add light rays

pull/8731/head
Aaron Iker 2026-01-15 17:52:48 +01:00
parent 56a7fbe131
commit cf4fe5dc82
2 changed files with 896 additions and 0 deletions

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.light-rays-container {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
overflow: hidden;
}
.light-rays-container canvas {
display: block;
width: 100%;
height: 100%;
}
.light-rays-controls {
position: fixed;
top: 16px;
right: 16px;
z-index: 9999;
font-family: var(--font-mono, monospace);
font-size: 12px;
color: #fff;
}
.light-rays-controls-toggle {
background: rgba(0, 0, 0, 0.8);
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 4px;
padding: 8px 12px;
color: #fff;
cursor: pointer;
font-family: inherit;
font-size: inherit;
width: 100%;
text-align: left;
}
.light-rays-controls-toggle:hover {
background: rgba(0, 0, 0, 0.9);
border-color: rgba(255, 255, 255, 0.3);
}
.light-rays-controls-panel {
background: rgba(0, 0, 0, 0.85);
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 4px;
padding: 12px;
margin-top: 4px;
display: flex;
flex-direction: column;
gap: 10px;
min-width: 240px;
max-height: calc(100vh - 100px);
overflow-y: auto;
backdrop-filter: blur(8px);
}
.control-group {
display: flex;
flex-direction: column;
gap: 4px;
}
.control-group label {
color: rgba(255, 255, 255, 0.7);
font-size: 11px;
text-transform: uppercase;
letter-spacing: 0.5px;
}
.control-group.checkbox {
flex-direction: row;
align-items: center;
}
.control-group.checkbox label {
display: flex;
align-items: center;
gap: 8px;
cursor: pointer;
text-transform: none;
}
.control-group input[type="range"] {
-webkit-appearance: none;
appearance: none;
width: 100%;
height: 4px;
background: rgba(255, 255, 255, 0.2);
border-radius: 2px;
outline: none;
}
.control-group input[type="range"]::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
width: 14px;
height: 14px;
background: #fff;
border-radius: 50%;
cursor: pointer;
transition: transform 0.1s;
}
.control-group input[type="range"]::-webkit-slider-thumb:hover {
transform: scale(1.1);
}
.control-group input[type="range"]::-moz-range-thumb {
width: 14px;
height: 14px;
background: #fff;
border-radius: 50%;
cursor: pointer;
border: none;
}
.control-group input[type="color"] {
-webkit-appearance: none;
appearance: none;
width: 100%;
height: 32px;
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 4px;
background: transparent;
cursor: pointer;
padding: 2px;
}
.control-group input[type="color"]::-webkit-color-swatch-wrapper {
padding: 0;
}
.control-group input[type="color"]::-webkit-color-swatch {
border: none;
border-radius: 2px;
}
.control-group select {
background: rgba(255, 255, 255, 0.1);
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 4px;
padding: 6px 8px;
color: #fff;
font-family: inherit;
font-size: inherit;
cursor: pointer;
outline: none;
}
.control-group select:hover {
border-color: rgba(255, 255, 255, 0.3);
}
.control-group select option {
background: #1a1a1a;
color: #fff;
}
.control-group input[type="checkbox"] {
width: 16px;
height: 16px;
accent-color: #fff;
cursor: pointer;
}
.reset-button {
background: rgba(255, 255, 255, 0.1);
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 4px;
padding: 8px 12px;
color: rgba(255, 255, 255, 0.7);
cursor: pointer;
font-family: inherit;
font-size: inherit;
margin-top: 4px;
transition: all 0.15s;
}
.reset-button:hover {
background: rgba(255, 255, 255, 0.15);
border-color: rgba(255, 255, 255, 0.3);
color: #fff;
}

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import { createSignal, createEffect, onMount, onCleanup, Show, For, Accessor, Setter } from "solid-js"
import { Renderer, Program, Triangle, Mesh } from "ogl"
import "./light-rays.css"
export type RaysOrigin =
| "top-center"
| "top-left"
| "top-right"
| "right"
| "left"
| "bottom-center"
| "bottom-right"
| "bottom-left"
export interface LightRaysConfig {
raysOrigin: RaysOrigin
raysColor: string
raysSpeed: number
lightSpread: number
rayLength: number
sourceWidth: number
pulsating: boolean
pulsatingMin: number
pulsatingMax: number
fadeDistance: number
saturation: number
followMouse: boolean
mouseInfluence: number
noiseAmount: number
distortion: number
opacity: number
}
export const defaultConfig: LightRaysConfig = {
raysOrigin: "top-center",
raysColor: "#ffffff",
raysSpeed: 0.2,
lightSpread: 1.1,
rayLength: 2.25,
sourceWidth: 0.1,
pulsating: true,
pulsatingMin: 0.7,
pulsatingMax: 0.9,
fadeDistance: 1.5,
saturation: 0.25,
followMouse: false,
mouseInfluence: 0.05,
noiseAmount: 0.0,
distortion: 0.0,
opacity: 0.5,
}
interface LightRaysProps {
config: Accessor<LightRaysConfig>
class?: string
}
const hexToRgb = (hex: string): [number, number, number] => {
const m = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex)
return m ? [parseInt(m[1], 16) / 255, parseInt(m[2], 16) / 255, parseInt(m[3], 16) / 255] : [1, 1, 1]
}
const getAnchorAndDir = (
origin: RaysOrigin,
w: number,
h: number,
): { anchor: [number, number]; dir: [number, number] } => {
const outside = 0.2
switch (origin) {
case "top-left":
return { anchor: [0, -outside * h], dir: [0, 1] }
case "top-right":
return { anchor: [w, -outside * h], dir: [0, 1] }
case "left":
return { anchor: [-outside * w, 0.5 * h], dir: [1, 0] }
case "right":
return { anchor: [(1 + outside) * w, 0.5 * h], dir: [-1, 0] }
case "bottom-left":
return { anchor: [0, (1 + outside) * h], dir: [0, -1] }
case "bottom-center":
return { anchor: [0.5 * w, (1 + outside) * h], dir: [0, -1] }
case "bottom-right":
return { anchor: [w, (1 + outside) * h], dir: [0, -1] }
default: // "top-center"
return { anchor: [0.5 * w, -outside * h], dir: [0, 1] }
}
}
type Vec2 = [number, number]
type Vec3 = [number, number, number]
interface Uniforms {
iTime: { value: number }
iResolution: { value: Vec2 }
rayPos: { value: Vec2 }
rayDir: { value: Vec2 }
raysColor: { value: Vec3 }
raysSpeed: { value: number }
lightSpread: { value: number }
rayLength: { value: number }
sourceWidth: { value: number }
pulsating: { value: number }
pulsatingMin: { value: number }
pulsatingMax: { value: number }
fadeDistance: { value: number }
saturation: { value: number }
mousePos: { value: Vec2 }
mouseInfluence: { value: number }
noiseAmount: { value: number }
distortion: { value: number }
}
export default function LightRays(props: LightRaysProps) {
let containerRef: HTMLDivElement | undefined
let uniformsRef: Uniforms | null = null
let rendererRef: Renderer | null = null
let meshRef: Mesh | null = null
let animationIdRef: number | null = null
let cleanupFunctionRef: (() => void) | null = null
const mouseRef = { x: 0.5, y: 0.5 }
const smoothMouseRef = { x: 0.5, y: 0.5 }
const [isVisible, setIsVisible] = createSignal(false)
onMount(() => {
if (!containerRef) return
const observer = new IntersectionObserver(
(entries) => {
const entry = entries[0]
setIsVisible(entry.isIntersecting)
},
{ threshold: 0.1 },
)
observer.observe(containerRef)
onCleanup(() => {
observer.disconnect()
})
})
createEffect(() => {
const visible = isVisible()
const config = props.config()
if (!visible || !containerRef) {
return
}
if (cleanupFunctionRef) {
cleanupFunctionRef()
cleanupFunctionRef = null
}
const initializeWebGL = async () => {
if (!containerRef) {
return
}
await new Promise((resolve) => setTimeout(resolve, 10))
if (!containerRef) {
return
}
const renderer = new Renderer({
dpr: Math.min(window.devicePixelRatio, 2),
alpha: true,
})
rendererRef = renderer
const gl = renderer.gl
gl.canvas.style.width = "100%"
gl.canvas.style.height = "100%"
while (containerRef.firstChild) {
containerRef.removeChild(containerRef.firstChild)
}
containerRef.appendChild(gl.canvas)
const vert = `
attribute vec2 position;
varying vec2 vUv;
void main() {
vUv = position * 0.5 + 0.5;
gl_Position = vec4(position, 0.0, 1.0);
}`
const frag = `precision highp float;
uniform float iTime;
uniform vec2 iResolution;
uniform vec2 rayPos;
uniform vec2 rayDir;
uniform vec3 raysColor;
uniform float raysSpeed;
uniform float lightSpread;
uniform float rayLength;
uniform float sourceWidth;
uniform float pulsating;
uniform float pulsatingMin;
uniform float pulsatingMax;
uniform float fadeDistance;
uniform float saturation;
uniform vec2 mousePos;
uniform float mouseInfluence;
uniform float noiseAmount;
uniform float distortion;
varying vec2 vUv;
float noise(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
}
float rayStrength(vec2 raySource, vec2 rayRefDirection, vec2 coord,
float seedA, float seedB, float speed) {
vec2 sourceToCoord = coord - raySource;
vec2 dirNorm = normalize(sourceToCoord);
float cosAngle = dot(dirNorm, rayRefDirection);
float distortedAngle = cosAngle + distortion * sin(iTime * 2.0 + length(sourceToCoord) * 0.01) * 0.2;
float spreadFactor = pow(max(distortedAngle, 0.0), 1.0 / max(lightSpread, 0.001));
float distance = length(sourceToCoord);
float maxDistance = iResolution.x * rayLength;
float lengthFalloff = clamp((maxDistance - distance) / maxDistance, 0.0, 1.0);
float fadeFalloff = clamp((iResolution.x * fadeDistance - distance) / (iResolution.x * fadeDistance), 0.5, 1.0);
float pulseCenter = (pulsatingMin + pulsatingMax) * 0.5;
float pulseAmplitude = (pulsatingMax - pulsatingMin) * 0.5;
float pulse = pulsating > 0.5 ? (pulseCenter + pulseAmplitude * sin(iTime * speed * 3.0)) : 1.0;
float baseStrength = clamp(
(0.45 + 0.15 * sin(distortedAngle * seedA + iTime * speed)) +
(0.3 + 0.2 * cos(-distortedAngle * seedB + iTime * speed)),
0.0, 1.0
);
return baseStrength * lengthFalloff * fadeFalloff * spreadFactor * pulse;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 coord = vec2(fragCoord.x, iResolution.y - fragCoord.y);
// Calculate source position offset based on sourceWidth
// Negative offset makes rays spread wider (source moves opposite to pixel position)
float normalizedX = (coord.x / iResolution.x) - 0.5; // -0.5 to 0.5
float widthOffset = -normalizedX * sourceWidth * iResolution.x;
// Perpendicular to ray direction for width offset
vec2 perpDir = vec2(-rayDir.y, rayDir.x);
vec2 adjustedRayPos = rayPos + perpDir * widthOffset;
vec2 finalRayDir = rayDir;
if (mouseInfluence > 0.0) {
vec2 mouseScreenPos = mousePos * iResolution.xy;
vec2 mouseDirection = normalize(mouseScreenPos - adjustedRayPos);
finalRayDir = normalize(mix(rayDir, mouseDirection, mouseInfluence));
}
vec4 rays1 = vec4(1.0) *
rayStrength(adjustedRayPos, finalRayDir, coord, 36.2214, 21.11349,
1.5 * raysSpeed);
vec4 rays2 = vec4(1.0) *
rayStrength(adjustedRayPos, finalRayDir, coord, 22.3991, 18.0234,
1.1 * raysSpeed);
fragColor = rays1 * 0.5 + rays2 * 0.4;
if (noiseAmount > 0.0) {
float n = noise(coord * 0.01 + iTime * 0.1);
fragColor.rgb *= (1.0 - noiseAmount + noiseAmount * n);
}
float brightness = 1.0 - (coord.y / iResolution.y);
fragColor.x *= 0.1 + brightness * 0.8;
fragColor.y *= 0.3 + brightness * 0.6;
fragColor.z *= 0.5 + brightness * 0.5;
if (saturation != 1.0) {
float gray = dot(fragColor.rgb, vec3(0.299, 0.587, 0.114));
fragColor.rgb = mix(vec3(gray), fragColor.rgb, saturation);
}
fragColor.rgb *= raysColor;
}
void main() {
vec4 color;
mainImage(color, gl_FragCoord.xy);
gl_FragColor = color;
}`
const uniforms: Uniforms = {
iTime: { value: 0 },
iResolution: { value: [1, 1] },
rayPos: { value: [0, 0] },
rayDir: { value: [0, 1] },
raysColor: { value: hexToRgb(config.raysColor) },
raysSpeed: { value: config.raysSpeed },
lightSpread: { value: config.lightSpread },
rayLength: { value: config.rayLength },
sourceWidth: { value: config.sourceWidth },
pulsating: { value: config.pulsating ? 1.0 : 0.0 },
pulsatingMin: { value: config.pulsatingMin },
pulsatingMax: { value: config.pulsatingMax },
fadeDistance: { value: config.fadeDistance },
saturation: { value: config.saturation },
mousePos: { value: [0.5, 0.5] },
mouseInfluence: { value: config.mouseInfluence },
noiseAmount: { value: config.noiseAmount },
distortion: { value: config.distortion },
}
uniformsRef = uniforms
const geometry = new Triangle(gl)
const program = new Program(gl, {
vertex: vert,
fragment: frag,
uniforms,
})
const mesh = new Mesh(gl, { geometry, program })
meshRef = mesh
const updatePlacement = () => {
if (!containerRef || !renderer) {
return
}
renderer.dpr = Math.min(window.devicePixelRatio, 2)
const { clientWidth: wCSS, clientHeight: hCSS } = containerRef
renderer.setSize(wCSS, hCSS)
const dpr = renderer.dpr
const w = wCSS * dpr
const h = hCSS * dpr
uniforms.iResolution.value = [w, h]
const currentConfig = props.config()
const { anchor, dir } = getAnchorAndDir(currentConfig.raysOrigin, w, h)
uniforms.rayPos.value = anchor
uniforms.rayDir.value = dir
}
const loop = (t: number) => {
if (!rendererRef || !uniformsRef || !meshRef) {
return
}
const currentConfig = props.config()
uniforms.iTime.value = t * 0.001
if (currentConfig.followMouse && currentConfig.mouseInfluence > 0.0) {
const smoothing = 0.92
smoothMouseRef.x = smoothMouseRef.x * smoothing + mouseRef.x * (1 - smoothing)
smoothMouseRef.y = smoothMouseRef.y * smoothing + mouseRef.y * (1 - smoothing)
uniforms.mousePos.value = [smoothMouseRef.x, smoothMouseRef.y]
}
try {
renderer.render({ scene: mesh })
animationIdRef = requestAnimationFrame(loop)
} catch (error) {
console.warn("WebGL rendering error:", error)
return
}
}
window.addEventListener("resize", updatePlacement)
updatePlacement()
animationIdRef = requestAnimationFrame(loop)
cleanupFunctionRef = () => {
if (animationIdRef) {
cancelAnimationFrame(animationIdRef)
animationIdRef = null
}
window.removeEventListener("resize", updatePlacement)
if (renderer) {
try {
const canvas = renderer.gl.canvas
const loseContextExt = renderer.gl.getExtension("WEBGL_lose_context")
if (loseContextExt) {
loseContextExt.loseContext()
}
if (canvas && canvas.parentNode) {
canvas.parentNode.removeChild(canvas)
}
} catch (error) {
console.warn("Error during WebGL cleanup:", error)
}
}
rendererRef = null
uniformsRef = null
meshRef = null
}
}
initializeWebGL()
onCleanup(() => {
if (cleanupFunctionRef) {
cleanupFunctionRef()
cleanupFunctionRef = null
}
})
})
createEffect(() => {
if (!uniformsRef || !containerRef || !rendererRef) {
return
}
const config = props.config()
const u = uniformsRef
const renderer = rendererRef
u.raysColor.value = hexToRgb(config.raysColor)
u.raysSpeed.value = config.raysSpeed
u.lightSpread.value = config.lightSpread
u.rayLength.value = config.rayLength
u.sourceWidth.value = config.sourceWidth
u.pulsating.value = config.pulsating ? 1.0 : 0.0
u.pulsatingMin.value = config.pulsatingMin
u.pulsatingMax.value = config.pulsatingMax
u.fadeDistance.value = config.fadeDistance
u.saturation.value = config.saturation
u.mouseInfluence.value = config.mouseInfluence
u.noiseAmount.value = config.noiseAmount
u.distortion.value = config.distortion
const { clientWidth: wCSS, clientHeight: hCSS } = containerRef
const dpr = renderer.dpr
const { anchor, dir } = getAnchorAndDir(config.raysOrigin, wCSS * dpr, hCSS * dpr)
u.rayPos.value = anchor
u.rayDir.value = dir
})
createEffect(() => {
const config = props.config()
if (!config.followMouse) {
return
}
const handleMouseMove = (e: MouseEvent) => {
if (!containerRef || !rendererRef) {
return
}
const rect = containerRef.getBoundingClientRect()
const x = (e.clientX - rect.left) / rect.width
const y = (e.clientY - rect.top) / rect.height
mouseRef.x = x
mouseRef.y = y
}
window.addEventListener("mousemove", handleMouseMove)
onCleanup(() => {
window.removeEventListener("mousemove", handleMouseMove)
})
})
return (
<div
ref={containerRef}
class={`light-rays-container ${props.class ?? ""}`.trim()}
style={{ opacity: props.config().opacity }}
/>
)
}
interface LightRaysControlsProps {
config: Accessor<LightRaysConfig>
setConfig: Setter<LightRaysConfig>
}
export function LightRaysControls(props: LightRaysControlsProps) {
const [isOpen, setIsOpen] = createSignal(true)
const updateConfig = <K extends keyof LightRaysConfig>(key: K, value: LightRaysConfig[K]) => {
props.setConfig((prev) => ({ ...prev, [key]: value }))
}
const origins: RaysOrigin[] = [
"top-center",
"top-left",
"top-right",
"left",
"right",
"bottom-center",
"bottom-left",
"bottom-right",
]
return (
<div class="light-rays-controls">
<button class="light-rays-controls-toggle" onClick={() => setIsOpen(!isOpen())}>
{isOpen() ? "▼" : "▶"} Light Rays
</button>
<Show when={isOpen()}>
<div class="light-rays-controls-panel">
<div class="control-group">
<label>Origin</label>
<select
value={props.config().raysOrigin}
onChange={(e) => updateConfig("raysOrigin", e.currentTarget.value as RaysOrigin)}
>
<For each={origins}>{(origin) => <option value={origin}>{origin}</option>}</For>
</select>
</div>
<div class="control-group">
<label>Color</label>
<input
type="color"
value={props.config().raysColor}
onInput={(e) => updateConfig("raysColor", e.currentTarget.value)}
/>
</div>
<div class="control-group">
<label>Speed: {props.config().raysSpeed.toFixed(2)}</label>
<input
type="range"
min="0"
max="3"
step="0.01"
value={props.config().raysSpeed}
onInput={(e) => updateConfig("raysSpeed", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Light Spread: {props.config().lightSpread.toFixed(2)}</label>
<input
type="range"
min="0.1"
max="5"
step="0.01"
value={props.config().lightSpread}
onInput={(e) => updateConfig("lightSpread", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Ray Length: {props.config().rayLength.toFixed(2)}</label>
<input
type="range"
min="0.1"
max="5"
step="0.01"
value={props.config().rayLength}
onInput={(e) => updateConfig("rayLength", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Source Width: {props.config().sourceWidth.toFixed(2)}</label>
<input
type="range"
min="0"
max="2"
step="0.01"
value={props.config().sourceWidth}
onInput={(e) => updateConfig("sourceWidth", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Fade Distance: {props.config().fadeDistance.toFixed(2)}</label>
<input
type="range"
min="0.1"
max="3"
step="0.01"
value={props.config().fadeDistance}
onInput={(e) => updateConfig("fadeDistance", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Saturation: {props.config().saturation.toFixed(2)}</label>
<input
type="range"
min="0"
max="2"
step="0.01"
value={props.config().saturation}
onInput={(e) => updateConfig("saturation", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Mouse Influence: {props.config().mouseInfluence.toFixed(2)}</label>
<input
type="range"
min="0"
max="1"
step="0.01"
value={props.config().mouseInfluence}
onInput={(e) => updateConfig("mouseInfluence", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Noise: {props.config().noiseAmount.toFixed(2)}</label>
<input
type="range"
min="0"
max="1"
step="0.01"
value={props.config().noiseAmount}
onInput={(e) => updateConfig("noiseAmount", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Distortion: {props.config().distortion.toFixed(2)}</label>
<input
type="range"
min="0"
max="2"
step="0.01"
value={props.config().distortion}
onInput={(e) => updateConfig("distortion", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Opacity: {props.config().opacity.toFixed(2)}</label>
<input
type="range"
min="0"
max="1"
step="0.01"
value={props.config().opacity}
onInput={(e) => updateConfig("opacity", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group checkbox">
<label>
<input
type="checkbox"
checked={props.config().pulsating}
onChange={(e) => updateConfig("pulsating", e.currentTarget.checked)}
/>
Pulsating
</label>
</div>
<Show when={props.config().pulsating}>
<div class="control-group">
<label>Pulse Min: {props.config().pulsatingMin.toFixed(2)}</label>
<input
type="range"
min="0"
max="1"
step="0.01"
value={props.config().pulsatingMin}
onInput={(e) => updateConfig("pulsatingMin", parseFloat(e.currentTarget.value))}
/>
</div>
<div class="control-group">
<label>Pulse Max: {props.config().pulsatingMax.toFixed(2)}</label>
<input
type="range"
min="0"
max="2"
step="0.01"
value={props.config().pulsatingMax}
onInput={(e) => updateConfig("pulsatingMax", parseFloat(e.currentTarget.value))}
/>
</div>
</Show>
<div class="control-group checkbox">
<label>
<input
type="checkbox"
checked={props.config().followMouse}
onChange={(e) => updateConfig("followMouse", e.currentTarget.checked)}
/>
Follow Mouse
</label>
</div>
<button class="reset-button" onClick={() => props.setConfig(defaultConfig)}>
Reset to Defaults
</button>
</div>
</Show>
</div>
)
}