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VelvetSilkBackground.tsx
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374 lines (315 loc) · 11.3 KB
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import { useEffect, useRef, useState } from "react";
export default function VelvetSilkBackground() {
const canvasRef = useRef<HTMLCanvasElement>(null);
const glRef = useRef<WebGLRenderingContext | null>(null);
const programRef = useRef<WebGLProgram | null>(null);
const animationFrameRef = useRef<number>();
const timeRef = useRef(0);
const isVisibleRef = useRef(true);
const [showSilk, setShowSilk] = useState(false);
const [isDark, setIsDark] = useState(false);
const [hue, setHue] = useState(350);
const [saturation, setSaturation] = useState(1.0);
const [brightness, setBrightness] = useState(8.0);
const [speed, setSpeed] = useState(0.5);
useEffect(() => {
if (typeof document === "undefined") return;
const checkTheme = () => {
const theme = document.documentElement.getAttribute("data-color-theme");
setShowSilk(theme === "velvet");
setIsDark(document.documentElement.classList.contains("dark"));
};
// Check initial theme
checkTheme();
// Watch for theme changes
const observer = new MutationObserver(checkTheme);
observer.observe(document.documentElement, {
attributes: true,
attributeFilter: ["data-color-theme", "class"],
});
// Also check localStorage changes
const handleStorageChange = () => {
checkTheme();
};
window.addEventListener("storage", handleStorageChange);
// Poll for changes (fallback)
const interval = setInterval(checkTheme, 100);
return () => {
observer.disconnect();
window.removeEventListener("storage", handleStorageChange);
clearInterval(interval);
};
}, []);
useEffect(() => {
if (!showSilk) return;
const canvas = canvasRef.current;
if (!canvas) return;
const gl = canvas.getContext("webgl");
if (!gl) {
console.error("WebGL not supported or context creation failed");
return;
}
glRef.current = gl;
console.log(
"WebGL context created, canvas size:",
canvas.width,
"x",
canvas.height
);
// Vertex shader source
const vertexShaderSource = `
attribute vec2 a_position;
varying vec2 v_uv;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
v_uv = (a_position + 1.0) * 0.5;
v_uv.y = 1.0 - v_uv.y; // Flip Y
}
`;
// Fragment shader source - exact from ShaderToy example
const fragmentShaderSource = `
precision highp float;
uniform float u_time;
uniform vec2 u_resolution;
uniform float u_hue;
uniform float u_saturation;
uniform float u_brightness;
uniform float u_speed;
varying vec2 v_uv;
float noise(vec2 p) {
return 0.1*smoothstep(-0.5, 0.9, sin((p.x - p.y) * 555.0) * sin(p.y * 1444.0)) - 0.4;
}
float fabric(vec2 p) {
const mat2 m = mat2(1.6, 1.2, -1.2, 1.6);
float f = 0.4 * noise(p);
f += 0.3 * noise(p = m * p);
f += 0.2 * noise(p = m * p);
return f + 0.1 * noise(m * p);
}
float silk(vec2 uv, float t) {
float s = sin(5.0 * (uv.x + uv.y + cos(2.0 * uv.x + 5.0 * uv.y)) + sin(12.0 * (uv.x + uv.y)) - t);
s = 0.7 + 0.3 * (s * s * 0.5 + s);
s *= 0.9 + 0.6 * fabric(uv * min(u_resolution.x, u_resolution.y) * 0.0006);
return s * 0.9 + 0.1;
}
float silkd(vec2 uv, float t) {
float xy = uv.x + uv.y;
float d = (5.0 * (1.0 - 2.0 * sin(2.0 * uv.x + 5.0 * uv.y)) + 12.0 * cos(12.0 * xy)) * cos(5.0 * (cos(2.0 * uv.x + 5.0 * uv.y) + xy) + sin(12.0 * xy) - t);
return 0.005 * d * (sign(d) + 3.0);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
float mr = min(u_resolution.x, u_resolution.y);
vec2 uv = v_uv * u_resolution / mr;
float t = u_time * u_speed;
uv.y += 0.03 * sin(8.0 * uv.x - t);
float s = sqrt(silk(uv, t));
float d = silkd(uv, t);
vec3 c = vec3(s);
c += 0.7 * vec3(1.0, 0.83, 0.6) * d;
c *= 1.0 - max(0.0, 0.8 * d);
// INVERT is 1, so use inverted path
c = 0.5+pow(c, vec3(0.3) / vec3(0.52, 0.5, 0.4))/2.0;
c = 1.0 - c;
// Apply HSV color adjustment
vec3 hsv = vec3(u_hue / 360.0, u_saturation, u_brightness);
vec3 targetColor = hsv2rgb(hsv);
c = mix(c, c * targetColor, 0.5);
gl_FragColor = vec4(c, 1.0);
}
`;
// Compile shader
function createShader(
gl: WebGLRenderingContext,
type: number,
source: string
): WebGLShader | null {
const shader = gl.createShader(type);
if (!shader) return null;
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error("Shader compile error:", gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
// Create program
function createProgram(
gl: WebGLRenderingContext,
vertexShader: WebGLShader,
fragmentShader: WebGLShader
): WebGLProgram | null {
const program = gl.createProgram();
if (!program) return null;
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error("Program link error:", gl.getProgramInfoLog(program));
gl.deleteProgram(program);
return null;
}
return program;
}
const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = createShader(
gl,
gl.FRAGMENT_SHADER,
fragmentShaderSource
);
if (!vertexShader || !fragmentShader) {
console.error("Failed to create shaders");
return;
}
const program = createProgram(gl, vertexShader, fragmentShader);
if (!program) {
console.error("Failed to create program");
return;
}
console.log("Shader program created successfully");
programRef.current = program;
// Setup geometry (full screen quad)
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
const positions = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
const positionLocation = gl.getAttribLocation(program, "a_position");
const timeLocation = gl.getUniformLocation(program, "u_time");
const resolutionLocation = gl.getUniformLocation(program, "u_resolution");
const hueLocation = gl.getUniformLocation(program, "u_hue");
const saturationLocation = gl.getUniformLocation(program, "u_saturation");
const brightnessLocation = gl.getUniformLocation(program, "u_brightness");
const speedLocation = gl.getUniformLocation(program, "u_speed");
const resizeCanvas = () => {
const container = canvas.parentElement;
if (container) {
const rect = container.getBoundingClientRect();
const width = Math.max(rect.width, window.innerWidth);
const height = Math.max(rect.height, window.innerHeight);
canvas.width = width;
canvas.height = height;
gl.viewport(0, 0, canvas.width, canvas.height);
console.log("Canvas resized to:", canvas.width, "x", canvas.height);
} else {
// Fallback to window size
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gl.viewport(0, 0, canvas.width, canvas.height);
console.log(
"Canvas resized to window size:",
canvas.width,
"x",
canvas.height
);
}
};
// Initial resize
resizeCanvas();
// Also resize after a short delay to ensure parent is sized
setTimeout(resizeCanvas, 100);
window.addEventListener("resize", resizeCanvas);
const handleVisibilityChange = () => {
isVisibleRef.current = !document.hidden;
};
const handleWindowBlur = () => {
isVisibleRef.current = false;
};
const handleWindowFocus = () => {
isVisibleRef.current = true;
};
document.addEventListener("visibilitychange", handleVisibilityChange);
window.addEventListener("blur", handleWindowBlur);
window.addEventListener("focus", handleWindowFocus);
isVisibleRef.current = !document.hidden && document.hasFocus();
const render = () => {
if (!isVisibleRef.current) {
animationFrameRef.current = requestAnimationFrame(render);
return;
}
if (!gl || !program) return;
timeRef.current += 0.016; // ~60fps
gl.useProgram(program);
// Clear with a test color first to verify rendering works
gl.clear(gl.COLOR_BUFFER_BIT);
// Set attributes
gl.enableVertexAttribArray(positionLocation);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
// Set uniforms - using velvet theme colors
if (timeLocation) gl.uniform1f(timeLocation, timeRef.current);
if (resolutionLocation)
gl.uniform2f(resolutionLocation, canvas.width, canvas.height);
if (hueLocation) gl.uniform1f(hueLocation, hue);
if (saturationLocation) gl.uniform1f(saturationLocation, saturation);
if (brightnessLocation) gl.uniform1f(brightnessLocation, brightness);
if (speedLocation) gl.uniform1f(speedLocation, speed);
// Check for WebGL errors
const error = gl.getError();
if (error !== gl.NO_ERROR) {
console.error("WebGL error before draw:", error);
}
// Draw
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
// Check for errors after draw
const errorAfter = gl.getError();
if (errorAfter !== gl.NO_ERROR) {
console.error("WebGL error after draw:", errorAfter);
}
if (timeRef.current < 0.1) {
console.log(
"First frame rendered, time:",
timeRef.current,
"resolution:",
canvas.width,
"x",
canvas.height
);
}
animationFrameRef.current = requestAnimationFrame(render);
};
render();
return () => {
window.removeEventListener("resize", resizeCanvas);
document.removeEventListener("visibilitychange", handleVisibilityChange);
window.removeEventListener("blur", handleWindowBlur);
window.removeEventListener("focus", handleWindowFocus);
if (animationFrameRef.current) {
cancelAnimationFrame(animationFrameRef.current);
}
if (program) {
gl.deleteProgram(program);
}
if (vertexShader) {
gl.deleteShader(vertexShader);
}
if (fragmentShader) {
gl.deleteShader(fragmentShader);
}
};
}, [showSilk, isDark]);
if (!showSilk) {
if (typeof document !== "undefined") {
console.log(
"VelvetSilkBackground: showSilk is false, theme:",
document.documentElement.getAttribute("data-color-theme")
);
}
return null;
}
if (typeof document !== "undefined") {
console.log("VelvetSilkBackground: Rendering canvas, isDark:", isDark);
}
return (
<canvas
ref={canvasRef}
className="absolute inset-0 w-full h-full"
style={{ backgroundColor: "#000000" }}
/>
);
}