thepaperpilot
a4e47f244f
All checks were successful
Build and Deploy / build-and-deploy (push) Successful in 1m0s
136 lines
3.8 KiB
Vue
136 lines
3.8 KiB
Vue
<template>
|
|
<div class="background">
|
|
<TresCanvas>
|
|
<TresOrthographicCamera ref="camera" :position="[0, 0, 10]" />
|
|
<TresGroup ref="blobRef">
|
|
<TresMesh v-for="i in rows * cols" :position="[((i % cols) - cols / 2) * 304, (Math.floor((i - 1) / cols) - rows / 2) * 304, 0]" >
|
|
<TresShapeGeometry :args="[shapes]" />
|
|
<TresShaderMaterial :vertexShader="vertexShader" :fragmentShader="fragmentShader" :uniforms="uniforms" :blending="AdditiveBlending" />
|
|
</TresMesh>
|
|
</TresGroup>
|
|
<TresAmbientLight :intensity="1" />
|
|
<OrbitControls />
|
|
</TresCanvas>
|
|
</div>
|
|
</template>
|
|
|
|
<script setup lang="ts">
|
|
import { computed, ref, shallowRef, onMounted, onUnmounted, watch } from "vue";
|
|
import { TresCanvas, useLoader, useRenderLoop } from '@tresjs/core';
|
|
import { SVGLoader } from "three/examples/jsm/loaders/SVGLoader.js";
|
|
import OrbitControls from './OrbitControls.vue';
|
|
import noise from "./noise.glsl?raw";
|
|
import { AdditiveBlending, Vector2 } from "three";
|
|
|
|
const camera = ref();
|
|
|
|
// Load SVG
|
|
const { paths } = await useLoader(SVGLoader, '/circuit-board.svg');
|
|
const shapes = paths.map(path => SVGLoader.createShapes(path)).reduce((acc, curr) => [...acc, ...curr]);
|
|
|
|
// Handle canvas size
|
|
const width = ref(window.innerWidth);
|
|
const height = ref(window.innerHeight);
|
|
const rows = computed(() => Math.ceil(height.value / 304));
|
|
const cols = computed(() => Math.ceil(width.value / 304));
|
|
function updateSize() {
|
|
width.value = window.innerWidth;
|
|
height.value = window.innerHeight;
|
|
}
|
|
watch([width, height, camera], ([width, height, camera]) => {
|
|
if (camera) {
|
|
camera.left = 0;
|
|
camera.bottom = 0
|
|
camera.right = width;
|
|
camera.top = height;
|
|
camera.updateProjectionMatrix();
|
|
}
|
|
});
|
|
|
|
// Handle mouse position
|
|
const mousePos = ref(new Vector2(Infinity, Infinity));
|
|
function updateMousePos(event: MouseEvent) {
|
|
mousePos.value = new Vector2(event.screenX, window.screen.availHeight - event.screenY);
|
|
if (blobRef.value) {
|
|
blobRef.value.children.forEach(child => {
|
|
child.material.uniforms.uMouse.value = mousePos.value;
|
|
});
|
|
}
|
|
}
|
|
function handleMouseLeave(event: MouseEvent) {
|
|
if (!event.relatedTarget) {
|
|
mousePos.value = new Vector2(Infinity, Infinity);
|
|
if (blobRef.value) {
|
|
blobRef.value.children.forEach(child => {
|
|
child.material.uniforms.uMouse.value = mousePos.value;
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
// Setup window listeners
|
|
onMounted(() => {
|
|
window.addEventListener("resize", updateSize);
|
|
window.addEventListener("mousemove", updateMousePos);
|
|
window.addEventListener("mouseout", handleMouseLeave);
|
|
});
|
|
onUnmounted(() => {
|
|
window.removeEventListener("resize", updateSize);
|
|
window.removeEventListener("mousemove", updateMousePos);
|
|
window.removeEventListener("mouseout", handleMouseLeave);
|
|
});
|
|
|
|
// Shaders
|
|
const blobRef = shallowRef(null);
|
|
|
|
const uniforms = {
|
|
uTime: { value: 0 },
|
|
uMouse: { value: new Vector2(Infinity, Infinity) }
|
|
}
|
|
|
|
const vertexShader = `
|
|
varying vec2 vUv;
|
|
|
|
void main() {
|
|
vec4 modelPosition = modelMatrix * vec4(position, 1.0);
|
|
vec4 viewPosition = viewMatrix * modelPosition;
|
|
gl_Position = projectionMatrix * viewPosition;
|
|
vUv = uv;
|
|
}
|
|
`
|
|
|
|
const fragmentShader = noise + `
|
|
precision mediump float;
|
|
uniform float uTime;
|
|
uniform vec2 uMouse;
|
|
varying vec2 vUv;
|
|
|
|
void main() {
|
|
float dist = distance(gl_FragCoord.xy, uMouse);
|
|
float alpha = max(0., 1. - dist / 304.);
|
|
alpha += max(0., snoise(vec3(gl_FragCoord.xy / 304., uTime / 4.)));
|
|
gl_FragColor = vec4(0, 0, 0, alpha);
|
|
}
|
|
`
|
|
const { onLoop } = useRenderLoop();
|
|
|
|
onLoop(({ elapsed }) => {
|
|
if (blobRef.value) {
|
|
blobRef.value.children.forEach(child => {
|
|
child.material.uniforms.uTime.value = elapsed;
|
|
});
|
|
}
|
|
});
|
|
</script>
|
|
|
|
<style scoped>
|
|
.background {
|
|
position: absolute;
|
|
top: 0;
|
|
left: 0;
|
|
right: 0;
|
|
bottom: 0;
|
|
z-index: -1;
|
|
overflow: hidden;
|
|
}
|
|
</style>
|