2025-11-04 10:17:17 +09:00

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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 값 업데이트
* @param updates 업데이트할 유니폼 값들
*/
updateUniforms(updates) {
Object.keys(updates).forEach((key) => {
const uniformKey = key;
this.uniforms[uniformKey].value = updates[uniformKey].value;
});
}
/**
* 씬 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 (초)
* @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