Files
jaengseung-made/app/components/deepfield/HeroField.tsx

330 lines
11 KiB
TypeScript

'use client';
import { useEffect, useRef, useState } from 'react';
// 타입만 정적 import — 번들에 코드가 들어가지 않음 (import type)
import type * as THREE from 'three';
import { useFieldMode } from './useFieldMode';
interface Props {
className?: string;
}
/**
* 정적 2광원 radial 그래디언트.
* static 모드 단독 비주얼이자, full/lite에서 캔버스 아래에 항상 깔리는 베이스.
* (WebGL 로딩 전/실패 시에도 비주얼 공백 없음)
*/
function StaticField() {
return (
<div
aria-hidden="true"
className="absolute inset-0"
style={{
backgroundColor: 'var(--jsm-dark-bg, #070d1a)',
backgroundImage: [
// 광원1: 우상단 — accent blue-700
'radial-gradient(60% 55% at 75% 25%, rgba(29,78,216,0.45) 0%, transparent 45%)',
// 광원2: 좌하단 — bright blue (sky-400)
'radial-gradient(55% 50% at 15% 85%, rgba(56,189,248,0.16) 0%, transparent 40%)',
].join(','),
}}
/>
);
}
// ───────────────────────── 셰이더 ─────────────────────────
const VERTEX_SHADER = /* glsl */ `
uniform float uTime;
uniform vec2 uMouse; // NDC (-1..1), lite/static에선 사실상 미사용
uniform float uMouseAmp; // 커서 자기장 세기 (lite=0)
uniform float uScroll; // 0..1, 진행될수록 흩어짐
uniform float uPixelRatio;
attribute float aScale; // 파티클별 기본 크기 (1.5~3px)
attribute float aSeed; // 드리프트 위상 분산
varying float vAlpha;
varying vec3 vColor;
// 색: #60a5fa(밝은) ↔ #1d4ed8(딥) 보간
const vec3 C_BRIGHT = vec3(0.376, 0.647, 0.980); // #60a5fa
const vec3 C_DEEP = vec3(0.114, 0.306, 0.847); // #1d4ed8
void main() {
vec3 pos = position;
// 미세 유영 — 사인 노이즈 (드리프트)
float t = uTime * 0.18 + aSeed * 6.2831853;
pos.x += sin(t) * 0.06;
pos.y += cos(t * 0.9) * 0.06;
pos.z += sin(t * 0.7) * 0.04;
// 스크롤 — 진행될수록 바깥으로 밀려 흩어짐
pos.xy += normalize(pos.xy + 0.0001) * uScroll * 0.9;
// 커서 자기장 — 화면 평면 기준 거리로 부드럽게 밀어냄
if (uMouseAmp > 0.0) {
vec2 toP = pos.xy - uMouse * 1.6;
float d = length(toP);
float radius = 0.7;
float push = smoothstep(radius, 0.0, d); // 가까울수록 1
pos.xy += normalize(toP + 0.0001) * push * 0.35 * uMouseAmp;
pos.z += push * 0.2 * uMouseAmp;
}
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
gl_Position = projectionMatrix * mvPosition;
// 크기: 원근(-mvPosition.z) 반영 + DPR
gl_PointSize = aScale * uPixelRatio * (300.0 / -mvPosition.z);
// 색: seed로 두 파랑 사이 보간
vColor = mix(C_DEEP, C_BRIGHT, aSeed);
// 불투명도: 스크롤로 소멸, 깊이로 약간 페이드
float depthFade = smoothstep(-3.0, 0.5, mvPosition.z);
vAlpha = (1.0 - uScroll) * (0.45 + depthFade * 0.25);
}
`;
const FRAGMENT_SHADER = /* glsl */ `
precision mediump float;
varying float vAlpha;
varying vec3 vColor;
void main() {
// 원형 소프트 포인트 — 가장자리 부드럽게
vec2 c = gl_PointCoord - vec2(0.5);
float dist = length(c);
if (dist > 0.5) discard;
float soft = smoothstep(0.5, 0.05, dist);
gl_FragColor = vec4(vColor, soft * vAlpha);
}
`;
// ───────────────────────── 컴포넌트 ─────────────────────────
export default function HeroField({ className }: Props) {
const mode = useFieldMode();
// WebGL 초기화 실패 시 static으로 강등
const [failed, setFailed] = useState(false);
const canvasRef = useRef<HTMLCanvasElement>(null);
const effectiveMode = failed ? 'static' : mode;
const animated = effectiveMode === 'full' || effectiveMode === 'lite';
useEffect(() => {
if (!animated) return;
const canvas = canvasRef.current;
if (!canvas) return;
const isFull = effectiveMode === 'full';
const COUNT = isFull ? 3000 : 800;
let disposed = false;
let rafId = 0;
let renderer: THREE.WebGLRenderer | null = null;
let scene: THREE.Scene | null = null;
let camera: THREE.PerspectiveCamera | null = null;
let geometry: THREE.BufferGeometry | null = null;
let material: THREE.ShaderMaterial | null = null;
let points: THREE.Points | null = null;
let io: IntersectionObserver | null = null;
// 가시성/뷰포트 상태 — 둘 다 OK일 때만 rAF 돌림
let pageVisible = document.visibilityState !== 'hidden';
let inView = true;
// 마우스 스무딩 (NDC)
const mouse = { x: 0, y: 0 };
const mouseTarget = { x: 0, y: 0 };
// 핸들러 참조 (cleanup용)
let onMouseMove: ((e: MouseEvent) => void) | null = null;
let onResize: (() => void) | null = null;
let onVisibility: (() => void) | null = null;
const start = () => {
if (rafId || disposed) return;
if (!pageVisible || !inView) return;
rafId = requestAnimationFrame(loop);
};
const stop = () => {
if (rafId) cancelAnimationFrame(rafId);
rafId = 0;
};
let loop: (now: number) => void = () => {};
(async () => {
let THREE_NS: typeof THREE;
try {
// three는 dynamic import만 — 메인 번들 분리
THREE_NS = await import('three');
} catch {
if (!disposed) setFailed(true);
return;
}
if (disposed || !canvasRef.current) return;
try {
const width = canvas.clientWidth || window.innerWidth;
const height = canvas.clientHeight || window.innerHeight;
renderer = new THREE_NS.WebGLRenderer({
canvas,
alpha: true, // 섹션 bg가 비치도록 투명
antialias: false,
powerPreference: 'low-power',
});
// lite는 DPR 1 고정, full은 최대 2로 제한
const dpr = isFull ? Math.min(window.devicePixelRatio || 1, 2) : 1;
renderer.setPixelRatio(dpr);
renderer.setSize(width, height, false);
renderer.setClearColor(0x000000, 0); // 완전 투명
scene = new THREE_NS.Scene();
camera = new THREE_NS.PerspectiveCamera(60, width / height, 0.1, 100);
camera.position.z = 3;
// 얕은 3D 슬랩: 화면을 덮는 균일 분포 + 약간의 노이즈, z 약간 분산
const positions = new Float32Array(COUNT * 3);
const scales = new Float32Array(COUNT);
const seeds = new Float32Array(COUNT);
const SPREAD_X = 5.0;
const SPREAD_Y = 3.2;
for (let i = 0; i < COUNT; i++) {
positions[i * 3 + 0] = (Math.random() - 0.5) * SPREAD_X;
positions[i * 3 + 1] = (Math.random() - 0.5) * SPREAD_Y;
positions[i * 3 + 2] = (Math.random() - 0.5) * 1.2; // 얕은 z 분산
scales[i] = 1.5 + Math.random() * 1.5; // 1.5~3px
seeds[i] = Math.random();
}
geometry = new THREE_NS.BufferGeometry();
geometry.setAttribute('position', new THREE_NS.BufferAttribute(positions, 3));
geometry.setAttribute('aScale', new THREE_NS.BufferAttribute(scales, 1));
geometry.setAttribute('aSeed', new THREE_NS.BufferAttribute(seeds, 1));
material = new THREE_NS.ShaderMaterial({
uniforms: {
uTime: { value: 0 },
uMouse: { value: new THREE_NS.Vector2(0, 0) },
uMouseAmp: { value: isFull ? 1 : 0 }, // lite는 커서 반응 off
uScroll: { value: 0 },
uPixelRatio: { value: dpr },
},
vertexShader: VERTEX_SHADER,
fragmentShader: FRAGMENT_SHADER,
transparent: true,
depthWrite: false,
depthTest: false,
blending: THREE_NS.AdditiveBlending, // 미세한 글로우
});
points = new THREE_NS.Points(geometry, material);
scene.add(points);
// ── 핸들러 ──
if (isFull) {
onMouseMove = (e: MouseEvent) => {
mouseTarget.x = (e.clientX / window.innerWidth) * 2 - 1;
mouseTarget.y = -((e.clientY / window.innerHeight) * 2 - 1);
};
window.addEventListener('mousemove', onMouseMove, { passive: true });
}
onResize = () => {
if (!renderer || !camera || !canvasRef.current) return;
const w = canvasRef.current.clientWidth || window.innerWidth;
const h = canvasRef.current.clientHeight || window.innerHeight;
camera.aspect = w / h;
camera.updateProjectionMatrix();
renderer.setSize(w, h, false);
};
window.addEventListener('resize', onResize, { passive: true });
onVisibility = () => {
pageVisible = document.visibilityState !== 'hidden';
if (pageVisible) start();
else stop();
};
document.addEventListener('visibilitychange', onVisibility);
// 뷰포트 밖이면 rAF 정지
io = new IntersectionObserver(
(entries) => {
inView = entries[0]?.isIntersecting ?? false;
if (inView) start();
else stop();
},
{ threshold: 0 },
);
io.observe(canvas);
// ── 렌더 루프 ──
const clock = new THREE_NS.Clock();
loop = () => {
rafId = 0;
if (disposed || !renderer || !scene || !camera || !material) return;
const elapsed = clock.getElapsedTime();
const u = material.uniforms;
u.uTime.value = elapsed;
// 커서 스무딩 (lerp 0.08)
mouse.x += (mouseTarget.x - mouse.x) * 0.08;
mouse.y += (mouseTarget.y - mouse.y) * 0.08;
(u.uMouse.value as THREE.Vector2).set(mouse.x, mouse.y);
// 스크롤 진행도 0~1 clamp
const scrollT = Math.min(
Math.max(window.scrollY / (window.innerHeight || 1), 0),
1,
);
u.uScroll.value = scrollT;
renderer.render(scene, camera);
start();
};
start();
} catch {
if (!disposed) setFailed(true);
}
})();
// ── cleanup: rAF cancel + 리스너 제거 + dispose ──
return () => {
disposed = true;
stop();
if (onMouseMove) window.removeEventListener('mousemove', onMouseMove);
if (onResize) window.removeEventListener('resize', onResize);
if (onVisibility) document.removeEventListener('visibilitychange', onVisibility);
io?.disconnect();
geometry?.dispose();
material?.dispose();
renderer?.dispose();
scene = null;
camera = null;
points = null;
};
}, [animated, effectiveMode]);
return (
<div className={`pointer-events-none absolute inset-0 overflow-hidden ${className ?? ''}`}>
{/* 정적 그래디언트 — 항상 캔버스 아래에 깔림 */}
<StaticField />
{animated && (
<canvas
ref={canvasRef}
aria-hidden="true"
className="pointer-events-none absolute inset-0 h-full w-full"
/>
)}
</div>
);
}