAmount: number
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+ distortion: number
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+}
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+
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+const WGSL_SHADER = `
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+ struct Uniforms {
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+ iTime: f32,
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+ _pad0: f32,
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+ iResolution: vec2<f32>,
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+ rayPos: vec2<f32>,
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+ rayDir: vec2<f32>,
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+ raysColor: vec3<f32>,
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+ raysSpeed: f32,
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+ lightSpread: f32,
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+ rayLength: f32,
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+ sourceWidth: f32,
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+ pulsating: f32,
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+ pulsatingMin: f32,
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+ pulsatingMax: f32,
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+ fadeDistance: f32,
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+ saturation: f32,
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+ mousePos: vec2<f32>,
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+ mouseInfluence: f32,
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+ noiseAmount: f32,
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+ distortion: f32,
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+ _pad1: f32,
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+ _pad2: f32,
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+ _pad3: f32,
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+ };
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+
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+ @group(0) @binding(0) var<uniform> uniforms: Uniforms;
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+
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+ struct VertexOutput {
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+ @builtin(position) position: vec4<f32>,
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+ @location(0) vUv: vec2<f32>,
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+ };
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+
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+ @vertex
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+ fn vertexMain(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
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+ var positions = array<vec2<f32>, 3>(
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+ vec2<f32>(-1.0, -1.0),
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+ vec2<f32>(3.0, -1.0),
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+ vec2<f32>(-1.0, 3.0)
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+ );
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+
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+ var output: VertexOutput;
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+ let pos = positions[vertexIndex];
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+ output.position = vec4<f32>(pos, 0.0, 1.0);
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+ output.vUv = pos * 0.5 + 0.5;
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+ return output;
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+ }
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+
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+ fn noise(st: vec2<f32>) -> f32 {
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+ return fract(sin(dot(st, vec2<f32>(12.9898, 78.233))) * 43758.5453123);
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+ }
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+
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+ fn rayStrength(raySource: vec2<f32>, rayRefDirection: vec2<f32>, coord: vec2<f32>,
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+ seedA: f32, seedB: f32, speed: f32) -> f32 {
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+ let sourceToCoord = coord - raySource;
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+ let dirNorm = normalize(sourceToCoord);
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+ let cosAngle = dot(dirNorm, rayRefDirection);
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+
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+ let distortedAngle = cosAngle + uniforms.distortion * sin(uniforms.iTime * 2.0 + length(sourceToCoord) * 0.01) * 0.2;
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+
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+ let spreadFactor = pow(max(distortedAngle, 0.0), 1.0 / max(uniforms.lightSpread, 0.001));
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+
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+ let distance = length(sourceToCoord);
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+ let maxDistance = uniforms.iResolution.x * uniforms.rayLength;
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+ let lengthFalloff = clamp((maxDistance - distance) / maxDistance, 0.0, 1.0);
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+
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+ let fadeFalloff = clamp((uniforms.iResolution.x * uniforms.fadeDistance - distance) / (uniforms.iResolution.x * uniforms.fadeDistance), 0.5, 1.0);
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+ let pulseCenter = (uniforms.pulsatingMin + uniforms.pulsatingMax) * 0.5;
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+ let pulseAmplitude = (uniforms.pulsatingMax - uniforms.pulsatingMin) * 0.5;
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+ var pulse: f32;
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+ if (uniforms.pulsating > 0.5) {
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+ pulse = pulseCenter + pulseAmplitude * sin(uniforms.iTime * speed * 3.0);
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+ } else {
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+ pulse = 1.0;
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+ }
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+
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+ let baseStrength = clamp(
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+ (0.45 + 0.15 * sin(distortedAngle * seedA + uniforms.iTime * speed)) +
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+ (0.3 + 0.2 * cos(-distortedAngle * seedB + uniforms.iTime * speed)),
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+ 0.0, 1.0
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+ );
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+
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+ return baseStrength * lengthFalloff * fadeFalloff * spreadFactor * pulse;
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+ }
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+
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+ @fragment
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+ fn fragmentMain(@builtin(position) fragCoord: vec4<f32>, @location(0) vUv: vec2<f32>) -> @location(0) vec4<f32> {
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+ let coord = vec2<f32>(fragCoord.x, fragCoord.y);
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+
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+ let normalizedX = (coord.x / uniforms.iResolution.x) - 0.5;
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+ let widthOffset = -normalizedX * uniforms.sourceWidth * uniforms.iResolution.x;
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+
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+ let perpDir = vec2<f32>(-uniforms.rayDir.y, uniforms.rayDir.x);
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+ let adjustedRayPos = uniforms.rayPos + perpDir * widthOffset;
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+
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+ var finalRayDir = uniforms.rayDir;
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+ if (uniforms.mouseInfluence > 0.0) {
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+ let mouseScreenPos = uniforms.mousePos * uniforms.iResolution;
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+ let mouseDirection = normalize(mouseScreenPos - adjustedRayPos);
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+ finalRayDir = normalize(mix(uniforms.rayDir, mouseDirection, uniforms.mouseInfluence));
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+ }
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+
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+ let rays1 = vec4<f32>(1.0) *
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+ rayStrength(adjustedRayPos, finalRayDir, coord, 36.2214, 21.11349,
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+ 1.5 * uniforms.raysSpeed);
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+ let rays2 = vec4<f32>(1.0) *
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+ rayStrength(adjustedRayPos, finalRayDir, coord, 22.3991, 18.0234,
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+ 1.1 * uniforms.raysSpeed);
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+
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+ var fragColor = rays1 * 0.5 + rays2 * 0.4;
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+
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+ if (uniforms.noiseAmount > 0.0) {
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+ let n = noise(coord * 0.01 + uniforms.iTime * 0.1);
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+ fragColor = vec4<f32>(fragColor.rgb * (1.0 - uniforms.noiseAmount + uniforms.noiseAmount * n), fragColor.a);
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+ }
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+
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+ let brightness = 1.0 - (coord.y / uniforms.iResolution.y);
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+ fragColor.x = fragColor.x * (0.1 + brightness * 0.8);
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+ fragColor.y = fragColor.y * (0.3 + brightness * 0.6);
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+ fragColor.z = fragColor.z * (0.5 + brightness * 0.5);
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+
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+ if (uniforms.saturation != 1.0) {
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+ let gray = dot(fragColor.rgb, vec3<f32>(0.299, 0.587, 0.114));
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+ fragColor = vec4<f32>(mix(vec3<f32>(gray), fragColor.rgb, uniforms.saturation), fragColor.a);
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+ }
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+
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+ fragColor = vec4<f32>(fragColor.rgb * uniforms.raysColor, fragColor.a);
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+
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+ return fragColor;
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+ }
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+`
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+
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+const UNIFORM_BUFFER_SIZE = 96
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+
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+function createUniformBuffer(data: UniformData): Float32Array {
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+ const buffer = new Float32Array(24)
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+ buffer[0] = data.iTime
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+ buffer[1] = 0
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+ buffer[2] = data.iResolution[0]
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+ buffer[3] = data.iResolution[1]
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+ buffer[4] = data.rayPos[0]
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+ buffer[5] = data.rayPos[1]
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+ buffer[6] = data.rayDir[0]
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+ buffer[7] = data.rayDir[1]
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+ buffer[8] = data.raysColor[0]
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+ buffer[9] = data.raysColor[1]
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+ buffer[10] = data.raysColor[2]
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+ buffer[11] = data.raysSpeed
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+ buffer[12] = data.lightSpread
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+ buffer[13] = data.rayLength
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+ buffer[14] = data.sourceWidth
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+ buffer[15] = data.pulsating
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+ buffer[16] = data.pulsatingMin
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+ buffer[17] = data.pulsatingMax
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+ buffer[18] = data.fadeDistance
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+ buffer[19] = data.saturation
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+ buffer[20] = data.mousePos[0]
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+ buffer[21] = data.mousePos[1]
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+ buffer[22] = data.mouseInfluence
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+ buffer[23] = data.noiseAmount
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+ return buffer
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+}
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+
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+const UNIFORM_BUFFER_SIZE_CORRECTED = 112
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+
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+function createUniformBufferCorrected(data: UniformData): Float32Array {
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+ const buffer = new Float32Array(28)
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+ buffer[0] = data.iTime
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+ buffer[1] = 0
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+ buffer[2] = data.iResolution[0]
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+ buffer[3] = data.iResolution[1]
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+ buffer[4] = data.rayPos[0]
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+ buffer[5] = data.rayPos[1]
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+ buffer[6] = data.rayDir[0]
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+ buffer[7] = data.rayDir[1]
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+ buffer[8] = data.raysColor[0]
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+ buffer[9] = data.raysColor[1]
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+ buffer[10] = data.raysColor[2]
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+ buffer[11] = data.raysSpeed
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+ buffer[12] = data.lightSpread
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+ buffer[13] = data.rayLength
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+ buffer[14] = data.sourceWidth
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+ buffer[15] = data.pulsating
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+ buffer[16] = data.pulsatingMin
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+ buffer[17] = data.pulsatingMax
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+ buffer[18] = data.fadeDistance
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+ buffer[19] = data.saturation
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+ buffer[20] = data.mousePos[0]
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+ buffer[21] = data.mousePos[1]
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+ buffer[22] = data.mouseInfluence
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+ buffer[23] = data.noiseAmount
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+ buffer[24] = data.distortion
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+ buffer[25] = 0
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+ buffer[26] = 0
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+ buffer[27] = 0
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+ return buffer
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+}
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+
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+export default function LightRays(props: LightRaysProps) {
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+ let containerRef: HTMLDivElement | undefined
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+ let canvasRef: HTMLCanvasElement | null = null
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+ let deviceRef: GPUDevice | null = null
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+ let contextRef: GPUCanvasContext | null = null
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+ let pipelineRef: GPURenderPipeline | null = null
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+ let uniformBufferRef: GPUBuffer | null = null
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+ let bindGroupRef: GPUBindGroup | null = null
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+ let animationIdRef: number | null = null
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+ let cleanupFunctionRef: (() => void) | null = null
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+ let uniformDataRef: UniformData | null = null
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+
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+ const mouseRef = { x: 0.5, y: 0.5 }
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+ const smoothMouseRef = { x: 0.5, y: 0.5 }
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+
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+ const [isVisible, setIsVisible] = createSignal(false)
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+
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+ onMount(() => {
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+ if (!containerRef) return
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+
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+ const observer = new IntersectionObserver(
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+ (entries) => {
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+ const entry = entries[0]
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+ setIsVisible(entry.isIntersecting)
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+ },
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+ { threshold: 0.1 },
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+ )
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+
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+ observer.observe(containerRef)
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+
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+ onCleanup(() => {
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+ observer.disconnect()
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+ })
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+ })
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+
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+ createEffect(() => {
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+ const visible = isVisible()
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+ const config = props.config()
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+ if (!visible || !containerRef) {
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+ return
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+ }
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+
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+ if (cleanupFunctionRef) {
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+ cleanupFunctionRef()
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+ cleanupFunctionRef = null
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+ }
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+
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+ const initializeWebGPU = async () => {
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+ if (!containerRef) {
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+ return
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+ }
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+
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+ await new Promise((resolve) => setTimeout(resolve, 10))
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+
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+ if (!containerRef) {
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+ return
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+ }
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+
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+ if (!navigator.gpu) {
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+ console.warn("WebGPU is not supported in this browser")
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+ return
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+ }
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+
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+ const adapter = await navigator.gpu.requestAdapter()
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+ if (!adapter) {
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+ console.warn("Failed to get WebGPU adapter")
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+ return
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+ }
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+
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+ const device = await adapter.requestDevice()
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+ deviceRef = device
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+
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+ const canvas = document.createElement("canvas")
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+ canvas.style.width = "100%"
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+ canvas.style.height = "100%"
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+ canvasRef = canvas
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+
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+ while (containerRef.firstChild) {
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+ containerRef.removeChild(containerRef.firstChild)
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+ }
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+ containerRef.appendChild(canvas)
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+
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+ const context = canvas.getContext("webgpu")
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+ if (!context) {
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|
|
+ 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>
|
|
|
+ )
|
|
|
+}
|