import React, { useEffect } from 'react' import { PerspectiveCamera, Scene, BufferGeometry, BufferAttribute, ShaderMaterial, Color, Points, WebGLRenderer } from 'three' import '../styles/backgorund.styl' const SEPARATION = 150, AMOUNTX = 50, AMOUNTY = 50, HEIGHT = 75 let container: HTMLElement | null let camera: PerspectiveCamera let scene: Scene let renderer: WebGLRenderer let count = 1 let particles: Points let mouseX = 0 let mouseY = 0 let windowHalfX = window.innerWidth / 2 let windowHalfY = window.innerHeight / 2 function init() { container = window.document.getElementById('bg') || document.createElement('div') document.body.appendChild(container) camera = new PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000000) scene = new Scene() const numParticles = AMOUNTX * AMOUNTY const positions = new Float32Array(numParticles * 3) const scales = new Float32Array(numParticles) let i = 0, j = 0 for (let ix = 0; ix < AMOUNTX; ix++) { for (let iy = 0; iy < AMOUNTY; iy++) { positions[i] = ix * SEPARATION - ((AMOUNTX * SEPARATION) / 2) // x positions[i + 1] = 0 // y positions[i + 2] = iy * SEPARATION - ((AMOUNTY * SEPARATION) / 2) // z scales[j] = 1 i += 3 j++ } } const geometry = new BufferGeometry() geometry.setAttribute('position', new BufferAttribute(positions, 3)) geometry.setAttribute('scale', new BufferAttribute(scales, 1)) const material = new ShaderMaterial({ uniforms: { color: { value: new Color(0xffffff) }, }, vertexShader: document.getElementById('vertexshader')?.textContent || '', fragmentShader: document.getElementById('fragmentshader')?.textContent || '' }) particles = new Points(geometry, material) scene.add(particles) renderer = new WebGLRenderer({ antialias: true }) renderer.setPixelRatio(window.devicePixelRatio) renderer.setSize(window.innerWidth, window.innerHeight) container.appendChild(renderer.domElement) document.addEventListener('mousemove', onDocumentMouseMove, false) document.addEventListener('touchstart', onDocumentTouchStart, false) document.addEventListener('touchmove', onDocumentTouchMove, false) window.addEventListener('resize', onWindowResize, false) } function onWindowResize() { windowHalfX = window.innerWidth / 2 windowHalfY = window.innerHeight / 2 camera.aspect = window.innerWidth / window.innerHeight camera.updateProjectionMatrix() renderer.setSize(window.innerWidth, window.innerHeight) } function setMouse(x: number, y: number) { mouseX = (x - windowHalfX) / windowHalfX mouseY = -(y - windowHalfY) / windowHalfY } function onDocumentMouseMove(event: MouseEvent) { setMouse(event.clientX, event.clientY) } function onDocumentTouchStart(event: TouchEvent) { if (event.touches.length === 1) { event.preventDefault() setMouse(event.touches[0].pageX, event.touches[0].pageY) } } function onDocumentTouchMove(event: TouchEvent) { if (event.touches.length === 1) { event.preventDefault() setMouse(event.touches[0].pageX, event.touches[0].pageY) } } function animate() { requestAnimationFrame(animate) render() } function render() { // Noence from 0.0 to 1.0 const noence = (Math.sin(count / 4) + 1) / 2 const noence_inv = 1 - noence camera.position.x = -mouseX * 500 camera.position.y = 1000 - mouseY * 500 camera.position.z = 1000 - mouseY * 250 camera.lookAt(scene.position) if (particles.geometry instanceof BufferGeometry) { const positions = particles.geometry.attributes.position.array const scales = particles.geometry.attributes.scale.array let i = 0, j = 0 for (let ix = 0; ix < AMOUNTX; ix++) { for (let iy = 0; iy < AMOUNTY; iy++) { const dx = Math.sin((ix + count) * 0.3) const dy = Math.sin((iy + count) * 0.5) // @ts-ignore positions[i + 1] = (dx * HEIGHT) + (dy * HEIGHT) // @ts-ignore scales[j] = (dx + 1) * 8 + (dy + 1) * 8 i += 3 j++ } } // @ts-ignore particles.material.uniforms.color.value.setRGB(1 - 0.5 * noence_inv, 0.2 + 0.8 * noence, 1) if (particles.geometry.attributes.position instanceof BufferAttribute) particles.geometry.attributes.position.needsUpdate = true if (particles.geometry.attributes.scale instanceof BufferAttribute) particles.geometry.attributes.scale.needsUpdate = true } renderer.render(scene, camera) count += 0.05 + (0.01 * noence) } const Background: React.FC = ({ children }) => { useEffect(() => { init() animate() }, []) return
{children}
} export default Background