thepaperpilot
e8e6e12450
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105 lines
3.5 KiB
Vue
105 lines
3.5 KiB
Vue
<template>
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<TresGroup ref="groupRef" v-if="renderer" :renderOrder="1">
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<TresMesh v-for="i in rows * cols" :position="[((i % cols) - cols / 2) * 304, (Math.floor((i - 1) / cols) - rows / 2) * 304, 1]">
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<TresShapeGeometry :args="[shapes]" />
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<TresShaderMaterial :vertexShader="vertexShader" :fragmentShader="fragmentShader" :uniforms="uniforms" :blending="AdditiveBlending" :stencilWrite="mask != null" :stencilRef="mask ?? 0" :stencilFunc="EqualStencilFunc" :stencilFail="KeepStencilOp" :stencilZFail="KeepStencilOp" :stencilZPass="KeepStencilOp" />
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</TresMesh>
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</TresGroup>
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</template>
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<script setup lang="ts">
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import { useLoader, useRenderLoop, useTresContext } from '@tresjs/core';
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import { AdditiveBlending, EqualStencilFunc, Group, KeepStencilOp, Vector2, Vector3 } from "three";
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import { SVGLoader } from "three/examples/jsm/loaders/SVGLoader.js";
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import { computed, onMounted, onUnmounted, ref, shallowRef } from "vue";
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import noise from "./noise.glsl?raw";
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const { renderer, sizes } = useTresContext();
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const props = defineProps<{
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mask?: number;
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}>();
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// Load SVG
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const { paths } = await useLoader(SVGLoader, '/circuit-board.svg');
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const shapes = paths.map(path => SVGLoader.createShapes(path)).reduce((acc, curr) => [...acc, ...curr]);
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const rows = computed(() => Math.ceil(sizes.height.value / 304));
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const cols = computed(() => Math.ceil(sizes.width.value / 304));
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// Handle mouse position
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const mousePos = ref(new Vector2(Infinity, Infinity));
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function updateMousePos(event: MouseEvent) {
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const {x, y, height} = renderer.value.domElement.getBoundingClientRect();
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mousePos.value = new Vector2(event.screenX - x, height + y + (window.outerHeight - window.innerHeight) - event.screenY);
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if (groupRef.value) {
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groupRef.value.children.forEach(child => {
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child.material.uniforms.uMouse.value = mousePos.value;
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});
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}
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}
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function handleMouseLeave(event: MouseEvent) {
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if (!event.relatedTarget) {
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mousePos.value = new Vector2(Infinity, Infinity);
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if (groupRef.value) {
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groupRef.value.children.forEach(child => {
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child.material.uniforms.uMouse.value = mousePos.value;
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});
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}
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}
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}
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// Setup window listeners
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onMounted(() => {
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window.addEventListener("mousemove", updateMousePos);
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window.addEventListener("mouseout", handleMouseLeave);
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});
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onUnmounted(() => {
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window.removeEventListener("mousemove", updateMousePos);
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window.removeEventListener("mouseout", handleMouseLeave);
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});
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const { onLoop } = useRenderLoop();
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onLoop(({ elapsed }) => {
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if (groupRef.value) {
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groupRef.value.children.forEach(child => {
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child.material.uniforms.uTime.value = elapsed;
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});
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}
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});
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// Shaders
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const groupRef = shallowRef<Group | null>(null);
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const uniforms = {
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uColor: computed(() => props.mask == null ? new Vector3() : new Vector3(0.23, 0.26, 0.32)),
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uTime: { value: 0 },
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uMouse: { value: new Vector2(Infinity, Infinity) }
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}
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const vertexShader = `
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varying vec2 vUv;
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void main() {
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vec4 modelPosition = modelMatrix * vec4(position, 1.0);
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vec4 viewPosition = viewMatrix * modelPosition;
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gl_Position = projectionMatrix * viewPosition;
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vUv = uv;
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}
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`;
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const fragmentShader = `
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${noise}
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precision mediump float;
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uniform float uTime;
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uniform vec2 uMouse;
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uniform vec3 uColor;
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varying vec2 vUv;
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void main() {
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float dist = distance(gl_FragCoord.xy, uMouse);
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float alpha = max(0., 1. - dist / 304.);
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alpha += max(0., snoise(vec3(gl_FragCoord.xy / 304., uTime / 4.)));
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gl_FragColor = vec4(mix(uColor, vec3(0.), alpha), uColor == vec3(0.) ? alpha : 1.);
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}
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`;
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</script>
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