supermemory/packages/lib/glass-effect-manager.ts
2025-08-16 18:50:10 -07:00

308 lines
7.7 KiB
TypeScript

// Singleton WebGL context manager for glass effects
class GlassEffectManager {
private static instance: GlassEffectManager | null = null
private canvas: HTMLCanvasElement | null = null
private gl: WebGLRenderingContext | null = null
private program: WebGLProgram | null = null
private uniforms: Record<string, WebGLUniformLocation | null> = {}
private effects: Map<string, EffectInstance> = new Map()
private animationFrame: number | null = null
private startTime: number = performance.now()
private mousePositions: Map<string, { x: number; y: number }> = new Map()
static getInstance(): GlassEffectManager {
if (!GlassEffectManager.instance) {
GlassEffectManager.instance = new GlassEffectManager()
}
return GlassEffectManager.instance
}
private constructor() {
this.initializeContext()
}
private initializeContext() {
// Create offscreen canvas
this.canvas = document.createElement("canvas")
this.canvas.width = 1024 // Default size, will be adjusted
this.canvas.height = 1024
this.gl = this.canvas.getContext("webgl", {
alpha: true,
premultipliedAlpha: false,
preserveDrawingBuffer: true,
})
if (!this.gl) {
console.error("WebGL not supported")
return
}
this.setupShaders()
this.startRenderLoop()
}
private setupShaders() {
if (!this.gl) return
const vsSource = `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`
const fsSource = `
precision mediump float;
uniform vec2 iResolution;
uniform float iTime;
uniform vec2 iMouse;
uniform float iExpanded;
float noise(vec2 p) {
return sin(p.x * 10.0) * sin(p.y * 10.0);
}
void main() {
vec2 uv = gl_FragCoord.xy / iResolution.xy;
vec2 mouse = iMouse / iResolution.xy;
float dist = length(uv - mouse);
vec2 distortion = vec2(
sin(iTime * 2.0 + uv.y * 10.0) * 0.0025,
cos(iTime * 1.5 + uv.x * 10.0) * 0.0025
);
vec2 refractedUV = uv + distortion * (1.0 - dist);
vec3 glassColor = mix(
vec3(0.1, 0.1, 0.12),
vec3(0.16, 0.16, 0.19),
1.0 - length(uv - vec2(0.5))
);
float glow = exp(-dist * 5.0) * 0.35;
glassColor += vec3(glow);
float edge = 1.0 - smoothstep(0.0, 0.02, min(
min(uv.x, 1.0 - uv.x),
min(uv.y, 1.0 - uv.y)
));
glassColor += edge * 0.3;
float edgeGlow = 1.0 - smoothstep(0.0, 0.05, min(
min(uv.x, 1.0 - uv.x),
min(uv.y, 1.0 - uv.y)
));
glassColor += vec3(edgeGlow * 0.1, edgeGlow * 0.1, edgeGlow * 0.2);
float n = noise(refractedUV * 50.0 + vec2(iTime)) * 0.025;
glassColor += vec3(n);
float alpha = 0.25 + edge * 0.2 + glow * 0.2;
alpha *= mix(0.8, 1.0, iExpanded);
gl_FragColor = vec4(glassColor, alpha);
}
`
const createShader = (type: number, source: string) => {
const shader = this.gl!.createShader(type)
if (!shader) return null
this.gl!.shaderSource(shader, source)
this.gl!.compileShader(shader)
if (!this.gl!.getShaderParameter(shader, this.gl!.COMPILE_STATUS)) {
console.error("Shader error:", this.gl!.getShaderInfoLog(shader))
this.gl!.deleteShader(shader)
return null
}
return shader
}
const vs = createShader(this.gl.VERTEX_SHADER, vsSource)
const fs = createShader(this.gl.FRAGMENT_SHADER, fsSource)
if (!vs || !fs) return
this.program = this.gl.createProgram()
if (!this.program) return
this.gl.attachShader(this.program, vs)
this.gl.attachShader(this.program, fs)
this.gl.linkProgram(this.program)
// biome-ignore lint/correctness/useHookAtTopLevel: Well, not a hook
this.gl.useProgram(this.program)
// Buffer setup
const buffer = this.gl.createBuffer()
this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer)
this.gl.bufferData(
this.gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),
this.gl.STATIC_DRAW,
)
const position = this.gl.getAttribLocation(this.program, "position")
this.gl.enableVertexAttribArray(position)
this.gl.vertexAttribPointer(position, 2, this.gl.FLOAT, false, 0, 0)
// Store uniform locations
this.uniforms = {
resolution: this.gl.getUniformLocation(this.program, "iResolution"),
time: this.gl.getUniformLocation(this.program, "iTime"),
mouse: this.gl.getUniformLocation(this.program, "iMouse"),
expanded: this.gl.getUniformLocation(this.program, "iExpanded"),
}
// Enable blending
this.gl.enable(this.gl.BLEND)
this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA)
}
registerEffect(
id: string,
targetCanvas: HTMLCanvasElement,
isExpanded: boolean,
): () => void {
// Ensure minimum dimensions
const width = Math.max(1, targetCanvas.width)
const height = Math.max(1, targetCanvas.height)
const effect: EffectInstance = {
id,
targetCanvas,
isExpanded,
width,
height,
}
this.effects.set(id, effect)
this.mousePositions.set(id, { x: 0, y: 0 })
// Return cleanup function
return () => {
this.effects.delete(id)
this.mousePositions.delete(id)
if (this.effects.size === 0 && this.animationFrame) {
cancelAnimationFrame(this.animationFrame)
this.animationFrame = null
}
}
}
updateMousePosition(id: string, x: number, y: number) {
this.mousePositions.set(id, { x, y })
}
updateExpanded(id: string, isExpanded: boolean) {
const effect = this.effects.get(id)
if (effect) {
effect.isExpanded = isExpanded
}
}
updateSize(id: string, width: number, height: number) {
const effect = this.effects.get(id)
if (effect) {
// Ensure minimum dimensions
effect.width = Math.max(1, width)
effect.height = Math.max(1, height)
}
}
private startRenderLoop() {
const render = () => {
if (!this.gl || !this.program || this.effects.size === 0) {
this.animationFrame = requestAnimationFrame(render)
return
}
const currentTime = (performance.now() - this.startTime) / 1000
// Render each effect
for (const [id, effect] of Array.from(this.effects)) {
const mousePos = this.mousePositions.get(id) || { x: 0, y: 0 }
// Skip rendering if dimensions are invalid
if (effect.width <= 0 || effect.height <= 0) {
continue
}
// Set canvas size if needed
if (
this.canvas!.width !== effect.width ||
this.canvas!.height !== effect.height
) {
this.canvas!.width = effect.width
this.canvas!.height = effect.height
this.gl.viewport(0, 0, effect.width, effect.height)
}
// Clear and render
this.gl.clearColor(0, 0, 0, 0)
this.gl.clear(this.gl.COLOR_BUFFER_BIT)
// Set uniforms
if (this.uniforms.resolution) {
this.gl.uniform2f(
this.uniforms.resolution,
effect.width,
effect.height,
)
}
if (this.uniforms.time) {
this.gl.uniform1f(this.uniforms.time, currentTime)
}
if (this.uniforms.mouse) {
this.gl.uniform2f(this.uniforms.mouse, mousePos.x, mousePos.y)
}
if (this.uniforms.expanded) {
this.gl.uniform1f(
this.uniforms.expanded,
effect.isExpanded ? 1.0 : 0.0,
)
}
// Draw
this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4)
// Copy to target canvas
const targetCtx = effect.targetCanvas.getContext("2d")
if (targetCtx) {
targetCtx.clearRect(0, 0, effect.width, effect.height)
targetCtx.drawImage(this.canvas!, 0, 0)
}
}
this.animationFrame = requestAnimationFrame(render)
}
render()
}
// Clean up method (optional, for when the app unmounts)
destroy() {
if (this.animationFrame) {
cancelAnimationFrame(this.animationFrame)
}
if (this.gl && this.program) {
this.gl.deleteProgram(this.program)
}
this.effects.clear()
this.mousePositions.clear()
GlassEffectManager.instance = null
}
}
interface EffectInstance {
id: string
targetCanvas: HTMLCanvasElement
isExpanded: boolean
width: number
height: number
}
export default GlassEffectManager