thats-me/frontend/dev/floating-lines.js
2026-03-06 13:56:20 +01:00

610 lines
19 KiB
JavaScript

import {
Scene,
OrthographicCamera,
WebGLRenderer,
PlaneGeometry,
Mesh,
ShaderMaterial,
Vector3,
Vector2,
Clock,
} from 'three'
const vertexShader = `
precision highp float;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`
const fragmentShader = `
precision highp float;
uniform float iTime;
uniform vec3 iResolution;
uniform float animationSpeed;
uniform bool enableTop;
uniform bool enableMiddle;
uniform bool enableBottom;
uniform int topLineCount;
uniform int middleLineCount;
uniform int bottomLineCount;
uniform float topLineDistance;
uniform float bottomLineDistance;
uniform vec3 topWavePosition;
uniform vec3 bottomWavePosition;
uniform int numPoints;
uniform float pointSpacingX;
uniform float pointsOffsetX;
uniform float pointY[8];
uniform float lineSpread;
uniform float fanSpread;
uniform float lineSharpness;
uniform float waveFrequency;
uniform float bezierCurvature;
uniform float circleRadiusPx;
uniform float circleGlowSize;
uniform float circleGlowStrength;
uniform vec2 iMouse;
uniform bool interactive;
uniform float bendRadius;
uniform float bendStrength;
uniform float bendInfluence;
uniform bool parallax;
uniform float parallaxStrength;
uniform vec2 parallaxOffset;
uniform vec3 lineGradient[8];
uniform int lineGradientCount;
uniform vec3 bgColorCenter;
uniform vec3 bgColorEdge;
const vec3 BLACK = vec3(0.0);
const vec3 PINK = vec3(233.0, 71.0, 245.0) / 255.0;
const vec3 BLUE = vec3(47.0, 75.0, 162.0) / 255.0;
mat2 rotate(float r) {
return mat2(cos(r), sin(r), -sin(r), cos(r));
}
vec3 background_color(vec2 uv) {
vec3 col = vec3(0.0);
float y = sin(uv.x - 0.2) * 0.3 - 0.1;
float m = uv.y - y;
col += mix(BLUE, BLACK, smoothstep(0.0, 1.0, abs(m)));
col += mix(PINK, BLACK, smoothstep(0.0, 1.0, abs(m - 0.8)));
return col * 0.5;
}
vec3 getLineColor(float t, vec3 baseColor) {
if (lineGradientCount <= 0) {
return baseColor;
}
vec3 gradientColor;
if (lineGradientCount == 1) {
gradientColor = lineGradient[0];
} else {
float clampedT = clamp(t, 0.0, 0.9999);
float scaled = clampedT * float(lineGradientCount - 1);
int idx = int(floor(scaled));
float f = fract(scaled);
int idx2 = min(idx + 1, lineGradientCount - 1);
vec3 c1 = lineGradient[idx];
vec3 c2 = lineGradient[idx2];
gradientColor = mix(c1, c2, f);
}
return gradientColor * 0.5;
}
vec3 drawCircle(vec2 uv, vec2 center, float r, vec3 color) {
float d = length(uv - center);
// Glow: Größe und Stärke per Uniform steuerbar
float glowW = circleGlowSize / iResolution.y * 2.0;
float glow = exp(-pow(max(d - r, 0.0) / glowW, 2.0)) * circleGlowStrength;
float fog = 0.008 / max(d * d * 3.0 + 0.016, 0.001);
// Weißer Kreis: harte Kante, 1px Antialiasing
float aa = 1.5 / iResolution.y;
float core = 1.0 - smoothstep(r - aa, r + aa, d);
// Glow nur außerhalb des weißen Kreises
vec3 result = color * (glow + fog) * (1.0 - core);
result += vec3(core);
return result;
}
// Nächsten t-Parameter auf quadratischer Bézier (Newton + Coarse-Search)
float bezierClosestT(vec2 q, vec2 p0, vec2 pc, vec2 p1) {
// Grobe Suche über 8 Samples für guten Startwert
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; }
}
// Newton-Verfahren: minimiert |B(t)-q|²
// f(t) = a·t³ + b·t² + c·t + d, f'(t) = 3a·t² + 2b·t + c
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);
// Etwas breiterer Bereich erlaubt leichten Überlauf in benachbarte Segmente
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;
}
float waveFocal(vec2 uv, float fi, float totalLines, vec2 sp, vec2 ep) {
// Bézier-Kontrollpunkt: Mittelpunkt + senkrechter Versatz
vec2 seg = ep - sp;
float segLen = length(seg);
if (segLen < 0.001) return 0.0;
vec2 segDir = seg / segLen;
vec2 segPerp = vec2(-segDir.y, segDir.x);
vec2 pc = (sp + ep) * 0.5 + segPerp * segLen * bezierCurvature;
float t = bezierClosestT(uv, sp, pc, ep);
float mt = 1.0 - t;
// Position und Tangente auf der Kurve
vec2 curvePos = mt*mt*sp + 2.0*mt*t*pc + t*t*ep;
vec2 tang = normalize(2.0*mt*(pc - sp) + 2.0*t*(ep - pc));
vec2 norm = vec2(-tang.y, tang.x);
// Senkrechter Abstand von der Kurve
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);
}
float wave(vec2 uv, float offset, vec2 screenUv, vec2 mouseUv, bool shouldBend) {
float time = iTime * animationSpeed;
float x_offset = offset;
float x_movement = time * 0.1;
float amp = sin(offset + time * 0.2) * 0.3;
float y = sin(uv.x + x_offset + x_movement) * amp;
if (shouldBend) {
vec2 d = screenUv - mouseUv;
float influence = exp(-dot(d, d) * bendRadius);
float bendOffset = (mouseUv.y - screenUv.y) * influence * bendStrength * bendInfluence;
y += bendOffset;
}
float m = uv.y - y;
return 0.0175 / max(abs(m) + 0.01, 1e-3) + 0.01;
}
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);
vec3 b = lineGradientCount > 0 ? bgColorCenter : background_color(baseUv);
vec2 mouseUv = vec2(0.0);
if (interactive) {
mouseUv = (2.0 * iMouse - iResolution.xy) / iResolution.y;
mouseUv.y *= -1.0;
}
if (enableBottom) {
for (int i = 0; i < bottomLineCount; ++i) {
float fi = float(i);
float t = fi / max(float(bottomLineCount - 1), 1.0);
vec3 lineCol = getLineColor(t, b);
float angle = bottomWavePosition.z * log(length(baseUv) + 1.0);
vec2 ruv = baseUv * rotate(angle);
col += lineCol * wave(
ruv + vec2(bottomLineDistance * fi + bottomWavePosition.x, bottomWavePosition.y),
1.5 + 0.2 * fi,
baseUv,
mouseUv,
interactive
) * 0.2;
}
}
if (enableMiddle) {
const int MAX_PTS = 8;
const int MAX_SEGS = 7;
float r = circleRadiusPx / iResolution.y * 2.0;
float tScale = numPoints > 1 ? 1.0 / float(numPoints - 1) : 1.0;
// Segmente: Punkt s → Punkt s+1
for (int s = 0; s < MAX_SEGS; ++s) {
if (s >= numPoints - 1) break;
float x0 = pointsOffsetX + (float(s) - float(numPoints - 1) * 0.5) * pointSpacingX;
float x1 = pointsOffsetX + (float(s + 1) - float(numPoints - 1) * 0.5) * pointSpacingX;
vec2 sp = vec2(x0, pointY[s]);
vec2 ep = vec2(x1, pointY[s + 1]);
// Gradient: globaler t-Bereich [s, s+1] / (numPoints-1)
vec2 pd = ep - sp;
float pl = length(pd);
vec2 pa = pl > 0.001 ? pd / pl : vec2(1.0, 0.0);
float t_seg = clamp(dot(baseUv - sp, pa) / pl, 0.0, 1.0);
float t_global = (float(s) + t_seg) * tScale;
vec3 lineCol = getLineColor(t_global, b);
// Bézier-Kontrollpunkt für Nebel (gleiche Logik wie in waveFocal)
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;
// Weicher Nebel entlang der Bézier-Kurve → füllt dunkle Winkel organisch
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;
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), sp, ep);
}
}
// Kreise an jedem Punkt
for (int p = 0; p < MAX_PTS; ++p) {
if (p >= numPoints) break;
float px = pointsOffsetX + (float(p) - float(numPoints - 1) * 0.5) * pointSpacingX;
float t_pt = numPoints > 1 ? float(p) * tScale : 0.0;
vec3 circCol = getLineColor(t_pt, b) * 2.5;
col += drawCircle(baseUv, vec2(px, pointY[p]), r, circCol);
}
}
if (enableTop) {
for (int i = 0; i < topLineCount; ++i) {
float fi = float(i);
float t = fi / max(float(topLineCount - 1), 1.0);
vec3 lineCol = getLineColor(t, b);
float angle = topWavePosition.z * log(length(baseUv) + 1.0);
vec2 ruv = baseUv * rotate(angle);
ruv.x *= -1.0;
col += lineCol * wave(
ruv + vec2(topLineDistance * fi + topWavePosition.x, topWavePosition.y),
1.0 + 0.2 * fi,
baseUv,
mouseUv,
interactive
) * 0.1;
}
}
// Hintergrundverlauf: radial von bgColorCenter (Mitte) nach bgColorEdge (Rand)
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;
}
`
const MAX_GRADIENT_STOPS = 8
function hexToVec3(hex) {
let value = hex.trim()
if (value.startsWith('#')) {
value = value.slice(1)
}
let r = 255
let g = 255
let 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)
}
export default class FloatingLines {
constructor(
container,
{
linesGradient,
enabledWaves = ['top', 'middle', 'bottom'],
lineCount = [6],
lineDistance = [5],
topWavePosition,
middleWavePosition,
bottomWavePosition = { x: 2.0, y: -0.7, rotate: -1 },
numPoints = 4,
pointSpacingX = 0.8,
pointsOffsetX = 0.0,
pointYValues = [0.75, -0.5, 0.3, -0.75, 0.6, -0.4, 0.5, -0.6],
lineSpread = 0.6,
fanSpread = 0.25,
lineSharpness = 1.0,
waveFrequency = 8.0,
bezierCurvature = 0.3,
circleRadiusPx = 50,
animationSpeed = 1,
interactive = true,
bendRadius = 5.0,
bendStrength = -0.5,
mouseDamping = 0.05,
parallax = true,
parallaxStrength = 0.2,
circleGlowSize = 18.0,
circleGlowStrength = 1.5,
mixBlendMode = 'screen',
} = {},
) {
this.container = container
this.interactive = interactive
this.parallax = parallax
this.mouseDamping = mouseDamping
this.parallaxStrength = parallaxStrength
this.targetMouse = new Vector2(-1000, -1000)
this.currentMouse = new Vector2(-1000, -1000)
this.targetInfluence = 0
this.currentInfluence = 0
this.targetParallax = new Vector2(0, 0)
this.currentParallax = new Vector2(0, 0)
const getLineCount = (waveType) => {
if (typeof lineCount === 'number') return lineCount
if (!enabledWaves.includes(waveType)) return 0
const index = enabledWaves.indexOf(waveType)
return lineCount[index] ?? 6
}
const getLineDistance = (waveType) => {
if (typeof lineDistance === 'number') return lineDistance
if (!enabledWaves.includes(waveType)) return 0.1
const index = enabledWaves.indexOf(waveType)
return lineDistance[index] ?? 0.1
}
const topLineCount = enabledWaves.includes('top') ? getLineCount('top') : 0
const middleLineCount = enabledWaves.includes('middle') ? getLineCount('middle') : 0
const bottomLineCount = enabledWaves.includes('bottom') ? getLineCount('bottom') : 0
const topLineDistance = enabledWaves.includes('top') ? getLineDistance('top') * 0.01 : 0.01
const bottomLineDistance = enabledWaves.includes('bottom')
? getLineDistance('bottom') * 0.01
: 0.01
this.scene = new Scene()
this.camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1)
this.camera.position.z = 1
this.renderer = new WebGLRenderer({ antialias: true, alpha: false })
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2))
this.renderer.domElement.style.width = '100%'
this.renderer.domElement.style.height = '100%'
this.renderer.domElement.style.mixBlendMode = mixBlendMode
container.appendChild(this.renderer.domElement)
this.uniforms = {
iTime: { value: 0 },
iResolution: { value: new Vector3(1, 1, 1) },
animationSpeed: { value: animationSpeed },
enableTop: { value: enabledWaves.includes('top') },
enableMiddle: { value: enabledWaves.includes('middle') },
enableBottom: { value: enabledWaves.includes('bottom') },
topLineCount: { value: topLineCount },
middleLineCount: { value: middleLineCount },
bottomLineCount: { value: bottomLineCount },
topLineDistance: { value: topLineDistance },
bottomLineDistance: { value: bottomLineDistance },
topWavePosition: {
value: new Vector3(
topWavePosition?.x ?? 10.0,
topWavePosition?.y ?? 0.5,
topWavePosition?.rotate ?? -0.4,
),
},
bottomWavePosition: {
value: new Vector3(
bottomWavePosition?.x ?? 2.0,
bottomWavePosition?.y ?? -0.7,
bottomWavePosition?.rotate ?? 0.4,
),
},
numPoints: { value: numPoints },
pointSpacingX: { value: pointSpacingX },
pointsOffsetX: { value: pointsOffsetX },
pointY: { value: [...pointYValues].slice(0, 8).concat(Array(8).fill(0)).slice(0, 8) },
lineSpread: { value: lineSpread },
fanSpread: { value: fanSpread },
lineSharpness: { value: lineSharpness },
waveFrequency: { value: waveFrequency },
bezierCurvature: { value: bezierCurvature },
circleRadiusPx: { value: circleRadiusPx },
circleGlowSize: { value: circleGlowSize },
circleGlowStrength: { value: circleGlowStrength },
iMouse: { value: new Vector2(-1000, -1000) },
interactive: { value: interactive },
bendRadius: { value: bendRadius },
bendStrength: { value: bendStrength },
bendInfluence: { value: 0 },
parallax: { value: parallax },
parallaxStrength: { value: parallaxStrength },
parallaxOffset: { value: new Vector2(0, 0) },
lineGradient: {
value: Array.from({ length: MAX_GRADIENT_STOPS }, () => new Vector3(1, 1, 1)),
},
lineGradientCount: { value: 0 },
bgColor: { value: new Vector3(0, 0, 0) },
}
if (linesGradient && linesGradient.length > 0) {
const stops = linesGradient.slice(0, MAX_GRADIENT_STOPS)
this.uniforms.lineGradientCount.value = stops.length
stops.forEach((hex, i) => {
const color = hexToVec3(hex)
this.uniforms.lineGradient.value[i].set(color.x, color.y, color.z)
})
}
const material = new ShaderMaterial({
uniforms: this.uniforms,
vertexShader,
fragmentShader,
})
const geometry = new PlaneGeometry(2, 2)
this.mesh = new Mesh(geometry, material)
this.scene.add(this.mesh)
this.geometry = geometry
this.material = material
this.clock = new Clock()
this._setSize = () => {
const width = container.clientWidth || 1
const height = container.clientHeight || 1
this.renderer.setSize(width, height, false)
const canvasWidth = this.renderer.domElement.width
const canvasHeight = this.renderer.domElement.height
this.uniforms.iResolution.value.set(canvasWidth, canvasHeight, 1)
}
this._setSize()
this.ro = typeof ResizeObserver !== 'undefined' ? new ResizeObserver(this._setSize) : null
if (this.ro) this.ro.observe(container)
this._handlePointerMove = (event) => {
const rect = this.renderer.domElement.getBoundingClientRect()
const x = event.clientX - rect.left
const y = event.clientY - rect.top
const dpr = this.renderer.getPixelRatio()
this.targetMouse.set(x * dpr, (rect.height - y) * dpr)
this.targetInfluence = 1.0
if (this.parallax) {
const centerX = rect.width / 2
const centerY = rect.height / 2
const offsetX = (x - centerX) / rect.width
const offsetY = -(y - centerY) / rect.height
this.targetParallax.set(offsetX * this.parallaxStrength, offsetY * this.parallaxStrength)
}
}
this._handlePointerLeave = () => {
this.targetInfluence = 0.0
}
this.renderer.domElement.addEventListener('pointermove', this._handlePointerMove)
this.renderer.domElement.addEventListener('pointerleave', this._handlePointerLeave)
this.raf = 0
const renderLoop = () => {
this.uniforms.iTime.value = this.clock.getElapsedTime()
if (this.interactive) {
this.currentMouse.lerp(this.targetMouse, this.mouseDamping)
this.uniforms.iMouse.value.copy(this.currentMouse)
this.currentInfluence += (this.targetInfluence - this.currentInfluence) * this.mouseDamping
this.uniforms.bendInfluence.value = this.currentInfluence
}
if (this.parallax) {
this.currentParallax.lerp(this.targetParallax, this.mouseDamping)
this.uniforms.parallaxOffset.value.copy(this.currentParallax)
}
this.renderer.render(this.scene, this.camera)
this.raf = requestAnimationFrame(renderLoop)
}
renderLoop()
}
destroy() {
cancelAnimationFrame(this.raf)
if (this.ro) this.ro.disconnect()
this.renderer.domElement.removeEventListener('pointermove', this._handlePointerMove)
this.renderer.domElement.removeEventListener('pointerleave', this._handlePointerLeave)
this.geometry.dispose()
this.material.dispose()
this.renderer.dispose()
if (this.renderer.domElement.parentElement) {
this.renderer.domElement.parentElement.removeChild(this.renderer.domElement)
}
}
}