Repository URL to install this package:
|
Version:
0.7.15 ▾
|
import { useEffect, useRef } from 'react';
import { Renderer, Program, Mesh, Triangle, Vec3 } from 'ogl';
import './Orb.css';
export default function Orb({ hue = 0, hoverIntensity = 0.2, rotateOnHover = true, forceHoverState = false, animationSpeed = 1.0, noiseScale = 0.65, noiseAmplitude = 1.0, innerRadius = 0.6 }) {
const ctnDom = useRef(null);
const hueRef = useRef(hue);
const hoverIntensityRef = useRef(hoverIntensity);
const animationSpeedRef = useRef(animationSpeed);
const noiseScaleRef = useRef(noiseScale);
const noiseAmplitudeRef = useRef(noiseAmplitude);
const innerRadiusRef = useRef(innerRadius);
// Debug logging
const debugEnabled = /^(1|true|yes)$/i.test(String(new URL(window.location.href).searchParams.get('debug') || ''))
if (debugEnabled) {
console.log('[Orb props]', {
hue: hue.toFixed(0),
hoverIntensity: hoverIntensity.toFixed(3),
rotateOnHover,
forceHoverState,
animationSpeed: animationSpeed.toFixed(2),
noiseScale: noiseScale.toFixed(2),
noiseAmplitude: noiseAmplitude.toFixed(3),
innerRadius: innerRadius.toFixed(3),
})
}
// Update refs when props change
hueRef.current = hue;
hoverIntensityRef.current = hoverIntensity;
animationSpeedRef.current = animationSpeed;
noiseScaleRef.current = noiseScale;
noiseAmplitudeRef.current = noiseAmplitude;
innerRadiusRef.current = innerRadius;
const vert = /* glsl */ `
precision highp float;
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const frag = /* glsl */ `
precision highp float;
uniform float iTime;
uniform vec3 iResolution;
uniform float hue;
uniform float hover;
uniform float rot;
uniform float hoverIntensity;
uniform float animationSpeed;
uniform float noiseScale;
uniform float noiseAmplitude;
uniform float innerRadius;
varying vec2 vUv;
vec3 rgb2yiq(vec3 c) {
float y = dot(c, vec3(0.299, 0.587, 0.114));
float i = dot(c, vec3(0.596, -0.274, -0.322));
float q = dot(c, vec3(0.211, -0.523, 0.312));
return vec3(y, i, q);
}
vec3 yiq2rgb(vec3 c) {
float r = c.x + 0.956 * c.y + 0.621 * c.z;
float g = c.x - 0.272 * c.y - 0.647 * c.z;
float b = c.x - 1.106 * c.y + 1.703 * c.z;
return vec3(r, g, b);
}
vec3 adjustHue(vec3 color, float hueDeg) {
float hueRad = hueDeg * 3.14159265 / 180.0;
vec3 yiq = rgb2yiq(color);
float cosA = cos(hueRad);
float sinA = sin(hueRad);
float i = yiq.y * cosA - yiq.z * sinA;
float q = yiq.y * sinA + yiq.z * cosA;
yiq.y = i;
yiq.z = q;
return yiq2rgb(yiq);
}
vec3 hash33(vec3 p3) {
p3 = fract(p3 * vec3(0.1031, 0.11369, 0.13787));
p3 += dot(p3, p3.yxz + 19.19);
return -1.0 + 2.0 * fract(vec3(
p3.x + p3.y,
p3.x + p3.z,
p3.y + p3.z
) * p3.zyx);
}
float snoise3(vec3 p) {
const float K1 = 0.333333333;
const float K2 = 0.166666667;
vec3 i = floor(p + (p.x + p.y + p.z) * K1);
vec3 d0 = p - (i - (i.x + i.y + i.z) * K2);
vec3 e = step(vec3(0.0), d0 - d0.yzx);
vec3 i1 = e * (1.0 - e.zxy);
vec3 i2 = 1.0 - e.zxy * (1.0 - e);
vec3 d1 = d0 - (i1 - K2);
vec3 d2 = d0 - (i2 - K1);
vec3 d3 = d0 - 0.5;
vec4 h = max(0.6 - vec4(
dot(d0, d0),
dot(d1, d1),
dot(d2, d2),
dot(d3, d3)
), 0.0);
vec4 n = h * h * h * h * vec4(
dot(d0, hash33(i)),
dot(d1, hash33(i + i1)),
dot(d2, hash33(i + i2)),
dot(d3, hash33(i + 1.0))
);
return dot(vec4(31.316), n);
}
vec4 extractAlpha(vec3 colorIn) {
float a = max(max(colorIn.r, colorIn.g), colorIn.b);
return vec4(colorIn.rgb / (a + 1e-5), a);
}
const vec3 baseColor1 = vec3(0.611765, 0.262745, 0.996078);
const vec3 baseColor2 = vec3(0.298039, 0.760784, 0.913725);
const vec3 baseColor3 = vec3(0.062745, 0.078431, 0.600000);
float light1(float intensity, float attenuation, float dist) {
return intensity / (1.0 + dist * attenuation);
}
float light2(float intensity, float attenuation, float dist) {
return intensity / (1.0 + dist * dist * attenuation);
}
vec4 draw(vec2 uv) {
vec3 color1 = adjustHue(baseColor1, hue);
vec3 color2 = adjustHue(baseColor2, hue);
vec3 color3 = adjustHue(baseColor3, hue);
float ang = atan(uv.y, uv.x);
float len = length(uv);
float invLen = len > 0.0 ? 1.0 / len : 0.0;
float n0 = snoise3(vec3(uv * noiseScale, iTime * animationSpeed * 0.5)) * 0.5 + 0.5;
float n0Scaled = n0 * noiseAmplitude;
float r0 = mix(mix(innerRadius, 1.0, 0.4), mix(innerRadius, 1.0, 0.6), n0Scaled);
float d0 = distance(uv, (r0 * invLen) * uv);
float v0 = light1(1.0, 10.0, d0);
v0 *= smoothstep(r0 * 1.05, r0, len);
float cl = cos(ang + iTime * animationSpeed * 2.0) * 0.5 + 0.5;
float a = iTime * animationSpeed * -1.0;
vec2 pos = vec2(cos(a), sin(a)) * r0;
float d = distance(uv, pos);
float v1 = light2(1.5, 5.0, d);
v1 *= light1(1.0, 50.0, d0);
float v2 = smoothstep(1.0, mix(innerRadius, 1.0, n0 * 0.5), len);
float v3 = smoothstep(innerRadius, mix(innerRadius, 1.0, 0.5), len);
vec3 col = mix(color1, color2, cl);
col = mix(color3, col, v0);
col = (col + v1) * v2 * v3;
col = clamp(col, 0.0, 1.0);
return extractAlpha(col);
}
vec4 mainImage(vec2 fragCoord) {
vec2 center = iResolution.xy * 0.5;
float size = min(iResolution.x, iResolution.y);
vec2 uv = (fragCoord - center) / size * 2.0;
float angle = rot;
float s = sin(angle);
float c = cos(angle);
uv = vec2(c * uv.x - s * uv.y, s * uv.x + c * uv.y);
uv.x += hover * hoverIntensity * 0.1 * sin(uv.y * 10.0 + iTime);
uv.y += hover * hoverIntensity * 0.1 * sin(uv.x * 10.0 + iTime);
return draw(uv);
}
void main() {
vec2 fragCoord = vUv * iResolution.xy;
vec4 col = mainImage(fragCoord);
gl_FragColor = vec4(col.rgb * col.a, col.a);
}
`;
useEffect(() => {
const container = ctnDom.current;
if (!container) return;
const renderer = new Renderer({ alpha: true, premultipliedAlpha: false });
const gl = renderer.gl;
gl.clearColor(0, 0, 0, 0);
container.appendChild(gl.canvas);
const geometry = new Triangle(gl);
const program = new Program(gl, {
vertex: vert,
fragment: frag,
uniforms: {
iTime: { value: 0 },
iResolution: {
value: new Vec3(gl.canvas.width, gl.canvas.height, gl.canvas.width / gl.canvas.height)
},
hue: { value: hueRef.current },
hover: { value: 0 },
rot: { value: 0 },
hoverIntensity: { value: hoverIntensityRef.current },
animationSpeed: { value: animationSpeedRef.current },
noiseScale: { value: noiseScaleRef.current },
noiseAmplitude: { value: noiseAmplitudeRef.current },
innerRadius: { value: innerRadiusRef.current }
}
});
const mesh = new Mesh(gl, { geometry, program });
function resize() {
if (!container) return;
const dpr = window.devicePixelRatio || 1;
const width = container.clientWidth;
const height = container.clientHeight;
renderer.setSize(width * dpr, height * dpr);
gl.canvas.style.width = width + 'px';
gl.canvas.style.height = height + 'px';
program.uniforms.iResolution.value.set(gl.canvas.width, gl.canvas.height, gl.canvas.width / gl.canvas.height);
}
window.addEventListener('resize', resize);
resize();
let targetHover = 0;
let lastTime = 0;
let currentRot = 0;
const rotationSpeed = 0.3;
const handleMouseMove = e => {
const rect = container.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
const width = rect.width;
const height = rect.height;
const size = Math.min(width, height);
const centerX = width / 2;
const centerY = height / 2;
const uvX = ((x - centerX) / size) * 2.0;
const uvY = ((y - centerY) / size) * 2.0;
if (Math.sqrt(uvX * uvX + uvY * uvY) < 0.8) {
targetHover = 1;
} else {
targetHover = 0;
}
};
const handleMouseLeave = () => {
targetHover = 0;
};
container.addEventListener('mousemove', handleMouseMove);
container.addEventListener('mouseleave', handleMouseLeave);
let rafId;
const update = t => {
rafId = requestAnimationFrame(update);
const dt = (t - lastTime) * 0.001;
lastTime = t;
program.uniforms.iTime.value = t * 0.001;
program.uniforms.hue.value = hueRef.current;
program.uniforms.hoverIntensity.value = hoverIntensityRef.current;
program.uniforms.animationSpeed.value = animationSpeedRef.current;
program.uniforms.noiseScale.value = noiseScaleRef.current;
program.uniforms.noiseAmplitude.value = noiseAmplitudeRef.current;
program.uniforms.innerRadius.value = innerRadiusRef.current;
const effectiveHover = forceHoverState ? 1 : targetHover;
program.uniforms.hover.value += (effectiveHover - program.uniforms.hover.value) * 0.1;
if (rotateOnHover && effectiveHover > 0.5) {
currentRot += dt * rotationSpeed;
}
program.uniforms.rot.value = currentRot;
renderer.render({ scene: mesh });
};
rafId = requestAnimationFrame(update);
return () => {
cancelAnimationFrame(rafId);
window.removeEventListener('resize', resize);
container.removeEventListener('mousemove', handleMouseMove);
container.removeEventListener('mouseleave', handleMouseLeave);
container.removeChild(gl.canvas);
gl.getExtension('WEBGL_lose_context')?.loseContext();
};
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [rotateOnHover, forceHoverState]);
return <div ref={ctnDom} className="orb-container" />;
}