import { useRef, useEffect } from 'react';
import { Renderer, Program, Triangle, Mesh } from 'ogl';
type Props = {
enableRainbow?: boolean;
gridColor?: string;
rippleIntensity?: number;
gridSize?: number;
gridThickness?: number;
fadeDistance?: number;
vignetteStrength?: number;
glowIntensity?: number;
opacity?: number;
gridRotation?: number;
mouseInteraction?: boolean;
mouseInteractionRadius?: number;
};
const RippleGrid: React.FC<Props> = ({
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<HTMLDivElement>(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<any>(null);
useEffect(() => {
if (!containerRef.current) return;
const hexToRgb = (hex: string): [number, number, number] => {
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: MouseEvent) => {
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;
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: number) => {
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: string): [number, number, number] => {
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="w-full h-full relative overflow-hidden [&_canvas]:block" />;
};
export default RippleGrid;