'use client';
import React, { useMemo, useRef } from 'react';
import { Canvas, useFrame, ThreeElements } from '@react-three/fiber';
import { extend } from '@react-three/fiber';
import { MathUtils, Vector3, Color } from 'three';
import * as THREE from 'three';
import { Environment, Lightformer, OrbitControls } from '@react-three/drei';
// Extend the geometry to resolve the R3F warning
extend({ IcosahedronGeometry: THREE.IcosahedronGeometry });
const vertexShader = `
uniform float u_intensity;
uniform float u_time;
varying vec2 vUv;
varying float vDisplacement;
// Classic Perlin 3D Noise functions
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;
}
void main() {
vUv = uv;
vDisplacement = cnoise(position + vec3(2.0 * u_time));
vec3 newPosition = position + normal * (u_intensity * vDisplacement);
vec4 modelPosition = modelMatrix * vec4(newPosition, 1.0);
vec4 viewPosition = viewMatrix * modelPosition;
vec4 projectedPosition = projectionMatrix * viewPosition;
gl_Position = projectedPosition;
}
`;
const fragmentShader = `
uniform float u_intensity;
uniform float u_time;
uniform vec3 u_color;
varying vec2 vUv;
varying float vDisplacement;
void main() {
float distort = 2.0 * vDisplacement * u_intensity * sin(vUv.y * 10.0 + u_time);
vec3 color = mix(u_color, vec3(1.0, 1.0, 1.0), distort);
gl_FragColor = vec4(color, 1.0);
}
`;
const Blob: React.FC = () => {
const mesh = useRef<THREE.Mesh>(null);
const hover = useRef(false);
const uniforms = useMemo(
() => ({
u_time: { value: 0 },
u_intensity: { value: 0.3 },
u_color: { value: new Color(0x000000) },
}),
[]
);
const targetPosition = useRef(new Vector3(0, 0, 0));
const currentPosition = useRef(new Vector3(0, 0, 0));
useFrame((state) => {
const { clock, mouse } = state;
if (mesh.current) {
const material = mesh.current.material as THREE.ShaderMaterial;
material.uniforms.u_time.value = 0.4 * clock.getElapsedTime();
material.uniforms.u_intensity.value = MathUtils.lerp(
material.uniforms.u_intensity.value,
hover.current ? 0.7 : 0.5,
0.02
);
// Update target position based on mouse
targetPosition.current.set(mouse.x * 1, mouse.y * 1, 0);
currentPosition.current.lerp(targetPosition.current, 0.1);
mesh.current.position.copy(currentPosition.current);
}
});
return (
<mesh
ref={mesh}
scale={1.5}
position={[0, 0, 0]}
onPointerOver={() => (hover.current = true)}
onPointerOut={() => (hover.current = false)}
>
<icosahedronGeometry args={[2, 20]} />
<shaderMaterial
vertexShader={vertexShader}
fragmentShader={fragmentShader}
uniforms={uniforms}
/>
</mesh>
);
};
const Home: React.FC = () => {
return (
<div className="h-screen w-screen flex justify-center items-center before:absolute before:top-0 before:left-0 before:w-full before:h-full before:content-[''] before:opacity-[0.05] before:z-10 before:pointer-events-none before:bg-[url('/noise.gif')]">
<Canvas camera={{ position: [0.0, 0.0, 8.0] }}>
{/* <OrbitControls /> */}
<planeGeometry args={[0.026, 0.5]} />
<Environment preset='studio' environmentIntensity={0.5} />
<Blob />
<Environment
files='https://dl.polyhaven.org/file/ph-assets/HDRIs/hdr/1k/dancing_hall_1k.hdr'
resolution={1024}
>
{/** On top of the HDRI we add some rectangular and circular shapes for nicer reflections */}
<group rotation={[-Math.PI / 3, 0, 0]}>
<Lightformer
intensity={4}
rotation-x={Math.PI / 2}
position={[0, 5, -9]}
scale={[10, 10, 1]}
/>
{[2, 0, 2, 0, 2, 0, 2, 0].map((x, i) => (
<Lightformer
key={i}
form='circle'
intensity={4}
rotation={[Math.PI / 2, 0, 0]}
position={[x, 4, i * 4]}
scale={[4, 1, 1]}
/>
))}
<Lightformer
intensity={2}
rotation-y={Math.PI / 2}
position={[-5, 1, -1]}
scale={[50, 2, 1]}
/>
<Lightformer
intensity={2}
rotation-y={-Math.PI / 2}
position={[10, 1, 0]}
scale={[50, 2, 1]}
/>
</group>
</Environment>
</Canvas>
</div>
);
};
export default Home;