- Fix distortion.frag.glsl to match Flutter original implementation - Update computeUV function with single Newton-Raphson iteration - Fix coordinate transformation (normalized to pixel) - Fix distortion application logic - Add break after first matching area (Flutter behavior) - Add image loading state management - Add imageLoaded state - Add loading progress callback - Add loading UI indicator - Improve error handling - Add comprehensive debug logging - ShaderManager: fetch status and shader lengths - ThreeScene: shader compilation check, render calls - ImageDistortion: lifecycle and loading status - Add test/debug shaders for troubleshooting - test.frag.glsl: Simple pass-through shader - debug.frag.glsl: Area visualization shader - Fix infinite loop bug in animationCallback - Use setState updater function to avoid dependency 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
461 lines
15 KiB
JavaScript
461 lines
15 KiB
JavaScript
// src/components/ImageDistortion.tsx
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import { useEffect as useEffect2, useRef as useRef2, useState, useCallback } from "react";
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import * as THREE2 from "three";
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// src/engine/ThreeScene.ts
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import * as THREE from "three";
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var ThreeScene = class {
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constructor(container) {
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this.container = container;
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this.mesh = null;
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/**
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* 윈도우 리사이즈 핸들러
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*/
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this.handleResize = () => {
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const width = this.container.clientWidth;
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const height = this.container.clientHeight;
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this.renderer.setSize(width, height);
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this.uniforms.u_resolution.value.set(width, height);
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if (this.mesh) {
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this.render();
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}
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};
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this.scene = new THREE.Scene();
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this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
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this.renderer = new THREE.WebGLRenderer({
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antialias: true,
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alpha: false
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});
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this.renderer.setPixelRatio(window.devicePixelRatio);
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this.container.appendChild(this.renderer.domElement);
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this.uniforms = {
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u_resolution: { value: new THREE.Vector2() },
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u_texture: { value: null },
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u_points: { value: new Float32Array(64) },
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// 32포인트 × 2(x,y)
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u_numAreas: { value: 0 },
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u_dragVectors: { value: new Float32Array(16) },
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// 8벡터 × 2(x,y)
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u_distortionStrengths: { value: new Float32Array(8) }
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};
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this.handleResize();
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window.addEventListener("resize", this.handleResize);
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}
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/**
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* 셰이더 머티리얼 설정
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* @param vertexShader 버텍스 셰이더 소스
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* @param fragmentShader 프래그먼트 셰이더 소스
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*/
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setShaderMaterial(vertexShader, fragmentShader) {
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console.log("[ThreeScene] setShaderMaterial \uD638\uCD9C\uB428");
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console.log("[ThreeScene] vertexShader \uAE38\uC774:", vertexShader.length);
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console.log("[ThreeScene] fragmentShader \uAE38\uC774:", fragmentShader.length);
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const geometry = new THREE.PlaneGeometry(2, 2);
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const material = new THREE.ShaderMaterial({
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uniforms: this.uniforms,
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vertexShader,
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fragmentShader
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});
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console.log("[ThreeScene] ShaderMaterial \uC0DD\uC131\uB428");
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const renderer = this.renderer;
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const testScene = new THREE.Scene();
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const testMesh = new THREE.Mesh(new THREE.PlaneGeometry(1, 1), material);
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testScene.add(testMesh);
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try {
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renderer.compile(testScene, this.camera);
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console.log("[ThreeScene] \uC170\uC774\uB354 \uCEF4\uD30C\uC77C \uC131\uACF5!");
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} catch (e) {
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console.error("[ThreeScene] \uC170\uC774\uB354 \uCEF4\uD30C\uC77C \uC5D0\uB7EC:", e);
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}
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if (this.mesh) {
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this.scene.remove(this.mesh);
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}
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this.mesh = new THREE.Mesh(geometry, material);
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this.scene.add(this.mesh);
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console.log("[ThreeScene] mesh\uB97C \uC52C\uC5D0 \uCD94\uAC00\uD568");
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}
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/**
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* 유니폼 값 업데이트
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* @param updates 업데이트할 유니폼 값들
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*/
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updateUniforms(updates) {
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Object.keys(updates).forEach((key) => {
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const uniformKey = key;
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this.uniforms[uniformKey].value = updates[uniformKey].value;
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});
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}
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/**
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* 씬 렌더링
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*/
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render() {
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console.log("[ThreeScene] render() \uD638\uCD9C\uB428, mesh:", this.mesh);
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this.renderer.render(this.scene, this.camera);
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}
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/**
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* 리소스 정리
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*/
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dispose() {
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window.removeEventListener("resize", this.handleResize);
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this.renderer.dispose();
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if (this.mesh) {
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this.mesh.geometry.dispose();
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this.mesh.material.dispose();
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}
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if (this.container.contains(this.renderer.domElement)) {
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this.container.removeChild(this.renderer.domElement);
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}
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}
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};
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// src/engine/ShaderManager.ts
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var ShaderManager = class {
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constructor() {
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this.vertexShaderSource = null;
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this.fragmentShaderSource = null;
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}
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/**
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* 셰이더 파일들을 비동기로 로드
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* @param vertexPath 버텍스 셰이더 파일 경로
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* @param fragmentPath 프래그먼트 셰이더 파일 경로
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* @returns 로드된 셰이더 소스 코드
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*/
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async loadShaders(vertexPath, fragmentPath) {
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console.log("[ShaderManager] loadShaders \uC2DC\uC791:", { vertexPath, fragmentPath });
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try {
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console.log("[ShaderManager] fetch \uC2DC\uC791...");
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const [vertexResponse, fragmentResponse] = await Promise.all([
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fetch(vertexPath),
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fetch(fragmentPath)
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]);
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console.log("[ShaderManager] fetch \uC644\uB8CC:", {
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vertexStatus: vertexResponse.status,
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fragmentStatus: fragmentResponse.status
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});
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if (!vertexResponse.ok) {
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throw new Error(`\uBC84\uD14D\uC2A4 \uC170\uC774\uB354 \uB85C\uB4DC \uC2E4\uD328: ${vertexResponse.statusText}`);
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}
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if (!fragmentResponse.ok) {
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throw new Error(`\uD504\uB798\uADF8\uBA3C\uD2B8 \uC170\uC774\uB354 \uB85C\uB4DC \uC2E4\uD328: ${fragmentResponse.statusText}`);
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}
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console.log("[ShaderManager] text() \uBCC0\uD658 \uC2DC\uC791...");
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this.vertexShaderSource = await vertexResponse.text();
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this.fragmentShaderSource = await fragmentResponse.text();
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console.log("[ShaderManager] \uC170\uC774\uB354 \uB85C\uB4DC \uC644\uB8CC!", {
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vertexLength: this.vertexShaderSource.length,
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fragmentLength: this.fragmentShaderSource.length
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});
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return {
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vertex: this.vertexShaderSource,
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fragment: this.fragmentShaderSource
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};
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} catch (error) {
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console.error("[ShaderManager] \uC170\uC774\uB354 \uB85C\uB4DC \uC2E4\uD328:", error);
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throw new Error("\uC170\uC774\uB354 \uB85C\uB529\uC5D0 \uC2E4\uD328\uD588\uC2B5\uB2C8\uB2E4");
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}
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}
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/**
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* 버텍스 셰이더 소스 코드 반환
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*/
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getVertexShader() {
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if (!this.vertexShaderSource) {
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throw new Error("\uBC84\uD14D\uC2A4 \uC170\uC774\uB354\uAC00 \uB85C\uB4DC\uB418\uC9C0 \uC54A\uC558\uC2B5\uB2C8\uB2E4");
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}
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return this.vertexShaderSource;
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}
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/**
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* 프래그먼트 셰이더 소스 코드 반환
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*/
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getFragmentShader() {
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if (!this.fragmentShaderSource) {
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throw new Error("\uD504\uB798\uADF8\uBA3C\uD2B8 \uC170\uC774\uB354\uAC00 \uB85C\uB4DC\uB418\uC9C0 \uC54A\uC558\uC2B5\uB2C8\uB2E4");
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}
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return this.fragmentShaderSource;
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}
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};
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// src/utils/easing.ts
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var easingFunctions = {
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linear: (t) => t,
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easeIn: (t) => t * t,
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easeOut: (t) => t * (2 - t),
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easeInOut: (t) => t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t,
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easeInQuad: (t) => t * t,
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easeOutQuad: (t) => t * (2 - t)
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};
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var applyEasing = (progress, easingType) => {
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const clampedProgress = Math.max(0, Math.min(1, progress));
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return easingFunctions[easingType](clampedProgress);
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};
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// src/engine/AnimationLoop.ts
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var AnimationLoop = class {
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/**
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* 영역들의 드래그 벡터를 현재 진행도에 따라 업데이트
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* @param areas 왜곡 영역 배열
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* @returns 업데이트된 영역 배열
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*/
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static updateAreaDragVectors(areas) {
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return areas.map((area) => {
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const { progress, movement } = area;
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const easedProgress = applyEasing(progress, movement.easing);
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let dragVector;
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if (easedProgress < 0.5) {
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const t = easedProgress * 2;
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dragVector = {
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x: movement.vectorA.x * t,
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y: movement.vectorA.y * t
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};
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} else {
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const t = (easedProgress - 0.5) * 2;
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dragVector = {
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x: movement.vectorA.x * (1 - t),
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y: movement.vectorA.y * (1 - t)
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};
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}
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return {
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...area,
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dragVector
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};
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});
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}
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/**
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* 모든 영역의 진행도를 델타 타임만큼 업데이트
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* @param areas 왜곡 영역 배열
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* @param deltaTime 델타 타임 (초)
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* @returns 업데이트된 영역 배열
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*/
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static updateProgress(areas, deltaTime) {
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return areas.map((area) => {
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let newProgress = area.progress + deltaTime / area.movement.duration;
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newProgress %= 1;
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return {
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...area,
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progress: newProgress
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};
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});
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}
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};
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// src/hooks/useAnimationFrame.ts
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import { useEffect, useRef } from "react";
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var useAnimationFrame = (callback, isPlaying = true) => {
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const requestRef = useRef(void 0);
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const previousTimeRef = useRef(void 0);
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useEffect(() => {
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if (!isPlaying) return;
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const animate = (time) => {
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if (previousTimeRef.current !== void 0) {
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const deltaTime = (time - previousTimeRef.current) / 1e3;
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callback(deltaTime);
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}
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previousTimeRef.current = time;
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requestRef.current = requestAnimationFrame(animate);
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};
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requestRef.current = requestAnimationFrame(animate);
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return () => {
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if (requestRef.current) {
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cancelAnimationFrame(requestRef.current);
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}
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};
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}, [callback, isPlaying]);
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};
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// src/utils/constants.ts
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var SHADER_CONFIG = {
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/** 최대 영역 개수 */
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MAX_AREAS: 8,
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/** 최대 포인트 개수 (8영역 × 4포인트) */
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MAX_POINTS: 32,
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/** 최대 드래그 벡터 개수 */
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MAX_DRAG_VECTORS: 8,
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/** 최대 강도 배열 크기 */
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MAX_STRENGTHS: 8
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};
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var ANIMATION_CONFIG = {
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/** 목표 FPS */
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TARGET_FPS: 60,
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/** 델타 타임 (약 16.67ms) */
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DELTA_TIME: 1 / 60
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};
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var DEFAULT_AREA = {
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/** 기본 왜곡 강도 */
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DISTORTION_STRENGTH: 0.5,
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/** 기본 애니메이션 지속 시간 (초) */
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DURATION: 2,
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/** 기본 이징 함수 */
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EASING: "easeInOut",
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/** 기본 벡터 A */
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VECTOR_A: { x: 0.1, y: 0.1 },
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/** 기본 벡터 B */
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VECTOR_B: { x: -0.1, y: -0.1 }
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};
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// src/components/ImageDistortion.tsx
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import { jsx } from "react/jsx-runtime";
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var ImageDistortion = ({
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imageSrc,
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areas,
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vertexShaderPath,
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fragmentShaderPath,
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isPlaying = true,
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style,
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className
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}) => {
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const containerRef = useRef2(null);
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const sceneRef = useRef2(null);
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const shaderManagerRef = useRef2(new ShaderManager());
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const textureRef = useRef2(null);
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const [isReady, setIsReady] = useState(false);
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const [imageLoaded, setImageLoaded] = useState(false);
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const [currentAreas, setCurrentAreas] = useState(areas);
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useEffect2(() => {
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setCurrentAreas(areas);
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}, [areas]);
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useEffect2(() => {
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console.log("[ImageDistortion] useEffect \uC2E4\uD589, containerRef.current:", containerRef.current);
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if (!containerRef.current) {
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console.warn("[ImageDistortion] containerRef.current\uAC00 null\uC785\uB2C8\uB2E4. \uCEF4\uD3EC\uB10C\uD2B8\uAC00 \uC81C\uB300\uB85C \uB9C8\uC6B4\uD2B8\uB418\uC9C0 \uC54A\uC558\uC2B5\uB2C8\uB2E4.");
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return;
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}
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console.log("[ImageDistortion] \uCD08\uAE30\uD654 \uC2DC\uC791");
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const scene = new ThreeScene(containerRef.current);
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sceneRef.current = scene;
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const vertPath = vertexShaderPath || "/shaders/distortion.vert.glsl";
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const fragPath = fragmentShaderPath || "/shaders/distortion.frag.glsl";
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console.log("[ImageDistortion] \uC170\uC774\uB354 \uB85C\uB4DC \uC2DC\uB3C4:", { vertPath, fragPath });
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shaderManagerRef.current.loadShaders(vertPath, fragPath).then(({ vertex, fragment }) => {
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console.log("[ImageDistortion] \uC170\uC774\uB354 \uB85C\uB4DC \uC131\uACF5");
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scene.setShaderMaterial(vertex, fragment);
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setIsReady(true);
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}).catch((error) => {
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console.error("[ImageDistortion] \uC170\uC774\uB354 \uB85C\uB4DC \uC2E4\uD328:", error);
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});
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return () => {
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scene.dispose();
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if (textureRef.current) {
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textureRef.current.dispose();
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}
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};
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}, [vertexShaderPath, fragmentShaderPath]);
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useEffect2(() => {
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if (!imageSrc || !isReady) {
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console.log("[ImageDistortion] \uC774\uBBF8\uC9C0 \uB85C\uB4DC \uC2A4\uD0B5:", { imageSrc, isReady });
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return;
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}
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console.log("[ImageDistortion] \uC774\uBBF8\uC9C0 \uB85C\uB4DC \uC2DC\uC791:", imageSrc);
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setImageLoaded(false);
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const loader = new THREE2.TextureLoader();
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loader.load(
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imageSrc,
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(texture) => {
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console.log("[ImageDistortion] \uC774\uBBF8\uC9C0 \uB85C\uB4DC \uC131\uACF5!", {
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width: texture.image.width,
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height: texture.image.height
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});
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textureRef.current = texture;
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setImageLoaded(true);
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if (sceneRef.current) {
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sceneRef.current.updateUniforms({
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u_texture: { value: texture }
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});
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sceneRef.current.render();
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console.log("[ImageDistortion] \uD14D\uC2A4\uCC98 \uC5C5\uB370\uC774\uD2B8 \uBC0F \uB80C\uB354\uB9C1 \uC644\uB8CC");
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}
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},
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(progress) => {
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console.log(
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"[ImageDistortion] \uC774\uBBF8\uC9C0 \uB85C\uB529 \uC911...",
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Math.round(progress.loaded / progress.total * 100) + "%"
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);
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},
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(error) => {
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console.error("[ImageDistortion] \uC774\uBBF8\uC9C0 \uB85C\uB4DC \uC2E4\uD328:", error);
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setImageLoaded(false);
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}
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);
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return () => {
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if (textureRef.current) {
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textureRef.current.dispose();
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textureRef.current = null;
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}
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};
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}, [imageSrc, isReady]);
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useEffect2(() => {
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if (!sceneRef.current || !isReady) return;
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const points = new Float32Array(SHADER_CONFIG.MAX_POINTS * 2);
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currentAreas.forEach((area, areaIndex) => {
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area.basePoints.forEach((point, pointIndex) => {
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const index = (areaIndex * 4 + pointIndex) * 2;
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points[index] = point.x;
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points[index + 1] = point.y;
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});
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});
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const dragVectors = new Float32Array(SHADER_CONFIG.MAX_DRAG_VECTORS * 2);
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currentAreas.forEach((area, index) => {
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const baseIndex = index * 2;
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dragVectors[baseIndex] = area.dragVector.x;
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dragVectors[baseIndex + 1] = area.dragVector.y;
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});
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const strengths = new Float32Array(SHADER_CONFIG.MAX_STRENGTHS);
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currentAreas.forEach((area, index) => {
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strengths[index] = area.distortionStrength;
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});
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sceneRef.current.updateUniforms({
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u_numAreas: { value: currentAreas.length },
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u_points: { value: points },
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u_dragVectors: { value: dragVectors },
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u_distortionStrengths: { value: strengths }
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||
});
|
||
sceneRef.current.render();
|
||
}, [currentAreas, isReady]);
|
||
const animationCallback = useCallback((deltaTime) => {
|
||
if (!isReady) return;
|
||
setCurrentAreas((prevAreas) => {
|
||
const updatedAreas = AnimationLoop.updateProgress(prevAreas, deltaTime);
|
||
return AnimationLoop.updateAreaDragVectors(updatedAreas);
|
||
});
|
||
}, [isReady]);
|
||
useAnimationFrame(animationCallback, isPlaying);
|
||
return /* @__PURE__ */ jsx(
|
||
"div",
|
||
{
|
||
ref: containerRef,
|
||
style: {
|
||
width: "100%",
|
||
height: "100%",
|
||
position: "relative",
|
||
...style
|
||
},
|
||
className,
|
||
children: !imageLoaded && /* @__PURE__ */ jsx(
|
||
"div",
|
||
{
|
||
style: {
|
||
position: "absolute",
|
||
top: "50%",
|
||
left: "50%",
|
||
transform: "translate(-50%, -50%)",
|
||
background: "rgba(0, 0, 0, 0.7)",
|
||
color: "white",
|
||
padding: "20px",
|
||
borderRadius: "8px",
|
||
zIndex: 999
|
||
},
|
||
children: "\uC774\uBBF8\uC9C0 \uB85C\uB529 \uC911..."
|
||
}
|
||
)
|
||
}
|
||
);
|
||
};
|
||
export {
|
||
ANIMATION_CONFIG,
|
||
AnimationLoop,
|
||
DEFAULT_AREA,
|
||
ImageDistortion,
|
||
SHADER_CONFIG,
|
||
ShaderManager,
|
||
ThreeScene,
|
||
applyEasing,
|
||
useAnimationFrame
|
||
};
|
||
//# sourceMappingURL=index.mjs.map
|