import { forwardRef, useImperativeHandle, useEffect, useRef, useMemo, FC, ReactNode } from 'react';
import * as THREE from 'three';
import { Canvas, useFrame } from '@react-three/fiber';
import { PerspectiveCamera } from '@react-three/drei';
import { degToRad } from 'three/src/math/MathUtils.js';
type UniformValue = THREE.IUniform<unknown> | unknown;
interface ExtendMaterialConfig {
header: string;
vertexHeader?: string;
fragmentHeader?: string;
material?: THREE.MeshPhysicalMaterialParameters & { fog?: boolean };
uniforms?: Record<string, UniformValue>;
vertex?: Record<string, string>;
fragment?: Record<string, string>;
}
type ShaderWithDefines = THREE.ShaderLibShader & {
defines?: Record<string, string | number | boolean>;
};
function extendMaterial<T extends THREE.Material = THREE.Material>(
BaseMaterial: new (params?: THREE.MaterialParameters) => T,
cfg: ExtendMaterialConfig
): THREE.ShaderMaterial {
const physical = THREE.ShaderLib.physical as ShaderWithDefines;
const { vertexShader: baseVert, fragmentShader: baseFrag, uniforms: baseUniforms } = physical;
const baseDefines = physical.defines ?? {};
const uniforms: Record<string, THREE.IUniform> = THREE.UniformsUtils.clone(baseUniforms);
const defaults = new BaseMaterial(cfg.material || {}) as T & {
color?: THREE.Color;
roughness?: number;
metalness?: number;
envMap?: THREE.Texture;
envMapIntensity?: number;
};
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 as THREE.IUniform<unknown>)
: ({ value: u } as THREE.IUniform<unknown>);
});
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}`);
}
const mat = new THREE.ShaderMaterial({
defines: { ...baseDefines },
uniforms,
vertexShader: vert,
fragmentShader: frag,
lights: true,
fog: !!cfg.material?.fog
});
return mat;
}
const CanvasWrapper: FC<{ children: ReactNode }> = ({ children }) => (
<Canvas dpr={[1, 2]} frameloop="always" className="w-full h-full relative">
{children}
</Canvas>
);
const hexToNormalizedRGB = (hex: string): [number, number, number] => {
const clean = hex.replace('#', '');
const r = parseInt(clean.substring(0, 2), 16);
const g = parseInt(clean.substring(2, 4), 16);
const b = parseInt(clean.substring(4, 6), 16);
return [r / 255, g / 255, b / 255];
};
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;
}
`;
interface BeamsProps {
beamWidth?: number;
beamHeight?: number;
beamNumber?: number;
lightColor?: string;
speed?: number;
noiseIntensity?: number;
scale?: number;
rotation?: number;
}
const Beams: FC<BeamsProps> = ({
beamWidth = 2,
beamHeight = 15,
beamNumber = 12,
lightColor = '#ffffff',
speed = 2,
noiseIntensity = 1.75,
scale = 0.2,
rotation = 0
}) => {
const meshRef = useRef<THREE.Mesh<THREE.BufferGeometry, THREE.ShaderMaterial>>(null!);
const beamMaterial = useMemo(
() =>
extendMaterial(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));
}`,
fragmentHeader: '',
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: { shared: true, mixed: true, linked: true, value: 0 },
roughness: 0.3,
metalness: 0.3,
uSpeed: { shared: true, mixed: true, linked: true, value: speed },
envMapIntensity: 10,
uNoiseIntensity: noiseIntensity,
uScale: scale
}
}),
[speed, noiseIntensity, scale]
);
return (
<CanvasWrapper>
<group rotation={[0, 0, degToRad(rotation)]}>
<PlaneNoise ref={meshRef} material={beamMaterial} count={beamNumber} width={beamWidth} height={beamHeight} />
<DirLight color={lightColor} position={[0, 3, 10]} />
</group>
<ambientLight intensity={1} />
<color attach="background" args={['#000000']} />
<PerspectiveCamera makeDefault position={[0, 0, 20]} fov={30} />
</CanvasWrapper>
);
};
function createStackedPlanesBufferGeometry(
n: number,
width: number,
height: number,
spacing: number,
heightSegments: number
): THREE.BufferGeometry {
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);
const v0 = [xOffset, y, 0];
const v1 = [xOffset + width, y, 0];
positions.set([...v0, ...v1], vertexOffset * 3);
const uvY = j / heightSegments;
uvs.set([uvXOffset, uvY + uvYOffset, uvXOffset + 1, uvY + uvYOffset], uvOffset);
if (j < heightSegments) {
const a = vertexOffset,
b = vertexOffset + 1,
c = vertexOffset + 2,
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;
}
const MergedPlanes = forwardRef<
THREE.Mesh<THREE.BufferGeometry, THREE.ShaderMaterial>,
{
material: THREE.ShaderMaterial;
width: number;
count: number;
height: number;
}
>(({ material, width, count, height }, ref) => {
const mesh = useRef<THREE.Mesh<THREE.BufferGeometry, THREE.ShaderMaterial>>(null!);
useImperativeHandle(ref, () => mesh.current);
const geometry = useMemo(
() => createStackedPlanesBufferGeometry(count, width, height, 0, 100),
[count, width, height]
);
useFrame((_, delta) => {
mesh.current.material.uniforms.time.value += 0.1 * delta;
});
return <mesh ref={mesh} geometry={geometry} material={material} />;
});
MergedPlanes.displayName = 'MergedPlanes';
const PlaneNoise = forwardRef<
THREE.Mesh<THREE.BufferGeometry, THREE.ShaderMaterial>,
{
material: THREE.ShaderMaterial;
width: number;
count: number;
height: number;
}
>((props, ref) => (
<MergedPlanes ref={ref} material={props.material} width={props.width} count={props.count} height={props.height} />
));
PlaneNoise.displayName = 'PlaneNoise';
const DirLight: FC<{ position: [number, number, number]; color: string }> = ({ position, color }) => {
const dir = useRef<THREE.DirectionalLight>(null!);
useEffect(() => {
if (!dir.current) return;
const cam = dir.current.shadow.camera as THREE.Camera & {
top: number;
bottom: number;
left: number;
right: number;
far: number;
};
cam.top = 24;
cam.bottom = -24;
cam.left = -24;
cam.right = 24;
cam.far = 64;
dir.current.shadow.bias = -0.004;
}, []);
return <directionalLight ref={dir} color={color} intensity={1} position={position} />;
};
export default Beams;