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reactbits-mcp-server

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MCP Server for React Bits - Access 99+ React components with animations, backgrounds, and UI elements

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import { useRef, useEffect } from "react"; import { Renderer, Program, Triangle, Mesh } from "ogl"; import "./RippleGrid.css"; const RippleGrid = ({ enableRainbow = false, gridColor = "#ffffff", rippleIntensity = 0.05, gridSize = 10.0, gridThickness = 15.0, fadeDistance = 1.5, vignetteStrength = 2.0, glowIntensity = 0.1, opacity = 1.0, gridRotation = 0, mouseInteraction = true, mouseInteractionRadius = 1, }) => { const containerRef = useRef(null); const mousePositionRef = useRef({ x: 0.5, y: 0.5 }); const targetMouseRef = useRef({ x: 0.5, y: 0.5 }); const mouseInfluenceRef = useRef(0); const uniformsRef = useRef(null); useEffect(() => { if (!containerRef.current) return; const hexToRgb = (hex) => { const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex); return result ? [ parseInt(result[1], 16) / 255, parseInt(result[2], 16) / 255, parseInt(result[3], 16) / 255, ] : [1, 1, 1]; }; const renderer = new Renderer({ dpr: Math.min(window.devicePixelRatio, 2), alpha: true, }); const gl = renderer.gl; gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl.canvas.style.width = "100%"; gl.canvas.style.height = "100%"; containerRef.current.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 bool enableRainbow; uniform vec3 gridColor; uniform float rippleIntensity; uniform float gridSize; uniform float gridThickness; uniform float fadeDistance; uniform float vignetteStrength; uniform float glowIntensity; uniform float opacity; uniform float gridRotation; uniform bool mouseInteraction; uniform vec2 mousePosition; uniform float mouseInfluence; uniform float mouseInteractionRadius; varying vec2 vUv; float pi = 3.141592; mat2 rotate(float angle) { float s = sin(angle); float c = cos(angle); return mat2(c, -s, s, c); } void main() { vec2 uv = vUv * 2.0 - 1.0; uv.x *= iResolution.x / iResolution.y; if (gridRotation != 0.0) { uv = rotate(gridRotation * pi / 180.0) * uv; } float dist = length(uv); float func = sin(pi * (iTime - dist)); vec2 rippleUv = uv + uv * func * rippleIntensity; if (mouseInteraction && mouseInfluence > 0.0) { vec2 mouseUv = (mousePosition * 2.0 - 1.0); mouseUv.x *= iResolution.x / iResolution.y; float mouseDist = length(uv - mouseUv); float influence = mouseInfluence * exp(-mouseDist * mouseDist / (mouseInteractionRadius * mouseInteractionRadius)); float mouseWave = sin(pi * (iTime * 2.0 - mouseDist * 3.0)) * influence; rippleUv += normalize(uv - mouseUv) * mouseWave * rippleIntensity * 0.3; } vec2 a = sin(gridSize * 0.5 * pi * rippleUv - pi / 2.0); vec2 b = abs(a); float aaWidth = 0.5; vec2 smoothB = vec2( smoothstep(0.0, aaWidth, b.x), smoothstep(0.0, aaWidth, b.y) ); vec3 color = vec3(0.0); color += exp(-gridThickness * smoothB.x * (0.8 + 0.5 * sin(pi * iTime))); color += exp(-gridThickness * smoothB.y); color += 0.5 * exp(-(gridThickness / 4.0) * sin(smoothB.x)); color += 0.5 * exp(-(gridThickness / 3.0) * smoothB.y); if (glowIntensity > 0.0) { color += glowIntensity * exp(-gridThickness * 0.5 * smoothB.x); color += glowIntensity * exp(-gridThickness * 0.5 * smoothB.y); } float ddd = exp(-2.0 * clamp(pow(dist, fadeDistance), 0.0, 1.0)); vec2 vignetteCoords = vUv - 0.5; float vignetteDistance = length(vignetteCoords); float vignette = 1.0 - pow(vignetteDistance * 2.0, vignetteStrength); vignette = clamp(vignette, 0.0, 1.0); vec3 t; if (enableRainbow) { t = vec3( uv.x * 0.5 + 0.5 * sin(iTime), uv.y * 0.5 + 0.5 * cos(iTime), pow(cos(iTime), 4.0) ) + 0.5; } else { t = gridColor; } float finalFade = ddd * vignette; float alpha = length(color) * finalFade * opacity; gl_FragColor = vec4(color * t * finalFade * opacity, alpha); }`; const uniforms = { iTime: { value: 0 }, iResolution: { value: [1, 1] }, enableRainbow: { value: enableRainbow }, gridColor: { value: hexToRgb(gridColor) }, rippleIntensity: { value: rippleIntensity }, gridSize: { value: gridSize }, gridThickness: { value: gridThickness }, fadeDistance: { value: fadeDistance }, vignetteStrength: { value: vignetteStrength }, glowIntensity: { value: glowIntensity }, opacity: { value: opacity }, gridRotation: { value: gridRotation }, mouseInteraction: { value: mouseInteraction }, mousePosition: { value: [0.5, 0.5] }, mouseInfluence: { value: 0 }, mouseInteractionRadius: { value: mouseInteractionRadius }, }; uniformsRef.current = uniforms; const geometry = new Triangle(gl); const program = new Program(gl, { vertex: vert, fragment: frag, uniforms }); const mesh = new Mesh(gl, { geometry, program }); const resize = () => { const { clientWidth: w, clientHeight: h } = containerRef.current; renderer.setSize(w, h); uniforms.iResolution.value = [w, h]; }; const handleMouseMove = (e) => { if (!mouseInteraction || !containerRef.current) return; const rect = containerRef.current.getBoundingClientRect(); const x = (e.clientX - rect.left) / rect.width; const y = 1.0 - (e.clientY - rect.top) / rect.height; // Flip Y coordinate targetMouseRef.current = { x, y }; }; const handleMouseEnter = () => { if (!mouseInteraction) return; mouseInfluenceRef.current = 1.0; }; const handleMouseLeave = () => { if (!mouseInteraction) return; mouseInfluenceRef.current = 0.0; }; window.addEventListener("resize", resize); if (mouseInteraction) { containerRef.current.addEventListener("mousemove", handleMouseMove); containerRef.current.addEventListener("mouseenter", handleMouseEnter); containerRef.current.addEventListener("mouseleave", handleMouseLeave); } resize(); const render = (t) => { uniforms.iTime.value = t * 0.001; const lerpFactor = 0.1; mousePositionRef.current.x += (targetMouseRef.current.x - mousePositionRef.current.x) * lerpFactor; mousePositionRef.current.y += (targetMouseRef.current.y - mousePositionRef.current.y) * lerpFactor; const currentInfluence = uniforms.mouseInfluence.value; const targetInfluence = mouseInfluenceRef.current; uniforms.mouseInfluence.value += (targetInfluence - currentInfluence) * 0.05; uniforms.mousePosition.value = [ mousePositionRef.current.x, mousePositionRef.current.y, ]; renderer.render({ scene: mesh }); requestAnimationFrame(render); }; requestAnimationFrame(render); return () => { window.removeEventListener("resize", resize); if (mouseInteraction && containerRef.current) { containerRef.current.removeEventListener("mousemove", handleMouseMove); containerRef.current.removeEventListener( "mouseenter", handleMouseEnter ); containerRef.current.removeEventListener( "mouseleave", handleMouseLeave ); } renderer.gl.getExtension("WEBGL_lose_context")?.loseContext(); containerRef.current?.removeChild(gl.canvas); }; }, []); useEffect(() => { if (!uniformsRef.current) return; const hexToRgb = (hex) => { const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex); return result ? [ parseInt(result[1], 16) / 255, parseInt(result[2], 16) / 255, parseInt(result[3], 16) / 255, ] : [1, 1, 1]; }; uniformsRef.current.enableRainbow.value = enableRainbow; uniformsRef.current.gridColor.value = hexToRgb(gridColor); uniformsRef.current.rippleIntensity.value = rippleIntensity; uniformsRef.current.gridSize.value = gridSize; uniformsRef.current.gridThickness.value = gridThickness; uniformsRef.current.fadeDistance.value = fadeDistance; uniformsRef.current.vignetteStrength.value = vignetteStrength; uniformsRef.current.glowIntensity.value = glowIntensity; uniformsRef.current.opacity.value = opacity; uniformsRef.current.gridRotation.value = gridRotation; uniformsRef.current.mouseInteraction.value = mouseInteraction; uniformsRef.current.mouseInteractionRadius.value = mouseInteractionRadius; }, [ enableRainbow, gridColor, rippleIntensity, gridSize, gridThickness, fadeDistance, vignetteStrength, glowIntensity, opacity, gridRotation, mouseInteraction, mouseInteractionRadius, ]); return <div ref={containerRef} className="ripple-grid-container" />; }; export default RippleGrid;