306 lines
8.6 KiB
TypeScript
306 lines
8.6 KiB
TypeScript
"use client";
|
|
|
|
import { useRef, useMemo, useCallback, useEffect } from "react";
|
|
import { Canvas, useFrame, useThree } from "@react-three/fiber";
|
|
import { Float, MeshDistortMaterial } from "@react-three/drei";
|
|
import * as THREE from "three";
|
|
|
|
function ParticleField({ count = 2000 }: { count?: number }) {
|
|
const mesh = useRef<THREE.Points>(null);
|
|
const mouseRef = useRef({ x: 0, y: 0 });
|
|
|
|
const [positions, velocities] = useMemo(() => {
|
|
const pos = new Float32Array(count * 3);
|
|
const vel = new Float32Array(count * 3);
|
|
for (let i = 0; i < count; i++) {
|
|
const i3 = i * 3;
|
|
pos[i3] = (Math.random() - 0.5) * 20;
|
|
pos[i3 + 1] = (Math.random() - 0.5) * 20;
|
|
pos[i3 + 2] = (Math.random() - 0.5) * 15;
|
|
vel[i3] = (Math.random() - 0.5) * 0.002;
|
|
vel[i3 + 1] = (Math.random() - 0.5) * 0.002;
|
|
vel[i3 + 2] = (Math.random() - 0.5) * 0.001;
|
|
}
|
|
return [pos, vel];
|
|
}, [count]);
|
|
|
|
const sizes = useMemo(() => {
|
|
const s = new Float32Array(count);
|
|
for (let i = 0; i < count; i++) {
|
|
s[i] = Math.random() * 2 + 0.5;
|
|
}
|
|
return s;
|
|
}, [count]);
|
|
|
|
const handlePointerMove = useCallback((e: { clientX: number; clientY: number }) => {
|
|
mouseRef.current.x = (e.clientX / window.innerWidth) * 2 - 1;
|
|
mouseRef.current.y = -(e.clientY / window.innerHeight) * 2 + 1;
|
|
}, []);
|
|
|
|
useFrame((state) => {
|
|
if (!mesh.current) return;
|
|
const geo = mesh.current.geometry;
|
|
const posAttr = geo.getAttribute("position") as THREE.BufferAttribute;
|
|
const arr = posAttr.array as Float32Array;
|
|
const time = state.clock.elapsedTime;
|
|
|
|
for (let i = 0; i < count; i++) {
|
|
const i3 = i * 3;
|
|
arr[i3] += velocities[i3] + Math.sin(time * 0.3 + i) * 0.001;
|
|
arr[i3 + 1] += velocities[i3 + 1] + Math.cos(time * 0.2 + i) * 0.001;
|
|
arr[i3 + 2] += velocities[i3 + 2];
|
|
|
|
// Mouse influence
|
|
const dx = mouseRef.current.x * 5 - arr[i3];
|
|
const dy = mouseRef.current.y * 5 - arr[i3 + 1];
|
|
const dist = Math.sqrt(dx * dx + dy * dy);
|
|
if (dist < 3) {
|
|
const force = (3 - dist) * 0.0003;
|
|
arr[i3] += dx * force;
|
|
arr[i3 + 1] += dy * force;
|
|
}
|
|
|
|
// Wrap around
|
|
if (arr[i3] > 10) arr[i3] = -10;
|
|
if (arr[i3] < -10) arr[i3] = 10;
|
|
if (arr[i3 + 1] > 10) arr[i3 + 1] = -10;
|
|
if (arr[i3 + 1] < -10) arr[i3 + 1] = 10;
|
|
if (arr[i3 + 2] > 7.5) arr[i3 + 2] = -7.5;
|
|
if (arr[i3 + 2] < -7.5) arr[i3 + 2] = 7.5;
|
|
}
|
|
posAttr.needsUpdate = true;
|
|
|
|
// Slow rotation
|
|
mesh.current.rotation.y = time * 0.02;
|
|
mesh.current.rotation.x = Math.sin(time * 0.01) * 0.1;
|
|
});
|
|
|
|
useEffect(() => {
|
|
window.addEventListener("pointermove", handlePointerMove);
|
|
return () => window.removeEventListener("pointermove", handlePointerMove);
|
|
}, [handlePointerMove]);
|
|
|
|
return (
|
|
<points ref={mesh}>
|
|
<bufferGeometry>
|
|
<bufferAttribute
|
|
attach="attributes-position"
|
|
args={[positions, 3]}
|
|
count={count}
|
|
/>
|
|
<bufferAttribute
|
|
attach="attributes-size"
|
|
args={[sizes, 1]}
|
|
count={count}
|
|
/>
|
|
</bufferGeometry>
|
|
<pointsMaterial
|
|
color="#ccff00"
|
|
size={0.03}
|
|
transparent
|
|
opacity={0.6}
|
|
sizeAttenuation
|
|
blending={THREE.AdditiveBlending}
|
|
depthWrite={false}
|
|
/>
|
|
</points>
|
|
);
|
|
}
|
|
|
|
function FloatingGeometry() {
|
|
const meshRef = useRef<THREE.Mesh>(null);
|
|
const mesh2Ref = useRef<THREE.Mesh>(null);
|
|
const mesh3Ref = useRef<THREE.Mesh>(null);
|
|
|
|
useFrame((state) => {
|
|
const t = state.clock.elapsedTime;
|
|
if (meshRef.current) {
|
|
meshRef.current.rotation.x = t * 0.15;
|
|
meshRef.current.rotation.y = t * 0.1;
|
|
meshRef.current.position.y = Math.sin(t * 0.4) * 0.3;
|
|
}
|
|
if (mesh2Ref.current) {
|
|
mesh2Ref.current.rotation.x = t * 0.1;
|
|
mesh2Ref.current.rotation.z = t * 0.12;
|
|
mesh2Ref.current.position.y = Math.cos(t * 0.3) * 0.5;
|
|
}
|
|
if (mesh3Ref.current) {
|
|
mesh3Ref.current.rotation.y = t * 0.08;
|
|
mesh3Ref.current.rotation.z = t * 0.06;
|
|
}
|
|
});
|
|
|
|
return (
|
|
<>
|
|
<Float speed={1.5} rotationIntensity={0.4} floatIntensity={0.6}>
|
|
<mesh ref={meshRef} position={[4, 1.5, -3]} scale={1.2}>
|
|
<icosahedronGeometry args={[1, 1]} />
|
|
<MeshDistortMaterial
|
|
color="#ccff00"
|
|
wireframe
|
|
transparent
|
|
opacity={0.15}
|
|
distort={0.3}
|
|
speed={2}
|
|
/>
|
|
</mesh>
|
|
</Float>
|
|
|
|
<Float speed={1.2} rotationIntensity={0.3} floatIntensity={0.8}>
|
|
<mesh ref={mesh2Ref} position={[-5, -2, -4]} scale={0.8}>
|
|
<octahedronGeometry args={[1, 0]} />
|
|
<MeshDistortMaterial
|
|
color="#ffffff"
|
|
wireframe
|
|
transparent
|
|
opacity={0.08}
|
|
distort={0.2}
|
|
speed={1.5}
|
|
/>
|
|
</mesh>
|
|
</Float>
|
|
|
|
<Float speed={0.8} rotationIntensity={0.2} floatIntensity={0.5}>
|
|
<mesh ref={mesh3Ref} position={[2, -3, -5]} scale={1.5}>
|
|
<torusGeometry args={[1, 0.3, 16, 32]} />
|
|
<meshStandardMaterial
|
|
color="#ccff00"
|
|
wireframe
|
|
transparent
|
|
opacity={0.06}
|
|
/>
|
|
</mesh>
|
|
</Float>
|
|
</>
|
|
);
|
|
}
|
|
|
|
function GridFloor() {
|
|
const meshRef = useRef<THREE.Mesh>(null);
|
|
|
|
useFrame((state) => {
|
|
if (meshRef.current) {
|
|
const material = meshRef.current.material as THREE.ShaderMaterial;
|
|
if (material.uniforms) {
|
|
material.uniforms.uTime.value = state.clock.elapsedTime;
|
|
}
|
|
}
|
|
});
|
|
|
|
const gridShader = useMemo(
|
|
() => ({
|
|
uniforms: {
|
|
uTime: { value: 0 },
|
|
uColor: { value: new THREE.Color("#ccff00") },
|
|
},
|
|
vertexShader: `
|
|
varying vec2 vUv;
|
|
varying vec3 vPosition;
|
|
void main() {
|
|
vUv = uv;
|
|
vPosition = position;
|
|
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
|
}
|
|
`,
|
|
fragmentShader: `
|
|
uniform float uTime;
|
|
uniform vec3 uColor;
|
|
varying vec2 vUv;
|
|
varying vec3 vPosition;
|
|
|
|
void main() {
|
|
vec2 grid = abs(fract(vPosition.xz * 0.5) - 0.5) / fwidth(vPosition.xz * 0.5);
|
|
float line = min(grid.x, grid.y);
|
|
float alpha = 1.0 - min(line, 1.0);
|
|
|
|
// Distance fade
|
|
float dist = length(vPosition.xz) * 0.08;
|
|
alpha *= max(0.0, 1.0 - dist);
|
|
alpha *= 0.12;
|
|
|
|
// Pulse wave
|
|
float wave = sin(length(vPosition.xz) * 0.3 - uTime * 0.8) * 0.5 + 0.5;
|
|
alpha *= 0.5 + wave * 0.5;
|
|
|
|
gl_FragColor = vec4(uColor, alpha);
|
|
}
|
|
`,
|
|
}),
|
|
[]
|
|
);
|
|
|
|
return (
|
|
<mesh ref={meshRef} rotation={[-Math.PI / 2, 0, 0]} position={[0, -4, 0]}>
|
|
<planeGeometry args={[40, 40, 1, 1]} />
|
|
<shaderMaterial
|
|
{...gridShader}
|
|
transparent
|
|
side={THREE.DoubleSide}
|
|
depthWrite={false}
|
|
/>
|
|
</mesh>
|
|
);
|
|
}
|
|
|
|
function CameraRig() {
|
|
const { camera } = useThree();
|
|
const mouseRef = useRef({ x: 0, y: 0 });
|
|
|
|
useFrame(() => {
|
|
const targetX = mouseRef.current.x * 0.5;
|
|
const targetY = mouseRef.current.y * 0.3 + 0.5;
|
|
camera.position.x += (targetX - camera.position.x) * 0.02;
|
|
camera.position.y += (targetY - camera.position.y) * 0.02;
|
|
camera.lookAt(0, 0, 0);
|
|
});
|
|
|
|
useEffect(() => {
|
|
const handler = (e: MouseEvent) => {
|
|
mouseRef.current.x = (e.clientX / window.innerWidth) * 2 - 1;
|
|
mouseRef.current.y = -(e.clientY / window.innerHeight) * 2 + 1;
|
|
};
|
|
window.addEventListener("mousemove", handler);
|
|
return () => window.removeEventListener("mousemove", handler);
|
|
}, []);
|
|
|
|
return null;
|
|
}
|
|
|
|
export default function HeroScene() {
|
|
return (
|
|
<div
|
|
className="absolute inset-0 z-0"
|
|
style={{ position: "absolute", top: 0, left: 0, right: 0, bottom: 0 }}
|
|
>
|
|
<Canvas
|
|
camera={{ position: [0, 0.5, 8], fov: 60, near: 0.1, far: 100 }}
|
|
dpr={[1, 1.5]}
|
|
gl={{
|
|
antialias: false,
|
|
alpha: true,
|
|
powerPreference: "high-performance",
|
|
}}
|
|
style={{
|
|
background: "transparent",
|
|
position: "absolute",
|
|
top: 0,
|
|
left: 0,
|
|
width: "100%",
|
|
height: "100%",
|
|
display: "block",
|
|
}}
|
|
>
|
|
<fog attach="fog" args={["#0a0a0a", 5, 25]} />
|
|
<ambientLight intensity={0.3} />
|
|
<directionalLight position={[5, 5, 5]} intensity={0.5} color="#ccff00" />
|
|
<pointLight position={[-5, 3, -5]} intensity={0.3} color="#ffffff" />
|
|
|
|
<CameraRig />
|
|
<ParticleField count={1500} />
|
|
<FloatingGeometry />
|
|
<GridFloor />
|
|
</Canvas>
|
|
</div>
|
|
);
|
|
}
|