import { forwardRef, useImperativeHandle, useEffect, useRef, useMemo, FC, ReactNode } from 'react'; import * as THREE from 'three'; import { Canvas, useFrame } from '@react-three/fiber'; import { PerspectiveCamera } from '@react-three/drei'; import { degToRad } from 'three/src/math/MathUtils.js'; type UniformValue = THREE.IUniform | unknown; interface ExtendMaterialConfig { header: string; vertexHeader?: string; fragmentHeader?: string; material?: THREE.MeshPhysicalMaterialParameters & { fog?: boolean }; uniforms?: Record; vertex?: Record; fragment?: Record; } type ShaderWithDefines = THREE.ShaderLibShader & { defines?: Record; }; function extendMaterial( BaseMaterial: new (params?: THREE.MaterialParameters) => T, cfg: ExtendMaterialConfig ): THREE.ShaderMaterial { const physical = THREE.ShaderLib.physical as ShaderWithDefines; const { vertexShader: baseVert, fragmentShader: baseFrag, uniforms: baseUniforms } = physical; const baseDefines = physical.defines ?? {}; const uniforms: Record = THREE.UniformsUtils.clone(baseUniforms); const defaults = new BaseMaterial(cfg.material || {}) as T & { color?: THREE.Color; roughness?: number; metalness?: number; envMap?: THREE.Texture; envMapIntensity?: number; }; if (defaults.color) uniforms.diffuse.value = defaults.color; if ('roughness' in defaults) uniforms.roughness.value = defaults.roughness; if ('metalness' in defaults) uniforms.metalness.value = defaults.metalness; if ('envMap' in defaults) uniforms.envMap.value = defaults.envMap; if ('envMapIntensity' in defaults) uniforms.envMapIntensity.value = defaults.envMapIntensity; Object.entries(cfg.uniforms ?? {}).forEach(([key, u]) => { uniforms[key] = u !== null && typeof u === 'object' && 'value' in u ? (u as THREE.IUniform) : ({ value: u } as THREE.IUniform); }); let vert = `${cfg.header}\n${cfg.vertexHeader ?? ''}\n${baseVert}`; let frag = `${cfg.header}\n${cfg.fragmentHeader ?? ''}\n${baseFrag}`; for (const [inc, code] of Object.entries(cfg.vertex ?? {})) { vert = vert.replace(inc, `${inc}\n${code}`); } for (const [inc, code] of Object.entries(cfg.fragment ?? {})) { frag = frag.replace(inc, `${inc}\n${code}`); } const mat = new THREE.ShaderMaterial({ defines: { ...baseDefines }, uniforms, vertexShader: vert, fragmentShader: frag, lights: true, fog: !!cfg.material?.fog }); return mat; } const CanvasWrapper: FC<{ children: ReactNode }> = ({ children }) => ( {children} ); const hexToNormalizedRGB = (hex: string): [number, number, number] => { const clean = hex.replace('#', ''); const r = parseInt(clean.substring(0, 2), 16); const g = parseInt(clean.substring(2, 4), 16); const b = parseInt(clean.substring(4, 6), 16); return [r / 255, g / 255, b / 255]; }; const noise = ` float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123); } float noise (in vec2 st) { vec2 i = floor(st); vec2 f = fract(st); float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); vec2 u = f * f * (3.0 - 2.0 * f); return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} float cnoise(vec3 P){ vec3 Pi0 = floor(P); vec3 Pi1 = Pi0 + vec3(1.0); Pi0 = mod(Pi0, 289.0); Pi1 = mod(Pi1, 289.0); vec3 Pf0 = fract(P); vec3 Pf1 = Pf0 - vec3(1.0); vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.yy, Pi1.yy); vec4 iz0 = Pi0.zzzz; vec4 iz1 = Pi1.zzzz; vec4 ixy = permute(permute(ix) + iy); vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1); vec4 gx0 = ixy0 / 7.0; vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5; gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); vec4 sz0 = step(gz0, vec4(0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 = ixy1 / 7.0; vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5; gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); vec4 sz1 = step(gz1, vec4(0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); vec4 norm0 = taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec4 norm1 = taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, vec3(Pf1.x,Pf0.yz)); float n010 = dot(g010, vec3(Pf0.x,Pf1.y,Pf0.z)); float n110 = dot(g110, vec3(Pf1.xy,Pf0.z)); float n001 = dot(g001, vec3(Pf0.xy,Pf1.z)); float n101 = dot(g101, vec3(Pf1.x,Pf0.y,Pf1.z)); float n011 = dot(g011, vec3(Pf0.x,Pf1.yz)); float n111 = dot(g111, Pf1); vec3 fade_xyz = fade(Pf0); vec4 n_z = mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z); vec2 n_yz = mix(n_z.xy,n_z.zw,fade_xyz.y); float n_xyz = mix(n_yz.x,n_yz.y,fade_xyz.x); return 2.2 * n_xyz; } `; interface BeamsProps { beamWidth?: number; beamHeight?: number; beamNumber?: number; lightColor?: string; speed?: number; noiseIntensity?: number; scale?: number; rotation?: number; } const Beams: FC = ({ beamWidth = 2, beamHeight = 15, beamNumber = 12, lightColor = '#ffffff', speed = 2, noiseIntensity = 1.75, scale = 0.2, rotation = 0 }) => { const meshRef = useRef>(null!); const beamMaterial = useMemo( () => extendMaterial(THREE.MeshStandardMaterial, { header: ` varying vec3 vEye; varying float vNoise; varying vec2 vUv; varying vec3 vPosition; uniform float time; uniform float uSpeed; uniform float uNoiseIntensity; uniform float uScale; ${noise}`, vertexHeader: ` float getPos(vec3 pos) { vec3 noisePos = vec3(pos.x * 0., pos.y - uv.y, pos.z + time * uSpeed * 3.) * uScale; return cnoise(noisePos); } vec3 getCurrentPos(vec3 pos) { vec3 newpos = pos; newpos.z += getPos(pos); return newpos; } vec3 getNormal(vec3 pos) { vec3 curpos = getCurrentPos(pos); vec3 nextposX = getCurrentPos(pos + vec3(0.01, 0.0, 0.0)); vec3 nextposZ = getCurrentPos(pos + vec3(0.0, -0.01, 0.0)); vec3 tangentX = normalize(nextposX - curpos); vec3 tangentZ = normalize(nextposZ - curpos); return normalize(cross(tangentZ, tangentX)); }`, fragmentHeader: '', vertex: { '#include ': `transformed.z += getPos(transformed.xyz);`, '#include ': `objectNormal = getNormal(position.xyz);` }, fragment: { '#include ': ` float randomNoise = noise(gl_FragCoord.xy); gl_FragColor.rgb -= randomNoise / 15. * uNoiseIntensity;` }, material: { fog: true }, uniforms: { diffuse: new THREE.Color(...hexToNormalizedRGB('#000000')), time: { shared: true, mixed: true, linked: true, value: 0 }, roughness: 0.3, metalness: 0.3, uSpeed: { shared: true, mixed: true, linked: true, value: speed }, envMapIntensity: 10, uNoiseIntensity: noiseIntensity, uScale: scale } }), [speed, noiseIntensity, scale] ); return ( ); }; function createStackedPlanesBufferGeometry( n: number, width: number, height: number, spacing: number, heightSegments: number ): THREE.BufferGeometry { const geometry = new THREE.BufferGeometry(); const numVertices = n * (heightSegments + 1) * 2; const numFaces = n * heightSegments * 2; const positions = new Float32Array(numVertices * 3); const indices = new Uint32Array(numFaces * 3); const uvs = new Float32Array(numVertices * 2); let vertexOffset = 0; let indexOffset = 0; let uvOffset = 0; const totalWidth = n * width + (n - 1) * spacing; const xOffsetBase = -totalWidth / 2; for (let i = 0; i < n; i++) { const xOffset = xOffsetBase + i * (width + spacing); const uvXOffset = Math.random() * 300; const uvYOffset = Math.random() * 300; for (let j = 0; j <= heightSegments; j++) { const y = height * (j / heightSegments - 0.5); const v0 = [xOffset, y, 0]; const v1 = [xOffset + width, y, 0]; positions.set([...v0, ...v1], vertexOffset * 3); const uvY = j / heightSegments; uvs.set([uvXOffset, uvY + uvYOffset, uvXOffset + 1, uvY + uvYOffset], uvOffset); if (j < heightSegments) { const a = vertexOffset, b = vertexOffset + 1, c = vertexOffset + 2, d = vertexOffset + 3; indices.set([a, b, c, c, b, d], indexOffset); indexOffset += 6; } vertexOffset += 2; uvOffset += 4; } } geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3)); geometry.setAttribute('uv', new THREE.BufferAttribute(uvs, 2)); geometry.setIndex(new THREE.BufferAttribute(indices, 1)); geometry.computeVertexNormals(); return geometry; } const MergedPlanes = forwardRef< THREE.Mesh, { material: THREE.ShaderMaterial; width: number; count: number; height: number; } >(({ material, width, count, height }, ref) => { const mesh = useRef>(null!); useImperativeHandle(ref, () => mesh.current); const geometry = useMemo( () => createStackedPlanesBufferGeometry(count, width, height, 0, 100), [count, width, height] ); useFrame((_, delta) => { mesh.current.material.uniforms.time.value += 0.1 * delta; }); return ; }); MergedPlanes.displayName = 'MergedPlanes'; const PlaneNoise = forwardRef< THREE.Mesh, { material: THREE.ShaderMaterial; width: number; count: number; height: number; } >((props, ref) => ( )); PlaneNoise.displayName = 'PlaneNoise'; const DirLight: FC<{ position: [number, number, number]; color: string }> = ({ position, color }) => { const dir = useRef(null!); useEffect(() => { if (!dir.current) return; const cam = dir.current.shadow.camera as THREE.Camera & { top: number; bottom: number; left: number; right: number; far: number; }; cam.top = 24; cam.bottom = -24; cam.left = -24; cam.right = 24; cam.far = 64; dir.current.shadow.bias = -0.004; }, []); return ; }; export default Beams;