mirror of
https://github.com/cupcakearmy/fantus.git
synced 2024-11-01 04:54:13 +01:00
162 lines
5.0 KiB
TypeScript
162 lines
5.0 KiB
TypeScript
import React, { useEffect } from 'react'
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import { PerspectiveCamera, Scene, BufferGeometry, BufferAttribute, ShaderMaterial, Color, Points, WebGLRenderer, Camera } from 'three'
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import '../styles/backgorund.styl'
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// const SEPARATION = 150, AMOUNTX = 200, AMOUNTY = 200, HEIGHT = 75
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const SEPARATION = 150, AMOUNTX = 50, AMOUNTY = 50, HEIGHT = 75
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let container: HTMLElement | null
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let camera: PerspectiveCamera
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let scene: Scene
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let renderer: WebGLRenderer
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let count = 1
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let particles: Points
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let mouseX = 0
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let mouseY = 0
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let windowHalfX = window.innerWidth / 2
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let windowHalfY = window.innerHeight / 2
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function init() {
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container = window.document.getElementById('bg') || document.createElement('div')
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document.body.appendChild(container)
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camera = new PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000000)
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scene = new Scene()
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const numParticles = AMOUNTX * AMOUNTY
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const positions = new Float32Array(numParticles * 3)
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const scales = new Float32Array(numParticles)
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let i = 0, j = 0
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for (let ix = 0; ix < AMOUNTX; ix++) {
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for (let iy = 0; iy < AMOUNTY; iy++) {
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positions[i] = ix * SEPARATION - ((AMOUNTX * SEPARATION) / 2) // x
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positions[i + 1] = 0 // y
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positions[i + 2] = iy * SEPARATION - ((AMOUNTY * SEPARATION) / 2) // z
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scales[j] = 1
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i += 3
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j++
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}
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}
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const geometry = new BufferGeometry()
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geometry.setAttribute('position', new BufferAttribute(positions, 3))
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geometry.setAttribute('scale', new BufferAttribute(scales, 1))
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const material = new ShaderMaterial({
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uniforms: {
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color: { value: new Color(0xffffff) },
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},
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vertexShader: document.getElementById('vertexshader')?.textContent || '',
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fragmentShader: document.getElementById('fragmentshader')?.textContent || ''
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})
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particles = new Points(geometry, material)
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scene.add(particles)
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renderer = new WebGLRenderer({ antialias: true })
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renderer.setPixelRatio(window.devicePixelRatio)
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renderer.setSize(window.innerWidth, window.innerHeight)
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container.appendChild(renderer.domElement)
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document.addEventListener('mousemove', onDocumentMouseMove, false)
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document.addEventListener('touchstart', onDocumentTouchStart, false)
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document.addEventListener('touchmove', onDocumentTouchMove, false)
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window.addEventListener('resize', onWindowResize, false)
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}
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function onWindowResize() {
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windowHalfX = window.innerWidth / 2
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windowHalfY = window.innerHeight / 2
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camera.aspect = window.innerWidth / window.innerHeight
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camera.updateProjectionMatrix()
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renderer.setSize(window.innerWidth, window.innerHeight)
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}
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function setMouse(x: number, y: number) {
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mouseX = (x - windowHalfX) / windowHalfX
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mouseY = -(y - windowHalfY) / windowHalfY
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}
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function onDocumentMouseMove(event: MouseEvent) {
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setMouse(event.clientX, event.clientY)
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}
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function onDocumentTouchStart(event: TouchEvent) {
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if (event.touches.length === 1) {
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event.preventDefault()
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setMouse(event.touches[0].pageX, event.touches[0].pageY)
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}
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}
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function onDocumentTouchMove(event: TouchEvent) {
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if (event.touches.length === 1) {
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event.preventDefault()
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setMouse(event.touches[0].pageX, event.touches[0].pageY)
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}
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}
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function animate() {
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requestAnimationFrame(animate)
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render()
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}
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function render() {
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// Noence from 0.0 to 1.0
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const noence = (Math.sin(count / 4) + 1) / 2
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const noence_inv = 1 - noence
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camera.position.x = -mouseX * 500
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camera.position.y = 1000 - mouseY * 500
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camera.position.z = 1000 - mouseY * 250
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camera.lookAt(scene.position)
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if (particles.geometry instanceof BufferGeometry) {
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const positions = particles.geometry.attributes.position.array
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const scales = particles.geometry.attributes.scale.array
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let i = 0, j = 0
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for (let ix = 0; ix < AMOUNTX; ix++) {
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for (let iy = 0; iy < AMOUNTY; iy++) {
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const dx = Math.sin((ix + count) * 0.3)
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const dy = Math.sin((iy + count) * 0.5)
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// @ts-ignore
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positions[i + 1] = (dx * HEIGHT) + (dy * HEIGHT)
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// @ts-ignore
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scales[j] = (dx + 1) * 8 + (dy + 1) * 8
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i += 3
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j++
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}
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}
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// @ts-ignore
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particles.material.uniforms.color.value.setRGB(1 - 0.5 * noence_inv, 0.2 + 0.8 * noence, 1)
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if (particles.geometry.attributes.position instanceof BufferAttribute)
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particles.geometry.attributes.position.needsUpdate = true
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if (particles.geometry.attributes.scale instanceof BufferAttribute)
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particles.geometry.attributes.scale.needsUpdate = true
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}
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renderer.render(scene, camera)
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count += 0.05 + (0.01 * noence)
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}
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const Background: React.FC = ({ children }) => {
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useEffect(() => {
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init()
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animate()
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}, [])
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return <div id='bg'>
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{children}
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</div>
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}
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export default Background |