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¨evandrodevbr¨ 780fd7c161 feat(ui): enhance contact form messaging and particle background animation
- Improved the contact form's message generation with more professional and detailed templates
- Replaced the grid-based background animation with a WebGL-powered particle system using OGL
- Added GSAP for advanced animation capabilities
- Adjusted layout styling for better centering and spacing across components
- Enhanced visual feedback and interactivity of the animated background

This change significantly upgrades the user experience and visual appeal of the contact section while maintaining performance through efficient rendering techniques.
2025-09-03 00:51:29 -03:00

446 lines
12 KiB
TypeScript

"use client";
import { Renderer, Program, Mesh, Color, Triangle } from "ogl";
import React, { useEffect, useRef, useMemo, useCallback } from "react";
type Vec2 = [number, number];
export interface FaultyTerminalProps
extends React.HTMLAttributes<HTMLDivElement> {
scale?: number;
gridMul?: Vec2;
digitSize?: number;
timeScale?: number;
pause?: boolean;
scanlineIntensity?: number;
glitchAmount?: number;
flickerAmount?: number;
noiseAmp?: number;
chromaticAberration?: number;
dither?: number | boolean;
curvature?: number;
tint?: string;
mouseReact?: boolean;
mouseStrength?: number;
dpr?: number;
pageLoadAnimation?: boolean;
brightness?: number;
}
const vertexShader = `
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const fragmentShader = `
precision mediump float;
varying vec2 vUv;
uniform float iTime;
uniform vec3 iResolution;
uniform float uScale;
uniform vec2 uGridMul;
uniform float uDigitSize;
uniform float uScanlineIntensity;
uniform float uGlitchAmount;
uniform float uFlickerAmount;
uniform float uNoiseAmp;
uniform float uChromaticAberration;
uniform float uDither;
uniform float uCurvature;
uniform vec3 uTint;
uniform vec2 uMouse;
uniform float uMouseStrength;
uniform float uUseMouse;
uniform float uPageLoadProgress;
uniform float uUsePageLoadAnimation;
uniform float uBrightness;
float time;
float hash21(vec2 p){
p = fract(p * 234.56);
p += dot(p, p + 34.56);
return fract(p.x * p.y);
}
float noise(vec2 p)
{
return sin(p.x * 10.0) * sin(p.y * (3.0 + sin(time * 0.090909))) + 0.2;
}
mat2 rotate(float angle)
{
float c = cos(angle);
float s = sin(angle);
return mat2(c, -s, s, c);
}
float fbm(vec2 p)
{
p *= 1.1;
float f = 0.0;
float amp = 0.5 * uNoiseAmp;
mat2 modify0 = rotate(time * 0.02);
f += amp * noise(p);
p = modify0 * p * 2.0;
amp *= 0.454545;
mat2 modify1 = rotate(time * 0.02);
f += amp * noise(p);
p = modify1 * p * 2.0;
amp *= 0.454545;
mat2 modify2 = rotate(time * 0.08);
f += amp * noise(p);
return f;
}
float pattern(vec2 p, out vec2 q, out vec2 r) {
vec2 offset1 = vec2(1.0);
vec2 offset0 = vec2(0.0);
mat2 rot01 = rotate(0.1 * time);
mat2 rot1 = rotate(0.1);
q = vec2(fbm(p + offset1), fbm(rot01 * p + offset1));
r = vec2(fbm(rot1 * q + offset0), fbm(q + offset0));
return fbm(p + r);
}
float digit(vec2 p){
vec2 grid = uGridMul * 15.0;
vec2 s = floor(p * grid) / grid;
p = p * grid;
vec2 q, r;
float intensity = pattern(s * 0.1, q, r) * 1.3 - 0.03;
if(uUseMouse > 0.5){
vec2 mouseWorld = uMouse * uScale;
float distToMouse = distance(s, mouseWorld);
float mouseInfluence = exp(-distToMouse * 8.0) * uMouseStrength * 10.0;
intensity += mouseInfluence;
float ripple = sin(distToMouse * 20.0 - iTime * 5.0) * 0.1 * mouseInfluence;
intensity += ripple;
}
if(uUsePageLoadAnimation > 0.5){
float cellRandom = fract(sin(dot(s, vec2(12.9898, 78.233))) * 43758.5453);
float cellDelay = cellRandom * 0.8;
float cellProgress = clamp((uPageLoadProgress - cellDelay) / 0.2, 0.0, 1.0);
float fadeAlpha = smoothstep(0.0, 1.0, cellProgress);
intensity *= fadeAlpha;
}
p = fract(p);
p *= uDigitSize;
float px5 = p.x * 5.0;
float py5 = (1.0 - p.y) * 5.0;
float x = fract(px5);
float y = fract(py5);
float i = floor(py5) - 2.0;
float j = floor(px5) - 2.0;
float n = i * i + j * j;
float f = n * 0.0625;
float isOn = step(0.1, intensity - f);
float brightness = isOn * (0.2 + y * 0.8) * (0.75 + x * 0.25);
return step(0.0, p.x) * step(p.x, 1.0) * step(0.0, p.y) * step(p.y, 1.0) * brightness;
}
float onOff(float a, float b, float c)
{
return step(c, sin(iTime + a * cos(iTime * b))) * uFlickerAmount;
}
float displace(vec2 look)
{
float y = look.y - mod(iTime * 0.25, 1.0);
float window = 1.0 / (1.0 + 50.0 * y * y);
return sin(look.y * 20.0 + iTime) * 0.0125 * onOff(4.0, 2.0, 0.8) * (1.0 + cos(iTime * 60.0)) * window;
}
vec3 getColor(vec2 p){
float bar = step(mod(p.y + time * 20.0, 1.0), 0.2) * 0.4 + 1.0;
bar *= uScanlineIntensity;
float displacement = displace(p);
p.x += displacement;
if (uGlitchAmount != 1.0) {
float extra = displacement * (uGlitchAmount - 1.0);
p.x += extra;
}
float middle = digit(p);
const float off = 0.002;
float sum = digit(p + vec2(-off, -off)) + digit(p + vec2(0.0, -off)) + digit(p + vec2(off, -off)) +
digit(p + vec2(-off, 0.0)) + digit(p + vec2(0.0, 0.0)) + digit(p + vec2(off, 0.0)) +
digit(p + vec2(-off, off)) + digit(p + vec2(0.0, off)) + digit(p + vec2(off, off));
vec3 baseColor = vec3(0.9) * middle + sum * 0.1 * vec3(1.0) * bar;
return baseColor;
}
vec2 barrel(vec2 uv){
vec2 c = uv * 2.0 - 1.0;
float r2 = dot(c, c);
c *= 1.0 + uCurvature * r2;
return c * 0.5 + 0.5;
}
void main() {
time = iTime * 0.333333;
vec2 uv = vUv;
if(uCurvature != 0.0){
uv = barrel(uv);
}
vec2 p = uv * uScale;
vec3 col = getColor(p);
if(uChromaticAberration != 0.0){
vec2 ca = vec2(uChromaticAberration) / iResolution.xy;
col.r = getColor(p + ca).r;
col.b = getColor(p - ca).b;
}
col *= uTint;
col *= uBrightness;
if(uDither > 0.0){
float rnd = hash21(gl_FragCoord.xy);
col += (rnd - 0.5) * (uDither * 0.003922);
}
gl_FragColor = vec4(col, 1.0);
}
`;
function hexToRgb(hex: string): [number, number, number] {
let h = hex.replace("#", "").trim();
if (h.length === 3)
h = h
.split("")
.map((c) => c + c)
.join("");
const num = parseInt(h, 16);
return [
((num >> 16) & 255) / 255,
((num >> 8) & 255) / 255,
(num & 255) / 255,
];
}
export default function FaultyTerminal({
scale = 1,
gridMul = [2, 1],
digitSize = 1.5,
timeScale = 0.3,
pause = false,
scanlineIntensity = 0.3,
glitchAmount = 1,
flickerAmount = 1,
noiseAmp = 1,
chromaticAberration = 0,
dither = 0,
curvature = 0.2,
tint = "#ffffff",
mouseReact = true,
mouseStrength = 0.2,
dpr = Math.min(window.devicePixelRatio || 1, 2),
pageLoadAnimation = true,
brightness = 1,
className,
style,
...rest
}: FaultyTerminalProps) {
const containerRef = useRef<HTMLDivElement>(null);
const programRef = useRef<Program>(null);
const rendererRef = useRef<Renderer>(null);
const mouseRef = useRef({ x: 0.5, y: 0.5 });
const smoothMouseRef = useRef({ x: 0.5, y: 0.5 });
const frozenTimeRef = useRef(0);
const rafRef = useRef<number>(0);
const loadAnimationStartRef = useRef<number>(0);
const timeOffsetRef = useRef<number>(Math.random() * 100);
const tintVec = useMemo(() => hexToRgb(tint), [tint]);
const ditherValue = useMemo(
() => (typeof dither === "boolean" ? (dither ? 1 : 0) : dither),
[dither]
);
const handleMouseMove = useCallback((e: MouseEvent) => {
const ctn = containerRef.current;
if (!ctn) return;
const rect = ctn.getBoundingClientRect();
const x = (e.clientX - rect.left) / rect.width;
const y = 1 - (e.clientY - rect.top) / rect.height;
mouseRef.current = { x, y };
}, []);
useEffect(() => {
const ctn = containerRef.current;
if (!ctn) return;
const renderer = new Renderer({ dpr });
rendererRef.current = renderer;
const gl = renderer.gl;
gl.clearColor(0, 0, 0, 1);
const geometry = new Triangle(gl);
const program = new Program(gl, {
vertex: vertexShader,
fragment: fragmentShader,
uniforms: {
iTime: { value: 0 },
iResolution: {
value: new Color(
gl.canvas.width,
gl.canvas.height,
gl.canvas.width / gl.canvas.height
),
},
uScale: { value: scale },
uGridMul: { value: new Float32Array(gridMul) },
uDigitSize: { value: digitSize },
uScanlineIntensity: { value: scanlineIntensity },
uGlitchAmount: { value: glitchAmount },
uFlickerAmount: { value: flickerAmount },
uNoiseAmp: { value: noiseAmp },
uChromaticAberration: { value: chromaticAberration },
uDither: { value: ditherValue },
uCurvature: { value: curvature },
uTint: { value: new Color(tintVec[0], tintVec[1], tintVec[2]) },
uMouse: {
value: new Float32Array([
smoothMouseRef.current.x,
smoothMouseRef.current.y,
]),
},
uMouseStrength: { value: mouseStrength },
uUseMouse: { value: mouseReact ? 1 : 0 },
uPageLoadProgress: { value: pageLoadAnimation ? 0 : 1 },
uUsePageLoadAnimation: { value: pageLoadAnimation ? 1 : 0 },
uBrightness: { value: brightness },
},
});
programRef.current = program;
const mesh = new Mesh(gl, { geometry, program });
function resize() {
if (!ctn || !renderer) return;
renderer.setSize(ctn.offsetWidth, ctn.offsetHeight);
program.uniforms.iResolution.value = new Color(
gl.canvas.width,
gl.canvas.height,
gl.canvas.width / gl.canvas.height
);
}
const resizeObserver = new ResizeObserver(() => resize());
resizeObserver.observe(ctn);
resize();
const update = (t: number) => {
rafRef.current = requestAnimationFrame(update);
if (pageLoadAnimation && loadAnimationStartRef.current === 0) {
loadAnimationStartRef.current = t;
}
if (!pause) {
const elapsed = (t * 0.001 + timeOffsetRef.current) * timeScale;
program.uniforms.iTime.value = elapsed;
frozenTimeRef.current = elapsed;
} else {
program.uniforms.iTime.value = frozenTimeRef.current;
}
if (pageLoadAnimation && loadAnimationStartRef.current > 0) {
const animationDuration = 2000;
const animationElapsed = t - loadAnimationStartRef.current;
const progress = Math.min(animationElapsed / animationDuration, 1);
program.uniforms.uPageLoadProgress.value = progress;
}
if (mouseReact) {
const dampingFactor = 0.08;
const smoothMouse = smoothMouseRef.current;
const mouse = mouseRef.current;
smoothMouse.x += (mouse.x - smoothMouse.x) * dampingFactor;
smoothMouse.y += (mouse.y - smoothMouse.y) * dampingFactor;
const mouseUniform = program.uniforms.uMouse.value as Float32Array;
mouseUniform[0] = smoothMouse.x;
mouseUniform[1] = smoothMouse.y;
}
renderer.render({ scene: mesh });
};
rafRef.current = requestAnimationFrame(update);
ctn.appendChild(gl.canvas);
if (mouseReact) ctn.addEventListener("mousemove", handleMouseMove);
return () => {
cancelAnimationFrame(rafRef.current);
resizeObserver.disconnect();
if (mouseReact) ctn.removeEventListener("mousemove", handleMouseMove);
if (gl.canvas.parentElement === ctn) ctn.removeChild(gl.canvas);
gl.getExtension("WEBGL_lose_context")?.loseContext();
loadAnimationStartRef.current = 0;
timeOffsetRef.current = Math.random() * 100;
};
}, [
dpr,
pause,
timeScale,
scale,
gridMul,
digitSize,
scanlineIntensity,
glitchAmount,
flickerAmount,
noiseAmp,
chromaticAberration,
ditherValue,
curvature,
tintVec,
mouseReact,
mouseStrength,
pageLoadAnimation,
brightness,
handleMouseMove,
]);
return (
<div
ref={containerRef}
className={`w-full h-full relative overflow-hidden ${className}`}
style={style}
{...rest}
/>
);
}