Files
OSGKeyboard/docs/assets/js/beams-hero.js
Rocky 4a360449f1 docs(site): switch hero to React Bits–style beams
Replace the wave gradient with a vanilla Three.js beams field using the
shared demo preset and OSG green lighting for a more dimensional look.
2026-07-29 23:12:53 +08:00

374 lines
12 KiB
JavaScript

/*!
* OSGKeyboard hero beams — vanilla Three.js recreation inspired by
* React Bits "Beams" (https://reactbits.dev/backgrounds/beams).
* Parameters match the shared demo preset.
* three.js is MIT; this file is project code.
*/
(function (global) {
"use strict";
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;
}
`;
function hexToNormalizedRGB(hex) {
const clean = String(hex).replace("#", "");
const full = clean.length === 3
? clean.split("").map((c) => c + c).join("")
: clean;
return [
parseInt(full.substring(0, 2), 16) / 255,
parseInt(full.substring(2, 4), 16) / 255,
parseInt(full.substring(4, 6), 16) / 255
];
}
function extendMaterial(THREE, BaseMaterial, cfg) {
const physical = THREE.ShaderLib.physical;
const { vertexShader: baseVert, fragmentShader: baseFrag, uniforms: baseUniforms } = physical;
const baseDefines = physical.defines || {};
const uniforms = THREE.UniformsUtils.clone(baseUniforms);
const defaults = new BaseMaterial(cfg.material || {});
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 : { value: u };
});
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}`);
}
return new THREE.ShaderMaterial({
defines: { ...baseDefines },
uniforms,
vertexShader: vert,
fragmentShader: frag,
lights: true,
fog: !!(cfg.material && cfg.material.fog)
});
}
function createStackedPlanesBufferGeometry(THREE, n, width, height, spacing, heightSegments) {
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);
positions.set([xOffset, y, 0, xOffset + width, y, 0], vertexOffset * 3);
const uvY = j / heightSegments;
uvs.set([uvXOffset, uvY + uvYOffset, uvXOffset + 1, uvY + uvYOffset], uvOffset);
if (j < heightSegments) {
const a = vertexOffset;
const b = vertexOffset + 1;
const c = vertexOffset + 2;
const 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;
}
/**
* @param {HTMLCanvasElement} canvas
* @param {object} options
*/
function create(canvas, options) {
const THREE = global.THREE;
if (!THREE || !canvas) throw new Error("THREE or canvas missing");
const {
beamWidth = 4.5,
beamHeight = 6,
beamNumber = 26,
lightColor = "#7CFFB2",
speed = 4.5,
noiseIntensity = 2.65,
scale = 0.62,
rotation = 208,
background = "#000000",
reduceMotion = false,
heightSegments = 100
} = options || {};
const scene = new THREE.Scene();
scene.background = new THREE.Color(background);
const camera = new THREE.PerspectiveCamera(30, 1, 0.1, 100);
camera.position.set(0, 0, 20);
const renderer = new THREE.WebGLRenderer({
canvas,
antialias: true,
alpha: false,
powerPreference: "low-power"
});
renderer.setClearColor(background, 1);
renderer.outputColorSpace = THREE.SRGBColorSpace;
const material = extendMaterial(THREE, 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));
}`,
vertex: {
"#include <begin_vertex>": "transformed.z += getPos(transformed.xyz);",
"#include <beginnormal_vertex>": "objectNormal = getNormal(position.xyz);"
},
fragment: {
"#include <dithering_fragment>": `
float randomNoise = noise(gl_FragCoord.xy);
gl_FragColor.rgb -= randomNoise / 15. * uNoiseIntensity;`
},
material: { fog: true },
uniforms: {
diffuse: new THREE.Color(...hexToNormalizedRGB("#000000")),
time: { value: 0 },
roughness: 0.3,
metalness: 0.3,
uSpeed: { value: speed },
envMapIntensity: 10,
uNoiseIntensity: { value: noiseIntensity },
uScale: { value: scale }
}
});
const geometry = createStackedPlanesBufferGeometry(
THREE,
beamNumber,
beamWidth,
beamHeight,
0,
heightSegments
);
const mesh = new THREE.Mesh(geometry, material);
const group = new THREE.Group();
group.rotation.z = THREE.MathUtils.degToRad(rotation);
group.add(mesh);
const dir = new THREE.DirectionalLight(lightColor, 1);
dir.position.set(0, 3, 10);
group.add(dir);
scene.add(group);
scene.add(new THREE.AmbientLight(0xffffff, 1));
let playing = !reduceMotion;
let visible = true;
let raf = 0;
let last = performance.now();
let disposed = false;
function resize() {
const parent = canvas.parentElement || canvas;
const rect = parent.getBoundingClientRect();
const w = Math.max(1, Math.floor(rect.width));
const h = Math.max(1, Math.floor(rect.height));
const dpr = Math.min(window.devicePixelRatio || 1, reduceMotion ? 1 : 1.75);
renderer.setPixelRatio(dpr);
renderer.setSize(w, h, false);
camera.aspect = w / h;
camera.updateProjectionMatrix();
}
function frame(now) {
if (disposed) return;
raf = requestAnimationFrame(frame);
if (!playing || !visible || document.hidden) return;
const delta = Math.min(0.05, (now - last) / 1000);
last = now;
material.uniforms.time.value += 0.1 * delta;
renderer.render(scene, camera);
}
function renderOnce() {
renderer.render(scene, camera);
}
resize();
// Seed a bit of displacement so the first frame isn't flat
material.uniforms.time.value = reduceMotion ? 2.4 : 0.2;
renderOnce();
if (!reduceMotion) {
last = performance.now();
raf = requestAnimationFrame(frame);
}
const ro = new ResizeObserver(() => {
resize();
renderOnce();
});
ro.observe(canvas.parentElement || canvas);
return {
setPlaying(next) {
playing = !!next && !reduceMotion;
if (playing && !raf) {
last = performance.now();
raf = requestAnimationFrame(frame);
}
},
setVisible(next) {
visible = !!next;
if (visible && playing && !raf) {
last = performance.now();
raf = requestAnimationFrame(frame);
}
if (visible) renderOnce();
},
setLightColor(hex) {
dir.color.set(hex);
renderOnce();
},
setBackground(hex) {
scene.background = new THREE.Color(hex);
renderer.setClearColor(hex, 1);
renderOnce();
},
resize,
destroy() {
disposed = true;
cancelAnimationFrame(raf);
raf = 0;
ro.disconnect();
geometry.dispose();
material.dispose();
renderer.dispose();
}
};
}
global.OSGBeamsHero = { create };
})(typeof window !== "undefined" ? window : globalThis);