mirror of
https://github.com/supermemoryai/supermemory.git
synced 2026-05-18 06:03:49 +00:00
308 lines
7.7 KiB
TypeScript
308 lines
7.7 KiB
TypeScript
// Singleton WebGL context manager for glass effects
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class GlassEffectManager {
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private static instance: GlassEffectManager | null = null
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private canvas: HTMLCanvasElement | null = null
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private gl: WebGLRenderingContext | null = null
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private program: WebGLProgram | null = null
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private uniforms: Record<string, WebGLUniformLocation | null> = {}
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private effects: Map<string, EffectInstance> = new Map()
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private animationFrame: number | null = null
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private startTime: number = performance.now()
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private mousePositions: Map<string, { x: number; y: number }> = new Map()
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static getInstance(): GlassEffectManager {
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if (!GlassEffectManager.instance) {
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GlassEffectManager.instance = new GlassEffectManager()
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}
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return GlassEffectManager.instance
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}
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private constructor() {
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this.initializeContext()
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}
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private initializeContext() {
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// Create offscreen canvas
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this.canvas = document.createElement("canvas")
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this.canvas.width = 1024 // Default size, will be adjusted
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this.canvas.height = 1024
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this.gl = this.canvas.getContext("webgl", {
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alpha: true,
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premultipliedAlpha: false,
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preserveDrawingBuffer: true,
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})
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if (!this.gl) {
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console.error("WebGL not supported")
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return
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}
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this.setupShaders()
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this.startRenderLoop()
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}
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private setupShaders() {
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if (!this.gl) return
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const vsSource = `
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attribute vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}
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`
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const fsSource = `
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precision mediump float;
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uniform vec2 iResolution;
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uniform float iTime;
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uniform vec2 iMouse;
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uniform float iExpanded;
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float noise(vec2 p) {
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return sin(p.x * 10.0) * sin(p.y * 10.0);
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}
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void main() {
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vec2 uv = gl_FragCoord.xy / iResolution.xy;
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vec2 mouse = iMouse / iResolution.xy;
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float dist = length(uv - mouse);
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vec2 distortion = vec2(
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sin(iTime * 2.0 + uv.y * 10.0) * 0.0025,
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cos(iTime * 1.5 + uv.x * 10.0) * 0.0025
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);
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vec2 refractedUV = uv + distortion * (1.0 - dist);
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vec3 glassColor = mix(
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vec3(0.1, 0.1, 0.12),
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vec3(0.16, 0.16, 0.19),
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1.0 - length(uv - vec2(0.5))
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);
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float glow = exp(-dist * 5.0) * 0.35;
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glassColor += vec3(glow);
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float edge = 1.0 - smoothstep(0.0, 0.02, min(
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min(uv.x, 1.0 - uv.x),
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min(uv.y, 1.0 - uv.y)
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));
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glassColor += edge * 0.3;
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float edgeGlow = 1.0 - smoothstep(0.0, 0.05, min(
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min(uv.x, 1.0 - uv.x),
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min(uv.y, 1.0 - uv.y)
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));
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glassColor += vec3(edgeGlow * 0.1, edgeGlow * 0.1, edgeGlow * 0.2);
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float n = noise(refractedUV * 50.0 + vec2(iTime)) * 0.025;
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glassColor += vec3(n);
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float alpha = 0.25 + edge * 0.2 + glow * 0.2;
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alpha *= mix(0.8, 1.0, iExpanded);
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gl_FragColor = vec4(glassColor, alpha);
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}
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`
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const createShader = (type: number, source: string) => {
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const shader = this.gl!.createShader(type)
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if (!shader) return null
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this.gl!.shaderSource(shader, source)
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this.gl!.compileShader(shader)
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if (!this.gl!.getShaderParameter(shader, this.gl!.COMPILE_STATUS)) {
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console.error("Shader error:", this.gl!.getShaderInfoLog(shader))
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this.gl!.deleteShader(shader)
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return null
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}
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return shader
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}
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const vs = createShader(this.gl.VERTEX_SHADER, vsSource)
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const fs = createShader(this.gl.FRAGMENT_SHADER, fsSource)
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if (!vs || !fs) return
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this.program = this.gl.createProgram()
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if (!this.program) return
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this.gl.attachShader(this.program, vs)
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this.gl.attachShader(this.program, fs)
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this.gl.linkProgram(this.program)
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// biome-ignore lint/correctness/useHookAtTopLevel: Well, not a hook
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this.gl.useProgram(this.program)
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// Buffer setup
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const buffer = this.gl.createBuffer()
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this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer)
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this.gl.bufferData(
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this.gl.ARRAY_BUFFER,
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new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),
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this.gl.STATIC_DRAW,
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)
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const position = this.gl.getAttribLocation(this.program, "position")
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this.gl.enableVertexAttribArray(position)
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this.gl.vertexAttribPointer(position, 2, this.gl.FLOAT, false, 0, 0)
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// Store uniform locations
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this.uniforms = {
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resolution: this.gl.getUniformLocation(this.program, "iResolution"),
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time: this.gl.getUniformLocation(this.program, "iTime"),
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mouse: this.gl.getUniformLocation(this.program, "iMouse"),
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expanded: this.gl.getUniformLocation(this.program, "iExpanded"),
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}
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// Enable blending
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this.gl.enable(this.gl.BLEND)
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this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA)
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}
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registerEffect(
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id: string,
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targetCanvas: HTMLCanvasElement,
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isExpanded: boolean,
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): () => void {
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// Ensure minimum dimensions
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const width = Math.max(1, targetCanvas.width)
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const height = Math.max(1, targetCanvas.height)
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const effect: EffectInstance = {
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id,
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targetCanvas,
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isExpanded,
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width,
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height,
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}
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this.effects.set(id, effect)
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this.mousePositions.set(id, { x: 0, y: 0 })
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// Return cleanup function
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return () => {
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this.effects.delete(id)
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this.mousePositions.delete(id)
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if (this.effects.size === 0 && this.animationFrame) {
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cancelAnimationFrame(this.animationFrame)
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this.animationFrame = null
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}
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}
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}
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updateMousePosition(id: string, x: number, y: number) {
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this.mousePositions.set(id, { x, y })
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}
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updateExpanded(id: string, isExpanded: boolean) {
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const effect = this.effects.get(id)
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if (effect) {
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effect.isExpanded = isExpanded
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}
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}
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updateSize(id: string, width: number, height: number) {
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const effect = this.effects.get(id)
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if (effect) {
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// Ensure minimum dimensions
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effect.width = Math.max(1, width)
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effect.height = Math.max(1, height)
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}
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}
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private startRenderLoop() {
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const render = () => {
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if (!this.gl || !this.program || this.effects.size === 0) {
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this.animationFrame = requestAnimationFrame(render)
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return
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}
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const currentTime = (performance.now() - this.startTime) / 1000
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// Render each effect
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for (const [id, effect] of Array.from(this.effects)) {
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const mousePos = this.mousePositions.get(id) || { x: 0, y: 0 }
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// Skip rendering if dimensions are invalid
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if (effect.width <= 0 || effect.height <= 0) {
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continue
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}
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// Set canvas size if needed
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if (
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this.canvas!.width !== effect.width ||
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this.canvas!.height !== effect.height
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) {
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this.canvas!.width = effect.width
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this.canvas!.height = effect.height
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this.gl.viewport(0, 0, effect.width, effect.height)
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}
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// Clear and render
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this.gl.clearColor(0, 0, 0, 0)
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this.gl.clear(this.gl.COLOR_BUFFER_BIT)
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// Set uniforms
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if (this.uniforms.resolution) {
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this.gl.uniform2f(
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this.uniforms.resolution,
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effect.width,
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effect.height,
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)
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}
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if (this.uniforms.time) {
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this.gl.uniform1f(this.uniforms.time, currentTime)
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}
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if (this.uniforms.mouse) {
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this.gl.uniform2f(this.uniforms.mouse, mousePos.x, mousePos.y)
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}
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if (this.uniforms.expanded) {
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this.gl.uniform1f(
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this.uniforms.expanded,
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effect.isExpanded ? 1.0 : 0.0,
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)
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}
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// Draw
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this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4)
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// Copy to target canvas
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const targetCtx = effect.targetCanvas.getContext("2d")
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if (targetCtx) {
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targetCtx.clearRect(0, 0, effect.width, effect.height)
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targetCtx.drawImage(this.canvas!, 0, 0)
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}
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}
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this.animationFrame = requestAnimationFrame(render)
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}
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render()
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}
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// Clean up method (optional, for when the app unmounts)
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destroy() {
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if (this.animationFrame) {
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cancelAnimationFrame(this.animationFrame)
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}
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if (this.gl && this.program) {
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this.gl.deleteProgram(this.program)
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}
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this.effects.clear()
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this.mousePositions.clear()
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GlassEffectManager.instance = null
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}
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}
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interface EffectInstance {
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id: string
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targetCanvas: HTMLCanvasElement
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isExpanded: boolean
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width: number
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height: number
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}
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export default GlassEffectManager
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