init dist

This commit is contained in:
BaekRyang 2025-11-04 10:17:17 +09:00
parent 808ddd99ec
commit 6ddae08d86
9 changed files with 1473 additions and 1 deletions

1
.gitignore vendored
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/tmp
/out-tsc
/dist
/node_modules
npm-debug.log*

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dist/distortion.frag.glsl vendored Normal file
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uniform vec2 u_resolution;
uniform sampler2D u_texture;
uniform vec2 u_points[32]; // 최대 8영역 × 4포인트
uniform int u_numAreas;
uniform vec2 u_dragVectors[8];
uniform float u_distortionStrengths[8];
varying vec2 vUv;
// 사각형 내부의 포인트에 대한 UV 좌표 계산
vec2 computeUV(vec2 xy, vec2 p0, vec2 p1, vec2 p2, vec2 p3) {
// 경계 상자 체크
vec2 minP = min(min(p0, p1), min(p2, p3));
vec2 maxP = max(max(p0, p1), max(p2, p3));
if (xy.x < minP.x || xy.x > maxP.x || xy.y < minP.y || xy.y > maxP.y) {
return vec2(-1.0, -1.0);
}
// 초기 추정값 (정규화된 좌표)
vec2 rectSize = maxP - minP;
vec2 rectUV = (xy - minP) / rectSize;
float u0 = rectUV.x;
float v0 = rectUV.y;
// Newton-Raphson 반복법으로 정확한 UV 계산
for (int iter = 0; iter < 3; iter++) {
vec2 xy0 = mix(mix(p0, p1, u0), mix(p3, p2, u0), v0);
vec2 du_vec = mix(p1 - p0, p2 - p3, v0);
vec2 dv_vec = mix(p3 - p0, p2 - p1, u0);
vec2 dxy = xy - xy0;
float det = du_vec.x * dv_vec.y - du_vec.y * dv_vec.x;
if (abs(det) < 1e-6) break;
float du = (dv_vec.y * dxy.x - dv_vec.x * dxy.y) / det;
float dv = (-du_vec.y * dxy.x + du_vec.x * dxy.y) / det;
u0 += du;
v0 += dv;
}
// 포인트가 내부에 있는지 확인
if (u0 >= 0.0 && u0 <= 1.0 && v0 >= 0.0 && v0 <= 1.0) {
return vec2(u0, v0);
}
return vec2(-1.0, -1.0);
}
void main() {
vec2 uv = vUv;
vec2 pixelCoord = vUv * u_resolution;
// 모든 영역의 왜곡 적용
for (int i = 0; i < 8; i++) {
if (i >= u_numAreas) break;
int baseIndex = i * 4;
vec2 p0 = u_points[baseIndex + 0] * u_resolution;
vec2 p1 = u_points[baseIndex + 1] * u_resolution;
vec2 p2 = u_points[baseIndex + 2] * u_resolution;
vec2 p3 = u_points[baseIndex + 3] * u_resolution;
vec2 areaUV = computeUV(pixelCoord, p0, p1, p2, p3);
if (areaUV.x >= 0.0) {
// 이 영역 내부에 포인트가 있음
vec2 center = vec2(0.5, 0.5);
float distToCenter = length(areaUV - center);
float maxUvRadius = 0.707; // sqrt(0.5^2 + 0.5^2)
// 부드러운 감쇠
float influence = 1.0 - smoothstep(0.0, maxUvRadius, distToCenter);
// 왜곡 적용
vec2 distortion = (u_dragVectors[i] / u_resolution) * influence * u_distortionStrengths[i];
uv += distortion;
}
}
// 텍스처 외부 샘플링 방지를 위한 클램핑
uv = clamp(uv, 0.0, 1.0);
// 텍스처 샘플링
gl_FragColor = texture2D(u_texture, uv);
}

6
dist/distortion.vert.glsl vendored Normal file
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varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}

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dist/index.d.mts vendored Normal file
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import React from 'react';
import * as THREE from 'three';
/**
* 2D (0.0 - 1.0)
*/
interface Point {
x: number;
y: number;
}
/**
*
*/
type EasingFunction = 'linear' | 'easeIn' | 'easeOut' | 'easeInOut' | 'easeInQuad' | 'easeOutQuad';
/**
*
*/
interface DistortionMovement {
/** 왜곡 시작 벡터 */
vectorA: Point;
/** 왜곡 종료 벡터 */
vectorB: Point;
/** 애니메이션 지속 시간 (초) */
duration: number;
/** 적용할 이징 함수 */
easing: EasingFunction;
}
/**
*
*/
interface DistortionArea {
/** 고유 식별자 */
id: string;
/** 사각형의 네 모서리 포인트 [topLeft, topRight, bottomRight, bottomLeft] */
basePoints: [Point, Point, Point, Point];
/** 움직임 애니메이션 설정 */
movement: DistortionMovement;
/** 왜곡 강도 (0.0 - 1.0) */
distortionStrength: number;
/** 현재 애니메이션 진행도 (0.0 - 1.0) */
progress: number;
/** 현재 드래그 벡터 (progress로부터 계산됨) */
dragVector: Point;
}
/**
*
*/
interface AreaBounds {
minX: number;
minY: number;
maxX: number;
maxY: number;
}
/**
*
*/
interface ShaderUniforms {
[uniform: string]: THREE.IUniform<any>;
/** 화면 해상도 */
u_resolution: THREE.IUniform<THREE.Vector2>;
/** 이미지 텍스처 */
u_texture: THREE.IUniform<THREE.Texture | null>;
/** 모든 영역의 포인트 배열 (최대 32개 포인트 = 8영역 × 4포인트) */
u_points: THREE.IUniform<Float32Array>;
/** 활성 영역 개수 */
u_numAreas: THREE.IUniform<number>;
/** 각 영역의 드래그 벡터 배열 */
u_dragVectors: THREE.IUniform<Float32Array>;
/** 각 영역의 왜곡 강도 배열 */
u_distortionStrengths: THREE.IUniform<Float32Array>;
}
/**
*
*/
interface ShaderConfig {
/** 최대 영역 개수 */
maxAreas: number;
/** 최대 포인트 개수 (maxAreas × 4) */
maxPoints: number;
}
/**
*
*/
interface AnimationState {
/** 재생 중 여부 */
isPlaying: boolean;
/** 현재 시간 (초) */
currentTime: number;
/** 델타 타임 (프레임 간 시간 차이, 초) */
deltaTime: number;
/** 현재 FPS */
fps: number;
}
/**
*
*/
interface AnimationTicker {
/** 애니메이션 시작 */
start: () => void;
/** 애니메이션 정지 */
stop: () => void;
/** 애니메이션 일시정지 */
pause: () => void;
/** 애니메이션 재개 */
resume: () => void;
}
/**
* ImageDistortion Props
*/
interface ImageDistortionProps {
/** 이미지 소스 URL */
imageSrc: string;
/** 왜곡 영역 배열 */
areas: DistortionArea[];
/** 버텍스 셰이더 경로 (선택사항) */
vertexShaderPath?: string;
/** 프래그먼트 셰이더 경로 (선택사항) */
fragmentShaderPath?: string;
/** 애니메이션 재생 여부 */
isPlaying?: boolean;
/** 컨테이너 스타일 */
style?: React.CSSProperties;
/** 컨테이너 클래스명 */
className?: string;
}
/**
* GPU
* Three.js와 GLSL .
*/
declare const ImageDistortion: React.FC<ImageDistortionProps>;
/**
*
* @param progress (0.0 - 1.0)
* @param easingType
* @returns (0.0 - 1.0)
*/
declare const applyEasing: (progress: number, easingType: EasingFunction) => number;
/**
*
*/
declare const SHADER_CONFIG: {
/** 최대 영역 개수 */
readonly MAX_AREAS: 8;
/** 최대 포인트 개수 (8영역 × 4포인트) */
readonly MAX_POINTS: 32;
/** 최대 드래그 벡터 개수 */
readonly MAX_DRAG_VECTORS: 8;
/** 최대 강도 배열 크기 */
readonly MAX_STRENGTHS: 8;
};
/**
*
*/
declare const ANIMATION_CONFIG: {
/** 목표 FPS */
readonly TARGET_FPS: 60;
/** 델타 타임 (약 16.67ms) */
readonly DELTA_TIME: number;
};
/**
*
*/
declare const DEFAULT_AREA: {
/** 기본 왜곡 강도 */
readonly DISTORTION_STRENGTH: 0.5;
/** 기본 애니메이션 지속 시간 (초) */
readonly DURATION: 2;
/** 기본 이징 함수 */
readonly EASING: "easeInOut";
/** 기본 벡터 A */
readonly VECTOR_A: {
readonly x: 0.1;
readonly y: 0.1;
};
/** 기본 벡터 B */
readonly VECTOR_B: {
readonly x: -0.1;
readonly y: -0.1;
};
};
/**
* Three.js
*/
declare class ThreeScene {
private container;
private scene;
private camera;
private renderer;
private mesh;
private uniforms;
constructor(container: HTMLElement);
/**
*
*/
private handleResize;
/**
*
* @param vertexShader
* @param fragmentShader
*/
setShaderMaterial(vertexShader: string, fragmentShader: string): void;
/**
*
* @param updates
*/
updateUniforms(updates: Partial<ShaderUniforms>): void;
/**
*
*/
render(): void;
/**
*
*/
dispose(): void;
}
/**
*
*/
declare class ShaderManager {
private vertexShaderSource;
private fragmentShaderSource;
/**
*
* @param vertexPath
* @param fragmentPath
* @returns
*/
loadShaders(vertexPath: string, fragmentPath: string): Promise<{
vertex: string;
fragment: string;
}>;
/**
*
*/
getVertexShader(): string;
/**
*
*/
getFragmentShader(): string;
}
/**
*
*/
declare class AnimationLoop {
/**
*
* @param areas
* @returns
*/
static updateAreaDragVectors(areas: DistortionArea[]): DistortionArea[];
/**
*
* @param areas
* @param deltaTime ()
* @returns
*/
static updateProgress(areas: DistortionArea[], deltaTime: number): DistortionArea[];
}
/**
* requestAnimationFrame을
* @param callback (deltaTime을 )
* @param isPlaying
*/
declare const useAnimationFrame: (callback: (deltaTime: number) => void, isPlaying?: boolean) => void;
export { ANIMATION_CONFIG, AnimationLoop, type AnimationState, type AnimationTicker, type AreaBounds, DEFAULT_AREA, type DistortionArea, type DistortionMovement, type EasingFunction, ImageDistortion, type ImageDistortionProps, type Point, SHADER_CONFIG, type ShaderConfig, ShaderManager, type ShaderUniforms, ThreeScene, applyEasing, useAnimationFrame };

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import React from 'react';
import * as THREE from 'three';
/**
* 2D (0.0 - 1.0)
*/
interface Point {
x: number;
y: number;
}
/**
*
*/
type EasingFunction = 'linear' | 'easeIn' | 'easeOut' | 'easeInOut' | 'easeInQuad' | 'easeOutQuad';
/**
*
*/
interface DistortionMovement {
/** 왜곡 시작 벡터 */
vectorA: Point;
/** 왜곡 종료 벡터 */
vectorB: Point;
/** 애니메이션 지속 시간 (초) */
duration: number;
/** 적용할 이징 함수 */
easing: EasingFunction;
}
/**
*
*/
interface DistortionArea {
/** 고유 식별자 */
id: string;
/** 사각형의 네 모서리 포인트 [topLeft, topRight, bottomRight, bottomLeft] */
basePoints: [Point, Point, Point, Point];
/** 움직임 애니메이션 설정 */
movement: DistortionMovement;
/** 왜곡 강도 (0.0 - 1.0) */
distortionStrength: number;
/** 현재 애니메이션 진행도 (0.0 - 1.0) */
progress: number;
/** 현재 드래그 벡터 (progress로부터 계산됨) */
dragVector: Point;
}
/**
*
*/
interface AreaBounds {
minX: number;
minY: number;
maxX: number;
maxY: number;
}
/**
*
*/
interface ShaderUniforms {
[uniform: string]: THREE.IUniform<any>;
/** 화면 해상도 */
u_resolution: THREE.IUniform<THREE.Vector2>;
/** 이미지 텍스처 */
u_texture: THREE.IUniform<THREE.Texture | null>;
/** 모든 영역의 포인트 배열 (최대 32개 포인트 = 8영역 × 4포인트) */
u_points: THREE.IUniform<Float32Array>;
/** 활성 영역 개수 */
u_numAreas: THREE.IUniform<number>;
/** 각 영역의 드래그 벡터 배열 */
u_dragVectors: THREE.IUniform<Float32Array>;
/** 각 영역의 왜곡 강도 배열 */
u_distortionStrengths: THREE.IUniform<Float32Array>;
}
/**
*
*/
interface ShaderConfig {
/** 최대 영역 개수 */
maxAreas: number;
/** 최대 포인트 개수 (maxAreas × 4) */
maxPoints: number;
}
/**
*
*/
interface AnimationState {
/** 재생 중 여부 */
isPlaying: boolean;
/** 현재 시간 (초) */
currentTime: number;
/** 델타 타임 (프레임 간 시간 차이, 초) */
deltaTime: number;
/** 현재 FPS */
fps: number;
}
/**
*
*/
interface AnimationTicker {
/** 애니메이션 시작 */
start: () => void;
/** 애니메이션 정지 */
stop: () => void;
/** 애니메이션 일시정지 */
pause: () => void;
/** 애니메이션 재개 */
resume: () => void;
}
/**
* ImageDistortion Props
*/
interface ImageDistortionProps {
/** 이미지 소스 URL */
imageSrc: string;
/** 왜곡 영역 배열 */
areas: DistortionArea[];
/** 버텍스 셰이더 경로 (선택사항) */
vertexShaderPath?: string;
/** 프래그먼트 셰이더 경로 (선택사항) */
fragmentShaderPath?: string;
/** 애니메이션 재생 여부 */
isPlaying?: boolean;
/** 컨테이너 스타일 */
style?: React.CSSProperties;
/** 컨테이너 클래스명 */
className?: string;
}
/**
* GPU
* Three.js와 GLSL .
*/
declare const ImageDistortion: React.FC<ImageDistortionProps>;
/**
*
* @param progress (0.0 - 1.0)
* @param easingType
* @returns (0.0 - 1.0)
*/
declare const applyEasing: (progress: number, easingType: EasingFunction) => number;
/**
*
*/
declare const SHADER_CONFIG: {
/** 최대 영역 개수 */
readonly MAX_AREAS: 8;
/** 최대 포인트 개수 (8영역 × 4포인트) */
readonly MAX_POINTS: 32;
/** 최대 드래그 벡터 개수 */
readonly MAX_DRAG_VECTORS: 8;
/** 최대 강도 배열 크기 */
readonly MAX_STRENGTHS: 8;
};
/**
*
*/
declare const ANIMATION_CONFIG: {
/** 목표 FPS */
readonly TARGET_FPS: 60;
/** 델타 타임 (약 16.67ms) */
readonly DELTA_TIME: number;
};
/**
*
*/
declare const DEFAULT_AREA: {
/** 기본 왜곡 강도 */
readonly DISTORTION_STRENGTH: 0.5;
/** 기본 애니메이션 지속 시간 (초) */
readonly DURATION: 2;
/** 기본 이징 함수 */
readonly EASING: "easeInOut";
/** 기본 벡터 A */
readonly VECTOR_A: {
readonly x: 0.1;
readonly y: 0.1;
};
/** 기본 벡터 B */
readonly VECTOR_B: {
readonly x: -0.1;
readonly y: -0.1;
};
};
/**
* Three.js
*/
declare class ThreeScene {
private container;
private scene;
private camera;
private renderer;
private mesh;
private uniforms;
constructor(container: HTMLElement);
/**
*
*/
private handleResize;
/**
*
* @param vertexShader
* @param fragmentShader
*/
setShaderMaterial(vertexShader: string, fragmentShader: string): void;
/**
*
* @param updates
*/
updateUniforms(updates: Partial<ShaderUniforms>): void;
/**
*
*/
render(): void;
/**
*
*/
dispose(): void;
}
/**
*
*/
declare class ShaderManager {
private vertexShaderSource;
private fragmentShaderSource;
/**
*
* @param vertexPath
* @param fragmentPath
* @returns
*/
loadShaders(vertexPath: string, fragmentPath: string): Promise<{
vertex: string;
fragment: string;
}>;
/**
*
*/
getVertexShader(): string;
/**
*
*/
getFragmentShader(): string;
}
/**
*
*/
declare class AnimationLoop {
/**
*
* @param areas
* @returns
*/
static updateAreaDragVectors(areas: DistortionArea[]): DistortionArea[];
/**
*
* @param areas
* @param deltaTime ()
* @returns
*/
static updateProgress(areas: DistortionArea[], deltaTime: number): DistortionArea[];
}
/**
* requestAnimationFrame을
* @param callback (deltaTime을 )
* @param isPlaying
*/
declare const useAnimationFrame: (callback: (deltaTime: number) => void, isPlaying?: boolean) => void;
export { ANIMATION_CONFIG, AnimationLoop, type AnimationState, type AnimationTicker, type AreaBounds, DEFAULT_AREA, type DistortionArea, type DistortionMovement, type EasingFunction, ImageDistortion, type ImageDistortionProps, type Point, SHADER_CONFIG, type ShaderConfig, ShaderManager, type ShaderUniforms, ThreeScene, applyEasing, useAnimationFrame };

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"use strict";
var __create = Object.create;
var __defProp = Object.defineProperty;
var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
var __getOwnPropNames = Object.getOwnPropertyNames;
var __getProtoOf = Object.getPrototypeOf;
var __hasOwnProp = Object.prototype.hasOwnProperty;
var __export = (target, all) => {
for (var name in all)
__defProp(target, name, { get: all[name], enumerable: true });
};
var __copyProps = (to, from, except, desc) => {
if (from && typeof from === "object" || typeof from === "function") {
for (let key of __getOwnPropNames(from))
if (!__hasOwnProp.call(to, key) && key !== except)
__defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
}
return to;
};
var __toESM = (mod, isNodeMode, target) => (target = mod != null ? __create(__getProtoOf(mod)) : {}, __copyProps(
// If the importer is in node compatibility mode or this is not an ESM
// file that has been converted to a CommonJS file using a Babel-
// compatible transform (i.e. "__esModule" has not been set), then set
// "default" to the CommonJS "module.exports" for node compatibility.
isNodeMode || !mod || !mod.__esModule ? __defProp(target, "default", { value: mod, enumerable: true }) : target,
mod
));
var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
// src/index.ts
var index_exports = {};
__export(index_exports, {
ANIMATION_CONFIG: () => ANIMATION_CONFIG,
AnimationLoop: () => AnimationLoop,
DEFAULT_AREA: () => DEFAULT_AREA,
ImageDistortion: () => ImageDistortion,
SHADER_CONFIG: () => SHADER_CONFIG,
ShaderManager: () => ShaderManager,
ThreeScene: () => ThreeScene,
applyEasing: () => applyEasing,
useAnimationFrame: () => useAnimationFrame
});
module.exports = __toCommonJS(index_exports);
// src/components/ImageDistortion.tsx
var import_react2 = require("react");
var THREE2 = __toESM(require("three"));
// src/engine/ThreeScene.ts
var THREE = __toESM(require("three"));
var ThreeScene = class {
constructor(container) {
this.container = container;
this.mesh = null;
/**
* 윈도우 리사이즈 핸들러
*/
this.handleResize = () => {
const width = this.container.clientWidth;
const height = this.container.clientHeight;
this.renderer.setSize(width, height);
this.uniforms.u_resolution.value.set(width, height);
if (this.mesh) {
this.render();
}
};
this.scene = new THREE.Scene();
this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
this.renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: false
});
this.renderer.setPixelRatio(window.devicePixelRatio);
this.container.appendChild(this.renderer.domElement);
this.uniforms = {
u_resolution: { value: new THREE.Vector2() },
u_texture: { value: null },
u_points: { value: new Float32Array(64) },
// 32포인트 × 2(x,y)
u_numAreas: { value: 0 },
u_dragVectors: { value: new Float32Array(16) },
// 8벡터 × 2(x,y)
u_distortionStrengths: { value: new Float32Array(8) }
};
this.handleResize();
window.addEventListener("resize", this.handleResize);
}
/**
* 셰이더 머티리얼 설정
* @param vertexShader 버텍스 셰이더 소스
* @param fragmentShader 프래그먼트 셰이더 소스
*/
setShaderMaterial(vertexShader, fragmentShader) {
const geometry = new THREE.PlaneGeometry(2, 2);
const material = new THREE.ShaderMaterial({
uniforms: this.uniforms,
vertexShader,
fragmentShader
});
if (this.mesh) {
this.scene.remove(this.mesh);
}
this.mesh = new THREE.Mesh(geometry, material);
this.scene.add(this.mesh);
}
/**
* 유니폼 업데이트
* @param updates 업데이트할 유니폼 값들
*/
updateUniforms(updates) {
Object.keys(updates).forEach((key) => {
const uniformKey = key;
this.uniforms[uniformKey].value = updates[uniformKey].value;
});
}
/**
* 렌더링
*/
render() {
this.renderer.render(this.scene, this.camera);
}
/**
* 리소스 정리
*/
dispose() {
window.removeEventListener("resize", this.handleResize);
this.renderer.dispose();
if (this.mesh) {
this.mesh.geometry.dispose();
this.mesh.material.dispose();
}
if (this.container.contains(this.renderer.domElement)) {
this.container.removeChild(this.renderer.domElement);
}
}
};
// src/engine/ShaderManager.ts
var ShaderManager = class {
constructor() {
this.vertexShaderSource = null;
this.fragmentShaderSource = null;
}
/**
* 셰이더 파일들을 비동기로 로드
* @param vertexPath 버텍스 셰이더 파일 경로
* @param fragmentPath 프래그먼트 셰이더 파일 경로
* @returns 로드된 셰이더 소스 코드
*/
async loadShaders(vertexPath, fragmentPath) {
try {
const [vertexResponse, fragmentResponse] = await Promise.all([
fetch(vertexPath),
fetch(fragmentPath)
]);
if (!vertexResponse.ok) {
throw new Error(`\uBC84\uD14D\uC2A4 \uC170\uC774\uB354 \uB85C\uB4DC \uC2E4\uD328: ${vertexResponse.statusText}`);
}
if (!fragmentResponse.ok) {
throw new Error(`\uD504\uB798\uADF8\uBA3C\uD2B8 \uC170\uC774\uB354 \uB85C\uB4DC \uC2E4\uD328: ${fragmentResponse.statusText}`);
}
this.vertexShaderSource = await vertexResponse.text();
this.fragmentShaderSource = await fragmentResponse.text();
return {
vertex: this.vertexShaderSource,
fragment: this.fragmentShaderSource
};
} catch (error) {
console.error("\uC170\uC774\uB354 \uB85C\uB4DC \uC2E4\uD328:", error);
throw new Error("\uC170\uC774\uB354 \uB85C\uB529\uC5D0 \uC2E4\uD328\uD588\uC2B5\uB2C8\uB2E4");
}
}
/**
* 버텍스 셰이더 소스 코드 반환
*/
getVertexShader() {
if (!this.vertexShaderSource) {
throw new Error("\uBC84\uD14D\uC2A4 \uC170\uC774\uB354\uAC00 \uB85C\uB4DC\uB418\uC9C0 \uC54A\uC558\uC2B5\uB2C8\uB2E4");
}
return this.vertexShaderSource;
}
/**
* 프래그먼트 셰이더 소스 코드 반환
*/
getFragmentShader() {
if (!this.fragmentShaderSource) {
throw new Error("\uD504\uB798\uADF8\uBA3C\uD2B8 \uC170\uC774\uB354\uAC00 \uB85C\uB4DC\uB418\uC9C0 \uC54A\uC558\uC2B5\uB2C8\uB2E4");
}
return this.fragmentShaderSource;
}
};
// src/utils/easing.ts
var easingFunctions = {
linear: (t) => t,
easeIn: (t) => t * t,
easeOut: (t) => t * (2 - t),
easeInOut: (t) => t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t,
easeInQuad: (t) => t * t,
easeOutQuad: (t) => t * (2 - t)
};
var applyEasing = (progress, easingType) => {
const clampedProgress = Math.max(0, Math.min(1, progress));
return easingFunctions[easingType](clampedProgress);
};
// src/engine/AnimationLoop.ts
var AnimationLoop = class {
/**
* 영역들의 드래그 벡터를 현재 진행도에 따라 업데이트
* @param areas 왜곡 영역 배열
* @returns 업데이트된 영역 배열
*/
static updateAreaDragVectors(areas) {
return areas.map((area) => {
const { progress, movement } = area;
const easedProgress = applyEasing(progress, movement.easing);
let dragVector;
if (easedProgress < 0.5) {
const t = easedProgress * 2;
dragVector = {
x: movement.vectorA.x * t,
y: movement.vectorA.y * t
};
} else {
const t = (easedProgress - 0.5) * 2;
dragVector = {
x: movement.vectorA.x * (1 - t),
y: movement.vectorA.y * (1 - t)
};
}
return {
...area,
dragVector
};
});
}
/**
* 모든 영역의 진행도를 델타 타임만큼 업데이트
* @param areas 왜곡 영역 배열
* @param deltaTime 델타 타임 ()
* @returns 업데이트된 영역 배열
*/
static updateProgress(areas, deltaTime) {
return areas.map((area) => {
let newProgress = area.progress + deltaTime / area.movement.duration;
newProgress %= 1;
return {
...area,
progress: newProgress
};
});
}
};
// src/hooks/useAnimationFrame.ts
var import_react = require("react");
var useAnimationFrame = (callback, isPlaying = true) => {
const requestRef = (0, import_react.useRef)(void 0);
const previousTimeRef = (0, import_react.useRef)(void 0);
(0, import_react.useEffect)(() => {
if (!isPlaying) return;
const animate = (time) => {
if (previousTimeRef.current !== void 0) {
const deltaTime = (time - previousTimeRef.current) / 1e3;
callback(deltaTime);
}
previousTimeRef.current = time;
requestRef.current = requestAnimationFrame(animate);
};
requestRef.current = requestAnimationFrame(animate);
return () => {
if (requestRef.current) {
cancelAnimationFrame(requestRef.current);
}
};
}, [callback, isPlaying]);
};
// src/utils/constants.ts
var SHADER_CONFIG = {
/** 최대 영역 개수 */
MAX_AREAS: 8,
/** 최대 포인트 개수 (8영역 × 4포인트) */
MAX_POINTS: 32,
/** 최대 드래그 벡터 개수 */
MAX_DRAG_VECTORS: 8,
/** 최대 강도 배열 크기 */
MAX_STRENGTHS: 8
};
var ANIMATION_CONFIG = {
/** 목표 FPS */
TARGET_FPS: 60,
/** 델타 타임 (약 16.67ms) */
DELTA_TIME: 1 / 60
};
var DEFAULT_AREA = {
/** 기본 왜곡 강도 */
DISTORTION_STRENGTH: 0.5,
/** 기본 애니메이션 지속 시간 (초) */
DURATION: 2,
/** 기본 이징 함수 */
EASING: "easeInOut",
/** 기본 벡터 A */
VECTOR_A: { x: 0.1, y: 0.1 },
/** 기본 벡터 B */
VECTOR_B: { x: -0.1, y: -0.1 }
};
// src/components/ImageDistortion.tsx
var import_jsx_runtime = require("react/jsx-runtime");
var ImageDistortion = ({
imageSrc,
areas,
vertexShaderPath,
fragmentShaderPath,
isPlaying = true,
style,
className
}) => {
const containerRef = (0, import_react2.useRef)(null);
const sceneRef = (0, import_react2.useRef)(null);
const shaderManagerRef = (0, import_react2.useRef)(new ShaderManager());
const textureRef = (0, import_react2.useRef)(null);
const [isReady, setIsReady] = (0, import_react2.useState)(false);
const [currentAreas, setCurrentAreas] = (0, import_react2.useState)(areas);
(0, import_react2.useEffect)(() => {
setCurrentAreas(areas);
}, [areas]);
(0, import_react2.useEffect)(() => {
if (!containerRef.current) return;
const scene = new ThreeScene(containerRef.current);
sceneRef.current = scene;
const vertPath = vertexShaderPath || "/shaders/distortion.vert.glsl";
const fragPath = fragmentShaderPath || "/shaders/distortion.frag.glsl";
shaderManagerRef.current.loadShaders(vertPath, fragPath).then(({ vertex, fragment }) => {
scene.setShaderMaterial(vertex, fragment);
setIsReady(true);
}).catch((error) => {
console.error("\uC170\uC774\uB354 \uB85C\uB4DC \uC2E4\uD328:", error);
});
return () => {
scene.dispose();
if (textureRef.current) {
textureRef.current.dispose();
}
};
}, [vertexShaderPath, fragmentShaderPath]);
(0, import_react2.useEffect)(() => {
if (!imageSrc || !isReady) return;
const loader = new THREE2.TextureLoader();
loader.load(
imageSrc,
(texture) => {
textureRef.current = texture;
if (sceneRef.current) {
sceneRef.current.updateUniforms({
u_texture: { value: texture }
});
sceneRef.current.render();
}
},
void 0,
(error) => {
console.error("\uC774\uBBF8\uC9C0 \uB85C\uB4DC \uC2E4\uD328:", error);
}
);
return () => {
if (textureRef.current) {
textureRef.current.dispose();
textureRef.current = null;
}
};
}, [imageSrc, isReady]);
(0, import_react2.useEffect)(() => {
if (!sceneRef.current || !isReady) return;
const points = new Float32Array(SHADER_CONFIG.MAX_POINTS * 2);
currentAreas.forEach((area, areaIndex) => {
area.basePoints.forEach((point, pointIndex) => {
const index = (areaIndex * 4 + pointIndex) * 2;
points[index] = point.x;
points[index + 1] = point.y;
});
});
const dragVectors = new Float32Array(SHADER_CONFIG.MAX_DRAG_VECTORS * 2);
currentAreas.forEach((area, index) => {
const baseIndex = index * 2;
dragVectors[baseIndex] = area.dragVector.x;
dragVectors[baseIndex + 1] = area.dragVector.y;
});
const strengths = new Float32Array(SHADER_CONFIG.MAX_STRENGTHS);
currentAreas.forEach((area, index) => {
strengths[index] = area.distortionStrength;
});
sceneRef.current.updateUniforms({
u_numAreas: { value: currentAreas.length },
u_points: { value: points },
u_dragVectors: { value: dragVectors },
u_distortionStrengths: { value: strengths }
});
sceneRef.current.render();
}, [currentAreas, isReady]);
const animationCallback = (0, import_react2.useCallback)((deltaTime) => {
if (!isReady) return;
const updatedAreas = AnimationLoop.updateProgress(currentAreas, deltaTime);
const areasWithVectors = AnimationLoop.updateAreaDragVectors(updatedAreas);
setCurrentAreas(areasWithVectors);
}, [currentAreas, isReady]);
useAnimationFrame(animationCallback, isPlaying);
return /* @__PURE__ */ (0, import_jsx_runtime.jsx)(
"div",
{
ref: containerRef,
style: {
width: "100%",
height: "100%",
position: "relative",
...style
},
className
}
);
};
// Annotate the CommonJS export names for ESM import in node:
0 && (module.exports = {
ANIMATION_CONFIG,
AnimationLoop,
DEFAULT_AREA,
ImageDistortion,
SHADER_CONFIG,
ShaderManager,
ThreeScene,
applyEasing,
useAnimationFrame
});
//# sourceMappingURL=index.js.map

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// src/components/ImageDistortion.tsx
import { useEffect as useEffect2, useRef as useRef2, useState, useCallback } from "react";
import * as THREE2 from "three";
// src/engine/ThreeScene.ts
import * as THREE from "three";
var ThreeScene = class {
constructor(container) {
this.container = container;
this.mesh = null;
/**
* 윈도우 리사이즈 핸들러
*/
this.handleResize = () => {
const width = this.container.clientWidth;
const height = this.container.clientHeight;
this.renderer.setSize(width, height);
this.uniforms.u_resolution.value.set(width, height);
if (this.mesh) {
this.render();
}
};
this.scene = new THREE.Scene();
this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
this.renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: false
});
this.renderer.setPixelRatio(window.devicePixelRatio);
this.container.appendChild(this.renderer.domElement);
this.uniforms = {
u_resolution: { value: new THREE.Vector2() },
u_texture: { value: null },
u_points: { value: new Float32Array(64) },
// 32포인트 × 2(x,y)
u_numAreas: { value: 0 },
u_dragVectors: { value: new Float32Array(16) },
// 8벡터 × 2(x,y)
u_distortionStrengths: { value: new Float32Array(8) }
};
this.handleResize();
window.addEventListener("resize", this.handleResize);
}
/**
* 셰이더 머티리얼 설정
* @param vertexShader 버텍스 셰이더 소스
* @param fragmentShader 프래그먼트 셰이더 소스
*/
setShaderMaterial(vertexShader, fragmentShader) {
const geometry = new THREE.PlaneGeometry(2, 2);
const material = new THREE.ShaderMaterial({
uniforms: this.uniforms,
vertexShader,
fragmentShader
});
if (this.mesh) {
this.scene.remove(this.mesh);
}
this.mesh = new THREE.Mesh(geometry, material);
this.scene.add(this.mesh);
}
/**
* 유니폼 업데이트
* @param updates 업데이트할 유니폼 값들
*/
updateUniforms(updates) {
Object.keys(updates).forEach((key) => {
const uniformKey = key;
this.uniforms[uniformKey].value = updates[uniformKey].value;
});
}
/**
* 렌더링
*/
render() {
this.renderer.render(this.scene, this.camera);
}
/**
* 리소스 정리
*/
dispose() {
window.removeEventListener("resize", this.handleResize);
this.renderer.dispose();
if (this.mesh) {
this.mesh.geometry.dispose();
this.mesh.material.dispose();
}
if (this.container.contains(this.renderer.domElement)) {
this.container.removeChild(this.renderer.domElement);
}
}
};
// src/engine/ShaderManager.ts
var ShaderManager = class {
constructor() {
this.vertexShaderSource = null;
this.fragmentShaderSource = null;
}
/**
* 셰이더 파일들을 비동기로 로드
* @param vertexPath 버텍스 셰이더 파일 경로
* @param fragmentPath 프래그먼트 셰이더 파일 경로
* @returns 로드된 셰이더 소스 코드
*/
async loadShaders(vertexPath, fragmentPath) {
try {
const [vertexResponse, fragmentResponse] = await Promise.all([
fetch(vertexPath),
fetch(fragmentPath)
]);
if (!vertexResponse.ok) {
throw new Error(`\uBC84\uD14D\uC2A4 \uC170\uC774\uB354 \uB85C\uB4DC \uC2E4\uD328: ${vertexResponse.statusText}`);
}
if (!fragmentResponse.ok) {
throw new Error(`\uD504\uB798\uADF8\uBA3C\uD2B8 \uC170\uC774\uB354 \uB85C\uB4DC \uC2E4\uD328: ${fragmentResponse.statusText}`);
}
this.vertexShaderSource = await vertexResponse.text();
this.fragmentShaderSource = await fragmentResponse.text();
return {
vertex: this.vertexShaderSource,
fragment: this.fragmentShaderSource
};
} catch (error) {
console.error("\uC170\uC774\uB354 \uB85C\uB4DC \uC2E4\uD328:", error);
throw new Error("\uC170\uC774\uB354 \uB85C\uB529\uC5D0 \uC2E4\uD328\uD588\uC2B5\uB2C8\uB2E4");
}
}
/**
* 버텍스 셰이더 소스 코드 반환
*/
getVertexShader() {
if (!this.vertexShaderSource) {
throw new Error("\uBC84\uD14D\uC2A4 \uC170\uC774\uB354\uAC00 \uB85C\uB4DC\uB418\uC9C0 \uC54A\uC558\uC2B5\uB2C8\uB2E4");
}
return this.vertexShaderSource;
}
/**
* 프래그먼트 셰이더 소스 코드 반환
*/
getFragmentShader() {
if (!this.fragmentShaderSource) {
throw new Error("\uD504\uB798\uADF8\uBA3C\uD2B8 \uC170\uC774\uB354\uAC00 \uB85C\uB4DC\uB418\uC9C0 \uC54A\uC558\uC2B5\uB2C8\uB2E4");
}
return this.fragmentShaderSource;
}
};
// src/utils/easing.ts
var easingFunctions = {
linear: (t) => t,
easeIn: (t) => t * t,
easeOut: (t) => t * (2 - t),
easeInOut: (t) => t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t,
easeInQuad: (t) => t * t,
easeOutQuad: (t) => t * (2 - t)
};
var applyEasing = (progress, easingType) => {
const clampedProgress = Math.max(0, Math.min(1, progress));
return easingFunctions[easingType](clampedProgress);
};
// src/engine/AnimationLoop.ts
var AnimationLoop = class {
/**
* 영역들의 드래그 벡터를 현재 진행도에 따라 업데이트
* @param areas 왜곡 영역 배열
* @returns 업데이트된 영역 배열
*/
static updateAreaDragVectors(areas) {
return areas.map((area) => {
const { progress, movement } = area;
const easedProgress = applyEasing(progress, movement.easing);
let dragVector;
if (easedProgress < 0.5) {
const t = easedProgress * 2;
dragVector = {
x: movement.vectorA.x * t,
y: movement.vectorA.y * t
};
} else {
const t = (easedProgress - 0.5) * 2;
dragVector = {
x: movement.vectorA.x * (1 - t),
y: movement.vectorA.y * (1 - t)
};
}
return {
...area,
dragVector
};
});
}
/**
* 모든 영역의 진행도를 델타 타임만큼 업데이트
* @param areas 왜곡 영역 배열
* @param deltaTime 델타 타임 ()
* @returns 업데이트된 영역 배열
*/
static updateProgress(areas, deltaTime) {
return areas.map((area) => {
let newProgress = area.progress + deltaTime / area.movement.duration;
newProgress %= 1;
return {
...area,
progress: newProgress
};
});
}
};
// src/hooks/useAnimationFrame.ts
import { useEffect, useRef } from "react";
var useAnimationFrame = (callback, isPlaying = true) => {
const requestRef = useRef(void 0);
const previousTimeRef = useRef(void 0);
useEffect(() => {
if (!isPlaying) return;
const animate = (time) => {
if (previousTimeRef.current !== void 0) {
const deltaTime = (time - previousTimeRef.current) / 1e3;
callback(deltaTime);
}
previousTimeRef.current = time;
requestRef.current = requestAnimationFrame(animate);
};
requestRef.current = requestAnimationFrame(animate);
return () => {
if (requestRef.current) {
cancelAnimationFrame(requestRef.current);
}
};
}, [callback, isPlaying]);
};
// src/utils/constants.ts
var SHADER_CONFIG = {
/** 최대 영역 개수 */
MAX_AREAS: 8,
/** 최대 포인트 개수 (8영역 × 4포인트) */
MAX_POINTS: 32,
/** 최대 드래그 벡터 개수 */
MAX_DRAG_VECTORS: 8,
/** 최대 강도 배열 크기 */
MAX_STRENGTHS: 8
};
var ANIMATION_CONFIG = {
/** 목표 FPS */
TARGET_FPS: 60,
/** 델타 타임 (약 16.67ms) */
DELTA_TIME: 1 / 60
};
var DEFAULT_AREA = {
/** 기본 왜곡 강도 */
DISTORTION_STRENGTH: 0.5,
/** 기본 애니메이션 지속 시간 (초) */
DURATION: 2,
/** 기본 이징 함수 */
EASING: "easeInOut",
/** 기본 벡터 A */
VECTOR_A: { x: 0.1, y: 0.1 },
/** 기본 벡터 B */
VECTOR_B: { x: -0.1, y: -0.1 }
};
// src/components/ImageDistortion.tsx
import { jsx } from "react/jsx-runtime";
var ImageDistortion = ({
imageSrc,
areas,
vertexShaderPath,
fragmentShaderPath,
isPlaying = true,
style,
className
}) => {
const containerRef = useRef2(null);
const sceneRef = useRef2(null);
const shaderManagerRef = useRef2(new ShaderManager());
const textureRef = useRef2(null);
const [isReady, setIsReady] = useState(false);
const [currentAreas, setCurrentAreas] = useState(areas);
useEffect2(() => {
setCurrentAreas(areas);
}, [areas]);
useEffect2(() => {
if (!containerRef.current) return;
const scene = new ThreeScene(containerRef.current);
sceneRef.current = scene;
const vertPath = vertexShaderPath || "/shaders/distortion.vert.glsl";
const fragPath = fragmentShaderPath || "/shaders/distortion.frag.glsl";
shaderManagerRef.current.loadShaders(vertPath, fragPath).then(({ vertex, fragment }) => {
scene.setShaderMaterial(vertex, fragment);
setIsReady(true);
}).catch((error) => {
console.error("\uC170\uC774\uB354 \uB85C\uB4DC \uC2E4\uD328:", error);
});
return () => {
scene.dispose();
if (textureRef.current) {
textureRef.current.dispose();
}
};
}, [vertexShaderPath, fragmentShaderPath]);
useEffect2(() => {
if (!imageSrc || !isReady) return;
const loader = new THREE2.TextureLoader();
loader.load(
imageSrc,
(texture) => {
textureRef.current = texture;
if (sceneRef.current) {
sceneRef.current.updateUniforms({
u_texture: { value: texture }
});
sceneRef.current.render();
}
},
void 0,
(error) => {
console.error("\uC774\uBBF8\uC9C0 \uB85C\uB4DC \uC2E4\uD328:", error);
}
);
return () => {
if (textureRef.current) {
textureRef.current.dispose();
textureRef.current = null;
}
};
}, [imageSrc, isReady]);
useEffect2(() => {
if (!sceneRef.current || !isReady) return;
const points = new Float32Array(SHADER_CONFIG.MAX_POINTS * 2);
currentAreas.forEach((area, areaIndex) => {
area.basePoints.forEach((point, pointIndex) => {
const index = (areaIndex * 4 + pointIndex) * 2;
points[index] = point.x;
points[index + 1] = point.y;
});
});
const dragVectors = new Float32Array(SHADER_CONFIG.MAX_DRAG_VECTORS * 2);
currentAreas.forEach((area, index) => {
const baseIndex = index * 2;
dragVectors[baseIndex] = area.dragVector.x;
dragVectors[baseIndex + 1] = area.dragVector.y;
});
const strengths = new Float32Array(SHADER_CONFIG.MAX_STRENGTHS);
currentAreas.forEach((area, index) => {
strengths[index] = area.distortionStrength;
});
sceneRef.current.updateUniforms({
u_numAreas: { value: currentAreas.length },
u_points: { value: points },
u_dragVectors: { value: dragVectors },
u_distortionStrengths: { value: strengths }
});
sceneRef.current.render();
}, [currentAreas, isReady]);
const animationCallback = useCallback((deltaTime) => {
if (!isReady) return;
const updatedAreas = AnimationLoop.updateProgress(currentAreas, deltaTime);
const areasWithVectors = AnimationLoop.updateAreaDragVectors(updatedAreas);
setCurrentAreas(areasWithVectors);
}, [currentAreas, isReady]);
useAnimationFrame(animationCallback, isPlaying);
return /* @__PURE__ */ jsx(
"div",
{
ref: containerRef,
style: {
width: "100%",
height: "100%",
position: "relative",
...style
},
className
}
);
};
export {
ANIMATION_CONFIG,
AnimationLoop,
DEFAULT_AREA,
ImageDistortion,
SHADER_CONFIG,
ShaderManager,
ThreeScene,
applyEasing,
useAnimationFrame
};
//# sourceMappingURL=index.mjs.map

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