10-04-2026

This commit is contained in:
Kevin Adametz 2026-04-22 12:57:10 +02:00
parent 70a7776da5
commit 761b1156c1
50 changed files with 11997 additions and 150 deletions

View file

@ -0,0 +1,571 @@
<template>
<div
ref="containerRef"
class="floating-lines-container"
:style="containerStyle"
></div>
</template>
<script setup>
import { onMounted, onBeforeUnmount, ref, computed, watch } from 'vue'
import {
Scene,
OrthographicCamera,
WebGLRenderer,
PlaneGeometry,
Mesh,
ShaderMaterial,
Vector3,
Vector2,
Clock
} from 'three'
const props = defineProps({
lineCount: { type: [Array, Number], default: () => [10] },
numPoints: { type: Number, default: 0 },
pointXValues: { type: Array, default: () => [] },
pointYValues: { type: Array, default: () => [] },
pointColors: { type: Array, default: () => [] },
lineSpread: { type: Number, default: 0.05 },
fanSpread: { type: Number, default: 0.05 },
lineSharpness: { type: Number, default: 8.0 },
waveFrequency: { type: Number, default: 7.0 },
bezierCurvature: { type: Number, default: 0.2 },
circleRadiusPx: { type: Number, default: 75 },
circleGlowSize: { type: Number, default: 18 },
circleGlowStrength: { type: Number, default: 1.5 },
lineBrightness: { type: Number, default: 1.0 },
scrollContainer: { type: Object, default: null },
scrollUvScale: { type: Number, default: 0 },
animationSpeed: { type: Number, default: 1 },
linesGradient: { type: Array, default: () => ['#e947f5', '#2f4ba2', '#0a0a12'] },
bgColorCenter: { type: String, default: '#0a0514' },
bgColorEdge: { type: String, default: '#000000' },
backgroundImage: { type: String, default: '' },
mixBlendMode: { type: String, default: 'screen' },
parallax: { type: Boolean, default: false }
})
// FPS display
const fpsDisplay = ref(0)
const dprDisplay = ref('0.0')
const containerStyle = computed(() => {
const style = {}
if (props.backgroundImage) {
style.backgroundImage = `url('${props.backgroundImage}')`
style.backgroundSize = 'cover'
style.backgroundPosition = 'center'
style.backgroundRepeat = 'no-repeat'
}
return style
})
// --- Shader Definitions ---
const vertexShader = `
precision highp float;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`
const fragmentShader = `
precision mediump float;
uniform float iTime;
uniform vec3 iResolution;
uniform float animationSpeed;
uniform int middleLineCount;
uniform int numPoints;
uniform float pointX[16];
uniform float pointY[16];
uniform float lineSpread;
uniform float fanSpread;
uniform float lineSharpness;
uniform float waveFrequency;
uniform float bezierCurvature;
uniform float lineBrightness;
uniform vec3 pointColor[16];
uniform bool parallax;
uniform vec2 parallaxOffset;
uniform vec3 lineGradient[8];
uniform int lineGradientCount;
uniform vec3 bgColorCenter;
uniform vec3 bgColorEdge;
float bezierClosestT(vec2 q, vec2 p0, vec2 pc, vec2 p1) {
float bestT = 0.0;
float bestD = 1e9;
for (int k = 0; k <= 8; ++k) {
float t = float(k) / 8.0;
float mt = 1.0 - t;
vec2 b = mt*mt*p0 + 2.0*mt*t*pc + t*t*p1;
float d = dot(q - b, q - b);
if (d < bestD) { bestD = d; bestT = t; }
}
vec2 A = pc - p0;
vec2 B = p0 - 2.0*pc + p1;
vec2 D = p0 - q;
float a = 2.0*dot(B,B);
float bco = 6.0*dot(A,B);
float c = 4.0*dot(A,A) + 2.0*dot(D,B);
float dco = 2.0*dot(D,A);
float t = clamp(bestT, 0.001, 0.999);
for (int k = 0; k < 4; ++k) {
float f = a*t*t*t + bco*t*t + c*t + dco;
float fp = 3.0*a*t*t + 2.0*bco*t + c;
if (abs(fp) > 1e-8) t -= f / fp;
t = clamp(t, -0.08, 1.08);
}
return t;
}
// Accepts precomputed bezier values (t, curvePos, norm) computed once per segment
float waveFocal(vec2 uv, float fi, float totalLines, float t, vec2 curvePos, vec2 norm) {
float s = dot(uv - curvePos, norm);
float time = iTime * animationSpeed;
float normalizedI = totalLines > 1.0 ? fi / (totalLines - 1.0) : 0.5;
float envelope = sin(t * 3.14159265359);
float linePos = (normalizedI - 0.5) * fanSpread * envelope;
float amp = lineSpread * 0.3 * envelope;
float waveDisp = sin(t * waveFrequency + fi * 1.3 + time * 0.4) * amp
* sin(fi * 0.9 + time * 0.18);
float dist = s - linePos - waveDisp;
float fade = smoothstep(-0.06, 0.04, t) * smoothstep(1.06, 0.96, t);
return fade * (0.013 / max(abs(dist) * lineSharpness + 0.004, 1e-4) + 0.003);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 baseUv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
baseUv.y *= -1.0;
if (parallax) {
baseUv += parallaxOffset;
}
vec3 col = vec3(0.0);
const int MAX_PTS = 16;
const int MAX_SEGS = 15;
for (int s = 0; s < MAX_SEGS; ++s) {
if (s >= numPoints - 1) break;
vec2 sp = vec2(pointX[s], pointY[s]);
vec2 ep = vec2(pointX[s + 1], pointY[s + 1]);
vec2 segD = ep - sp;
float segL = length(segD);
vec2 segDir = segL > 0.001 ? segD / segL : vec2(1.0, 0.0);
vec2 sPerp = vec2(-segDir.y, segDir.x);
vec2 pc = (sp + ep) * 0.5 + sPerp * segL * bezierCurvature;
float t_seg = clamp(dot(baseUv - sp, segDir) / segL, 0.0, 1.0);
vec3 lineCol = mix(pointColor[s], pointColor[s + 1], t_seg);
// bezierClosestT computed ONCE per segment shared by fog + all lines
float bt = bezierClosestT(baseUv, sp, pc, ep);
float bmt = 1.0 - bt;
vec2 bPos = bmt*bmt*sp + 2.0*bmt*bt*pc + bt*bt*ep;
vec2 bTang = normalize(bmt*(pc - sp) + bt*(ep - pc));
vec2 bNorm = vec2(-bTang.y, bTang.x);
float bDist = length(baseUv - bPos);
float fogFade = smoothstep(-0.06, 0.05, bt) * smoothstep(1.06, 0.95, bt);
float fogEnv = sin(bt * 3.14159265359);
float segFog = fogFade * fogEnv * 0.0018 / max(bDist * bDist * 4.0 + 0.012, 0.001);
col += lineCol * segFog;
for (int i = 0; i < middleLineCount; ++i) {
col += lineCol * waveFocal(baseUv, float(i), float(middleLineCount), bt, bPos, bNorm);
}
}
col *= lineBrightness;
float dist = length(baseUv) / 1.8;
vec3 bg = mix(bgColorCenter, bgColorEdge, clamp(dist, 0.0, 1.0));
fragColor = vec4(clamp(bg + col, 0.0, 1.0), 1.0);
}
void main() {
vec4 color = vec4(0.0);
mainImage(color, gl_FragCoord.xy);
gl_FragColor = color;
}
`
// --- Helpers ---
const MAX_GRADIENT_STOPS = 8
function hexToVec3(hex) {
let value = hex.trim()
if (value.startsWith('#')) value = value.slice(1)
let r = 255, g = 255, b = 255
if (value.length === 3) {
r = parseInt(value[0] + value[0], 16)
g = parseInt(value[1] + value[1], 16)
b = parseInt(value[2] + value[2], 16)
} else if (value.length === 6) {
r = parseInt(value.slice(0, 2), 16)
g = parseInt(value.slice(2, 4), 16)
b = parseInt(value.slice(4, 6), 16)
}
return new Vector3(r / 255, g / 255, b / 255)
}
// --- Component Logic ---
const containerRef = ref(null)
let scene = null
let camera = null
let renderer = null
let material = null
let geometry = null
let mesh = null
let clock = null
let rafId = null
let resizeObserver = null
let uniforms = null
let scrollHandler = null
let scrollIdleTimer = null
let visibilityHandler = null
// Parallax tracking
let targetParallax = null
let currentParallax = null
const parallaxDamping = 0.05
function getLineCount() {
return typeof props.lineCount === 'number' ? props.lineCount : (props.lineCount[0] ?? 6)
}
function applyGradient() {
if (!uniforms) return
const lines = props.linesGradient.filter(s => s && s.trim().length > 0)
const stops = lines.slice(0, MAX_GRADIENT_STOPS)
uniforms.lineGradientCount.value = stops.length
stops.forEach((hex, i) => {
const c = hexToVec3(hex)
uniforms.lineGradient.value[i].set(c.x, c.y, c.z)
})
}
function applyPointColors() {
if (!uniforms) return
for (let i = 0; i < 16; i++) {
const hex = props.pointColors[i]
if (hex) {
const c = hexToVec3(hex)
uniforms.pointColor.value[i].set(c.x, c.y, c.z)
} else {
uniforms.pointColor.value[i].set(1, 1, 1)
}
}
}
function applyBgColors() {
if (!uniforms) return
const center = hexToVec3(props.bgColorCenter)
uniforms.bgColorCenter.value.set(center.x, center.y, center.z)
const edge = hexToVec3(props.bgColorEdge)
uniforms.bgColorEdge.value.set(edge.x, edge.y, edge.z)
}
// Watch all props for live updates
watch(() => props.animationSpeed, (v) => { if (uniforms) uniforms.animationSpeed.value = v })
watch(() => props.lineCount, () => {
if (!uniforms) return
uniforms.middleLineCount.value = getLineCount()
})
watch(() => props.lineSpread, (v) => { if (uniforms) uniforms.lineSpread.value = v })
watch(() => props.fanSpread, (v) => { if (uniforms) uniforms.fanSpread.value = v })
watch(() => props.lineSharpness, (v) => { if (uniforms) uniforms.lineSharpness.value = v })
watch(() => props.waveFrequency, (v) => { if (uniforms) uniforms.waveFrequency.value = v })
watch(() => props.bezierCurvature, (v) => { if (uniforms) uniforms.bezierCurvature.value = v })
watch(() => props.lineBrightness, (v) => { if (uniforms) uniforms.lineBrightness.value = v })
watch(() => props.numPoints, (v) => { if (uniforms) uniforms.numPoints.value = v })
watch(() => props.pointXValues, (values) => {
if (!uniforms) return
for (let i = 0; i < 16; i++) {
uniforms.pointX.value[i] = values[i] ?? 0
}
}, { deep: true })
watch(() => props.pointYValues, (values) => {
if (!uniforms) return
for (let i = 0; i < 16; i++) {
uniforms.pointY.value[i] = values[i] ?? 0
}
}, { deep: true })
watch(() => props.pointColors, applyPointColors, { deep: true })
watch(() => props.linesGradient, applyGradient, { deep: true })
watch(() => props.bgColorCenter, applyBgColors)
watch(() => props.bgColorEdge, applyBgColors)
onMounted(() => {
if (!containerRef.value) return
targetParallax = new Vector2(0, 0)
currentParallax = new Vector2(0, 0)
scene = new Scene()
camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1)
camera.position.z = 1
// Adaptive DPR: full quality when idle, reduced during scroll
const nativeDpr = Math.min(window.devicePixelRatio || 1, 2)
const isMobile = /iPhone|iPad|iPod|Android/i.test(navigator.userAgent)
const DPR_IDLE = isMobile ? Math.min(nativeDpr, 1.6) : nativeDpr
const DPR_SCROLL = isMobile ? 0.75 : nativeDpr // reduced on mobile during scroll
const DPR_RESTORE_DELAY = 100 // ms after scroll stops to restore quality
let currentDpr = DPR_IDLE
let scrolling = false
renderer = new WebGLRenderer({ antialias: !isMobile, alpha: false, powerPreference: 'high-performance' })
renderer.setPixelRatio(currentDpr)
renderer.domElement.style.width = '100%'
renderer.domElement.style.height = '100%'
renderer.domElement.style.display = 'block'
renderer.domElement.style.mixBlendMode = props.mixBlendMode
containerRef.value.appendChild(renderer.domElement)
const middleLineCount = getLineCount()
// Initial point positions (UV space, no flip)
const initX = [...props.pointXValues].slice(0, 16).concat(Array(16).fill(0)).slice(0, 16)
const initY = [...props.pointYValues].slice(0, 16).concat(Array(16).fill(0)).slice(0, 16)
uniforms = {
iTime: { value: 0 },
iResolution: { value: new Vector3(1, 1, 1) },
animationSpeed: { value: props.animationSpeed },
middleLineCount: { value: middleLineCount },
numPoints: { value: props.numPoints },
pointX: { value: initX },
pointY: { value: initY },
lineSpread: { value: props.lineSpread },
fanSpread: { value: props.fanSpread },
lineSharpness: { value: props.lineSharpness },
waveFrequency: { value: props.waveFrequency },
bezierCurvature: { value: props.bezierCurvature },
lineBrightness: { value: props.lineBrightness },
pointColor: {
value: Array.from({ length: 16 }, () => new Vector3(1, 1, 1))
},
parallax: { value: props.parallax },
parallaxOffset: { value: new Vector2(0, 0) },
lineGradient: {
value: Array.from({ length: MAX_GRADIENT_STOPS }, () => new Vector3(1, 1, 1))
},
lineGradientCount: { value: 0 },
bgColorCenter: { value: new Vector3(0, 0, 0) },
bgColorEdge: { value: new Vector3(0, 0, 0) }
}
// Apply initial values
applyGradient()
applyBgColors()
applyPointColors()
material = new ShaderMaterial({
uniforms,
vertexShader,
fragmentShader
})
geometry = new PlaneGeometry(2, 2)
mesh = new Mesh(geometry, material)
scene.add(mesh)
clock = new Clock()
// Resize
const setSize = () => {
if (!containerRef.value || !renderer) return
const width = containerRef.value.clientWidth || 1
const height = containerRef.value.clientHeight || 1
renderer.setSize(width, height, false)
const canvasWidth = renderer.domElement.width
const canvasHeight = renderer.domElement.height
uniforms.iResolution.value.set(canvasWidth, canvasHeight, 1)
}
setSize()
resizeObserver = new ResizeObserver(setSize)
resizeObserver.observe(containerRef.value)
// Pointer events (parallax only)
if (props.parallax) {
const handlePointerMove = (event) => {
const rect = renderer.domElement.getBoundingClientRect()
const x = event.clientX - rect.left
const y = event.clientY - rect.top
const centerX = rect.width / 2
const centerY = rect.height / 2
targetParallax.set(
((x - centerX) / rect.width) * 0.2,
(-(y - centerY) / rect.height) * 0.2
)
}
renderer.domElement.addEventListener('pointermove', handlePointerMove)
}
// Scroll sync: update cached scrollLeft + trigger adaptive DPR reduction.
let cachedScrollLeft = 0
function setDpr(dpr) {
if (dpr === currentDpr) return
currentDpr = dpr
renderer.setPixelRatio(dpr)
// Re-apply size so resolution updates
if (containerRef.value) {
const w = containerRef.value.clientWidth || 1
const h = containerRef.value.clientHeight || 1
renderer.setSize(w, h, false)
uniforms.iResolution.value.set(renderer.domElement.width, renderer.domElement.height, 1)
}
}
scrollHandler = () => {
if (props.scrollContainer) {
cachedScrollLeft = props.scrollContainer.scrollLeft || 0
}
// Drop DPR while scrolling on mobile
if (!scrolling && DPR_SCROLL < DPR_IDLE) {
scrolling = true
setDpr(DPR_SCROLL)
}
clearTimeout(scrollIdleTimer)
scrollIdleTimer = setTimeout(() => {
scrolling = false
setDpr(DPR_IDLE)
}, DPR_RESTORE_DELAY)
}
if (props.scrollContainer) {
cachedScrollLeft = props.scrollContainer.scrollLeft || 0
props.scrollContainer.addEventListener('scroll', scrollHandler, { passive: true })
}
// Fast inline scroll sync reads cached scrollLeft instead of DOM during render
function syncScrollFromCache() {
if (props.scrollUvScale > 0) {
const sl = cachedScrollLeft
for (let i = 0; i < 16; i++) {
uniforms.pointX.value[i] = (props.pointXValues[i] ?? 0) - sl * props.scrollUvScale
}
}
}
// FPS tracking + adaptive DPR
let frameCount = 0
let fpsLastTime = performance.now()
// Adaptive DPR steps based on measured FPS (mobile only)
// Steps are tried from lowest to highest first step where fps >= threshold wins
const DPR_STEPS = isMobile ? [
{ threshold: 50, dpr: DPR_IDLE }, // good fps full quality
{ threshold: 35, dpr: Math.max(DPR_IDLE * 0.75, 0.75) }, // mid fps 75%
{ threshold: 0, dpr: Math.max(DPR_IDLE * 0.5, 0.5) }, // low fps 50%
] : null
let adaptiveDprTarget = DPR_IDLE
// Pause rendering when app/tab is hidden (e.g. iPhone home screen)
visibilityHandler = () => {
if (document.hidden) {
if (rafId) cancelAnimationFrame(rafId)
rafId = null
} else if (!rafId) {
fpsLastTime = performance.now()
frameCount = 0
renderLoop()
}
}
document.addEventListener('visibilitychange', visibilityHandler)
// Render loop
const renderLoop = () => {
// FPS counter + adaptive DPR
frameCount++
const now = performance.now()
if (now - fpsLastTime >= 1000) {
const fps = Math.round(frameCount / ((now - fpsLastTime) / 1000))
fpsDisplay.value = fps
frameCount = 0
fpsLastTime = now
// Adapt DPR based on measured FPS (only when not scroll-throttled)
if (DPR_STEPS && !scrolling) {
const step = DPR_STEPS.find(s => fps >= s.threshold) ?? DPR_STEPS[DPR_STEPS.length - 1]
if (step.dpr !== adaptiveDprTarget) {
adaptiveDprTarget = step.dpr
setDpr(adaptiveDprTarget)
}
}
dprDisplay.value = currentDpr.toFixed(2)
}
// Read latest scrollLeft from DOM in case scroll event was missed
if (props.scrollContainer) {
cachedScrollLeft = props.scrollContainer.scrollLeft || 0
}
uniforms.iTime.value = clock.getElapsedTime()
if (props.parallax) {
currentParallax.lerp(targetParallax, parallaxDamping)
uniforms.parallaxOffset.value.copy(currentParallax)
}
syncScrollFromCache()
renderer.render(scene, camera)
rafId = requestAnimationFrame(renderLoop)
}
renderLoop()
})
defineExpose({ fpsDisplay, dprDisplay })
onBeforeUnmount(() => {
if (rafId) cancelAnimationFrame(rafId)
if (visibilityHandler) document.removeEventListener('visibilitychange', visibilityHandler)
if (resizeObserver) resizeObserver.disconnect()
if (props.scrollContainer && scrollHandler) {
props.scrollContainer.removeEventListener('scroll', scrollHandler)
}
clearTimeout(scrollIdleTimer)
if (geometry) geometry.dispose()
if (material) material.dispose()
if (renderer) {
renderer.dispose()
if (renderer.domElement && renderer.domElement.parentNode) {
renderer.domElement.parentNode.removeChild(renderer.domElement)
}
}
})
</script>
<style scoped>
.floating-lines-container {
position: absolute;
inset: 0;
overflow: hidden;
will-change: transform;
transform: translateZ(0);
}
</style>