feat: import fluid portfolio snapshot

This commit is contained in:
湛兮
2026-06-11 12:24:52 +08:00
parent f7b529b1bd
commit 22baa715fd
22 changed files with 2955 additions and 6813 deletions
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import * as THREE from "three";
import { blobFragment, blobVertex, particleFragment, particleVertex } from "./shaders";
// 三状态目标值 —— 每帧向目标插值,无硬切
const STATES = {
idle: { freq: 1.15, amp: 0.24, speed: 0.22, heat: 0.0, scale: 1.0, attract: 0.12 },
thinking: { freq: 2.6, amp: 0.27, speed: 0.95, heat: 0.7, scale: 0.86, attract: 1.0 },
answering: { freq: 1.9, amp: 0.46, speed: 0.5, heat: 0.22, scale: 1.09, attract: 0.0 },
};
const lerp = (a, b, t) => a + (b - a) * t;
export function createMind(canvas, { reduced = false } = {}) {
const isMobile = window.innerWidth < 880;
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, isMobile ? 1.5 : 2));
renderer.setSize(window.innerWidth, window.innerHeight);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(42, window.innerWidth / window.innerHeight, 0.1, 30);
camera.position.z = 6;
const group = new THREE.Group();
scene.add(group);
/* ---- 流体球 ---- */
const blobUniforms = {
uTime: { value: 0 },
uFreq: { value: STATES.idle.freq },
uAmp: { value: STATES.idle.amp },
uSpeed: { value: STATES.idle.speed },
uHeat: { value: 0 },
uOpacity: { value: 1 },
uColorA: { value: new THREE.Color("#22d3ee") },
uColorB: { value: new THREE.Color("#a78bfa") },
};
const blob = new THREE.Mesh(
new THREE.IcosahedronGeometry(1.35, isMobile ? 48 : 96),
new THREE.ShaderMaterial({
vertexShader: blobVertex,
fragmentShader: blobFragment,
uniforms: blobUniforms,
transparent: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
})
);
group.add(blob);
/* ---- 伴生粒子 ---- */
const COUNT = isMobile ? 900 : 2000;
const seeds = new Float32Array(COUNT * 3);
const radii = new Float32Array(COUNT);
const speeds = new Float32Array(COUNT);
for (let i = 0; i < COUNT; i++) {
seeds[i * 3] = Math.random();
seeds[i * 3 + 1] = Math.random();
seeds[i * 3 + 2] = Math.random();
radii[i] = 1.7 + Math.random() * 1.5;
speeds[i] = 0.25 + Math.random() * 0.6;
}
const pGeo = new THREE.BufferGeometry();
pGeo.setAttribute("position", new THREE.BufferAttribute(new Float32Array(COUNT * 3), 3));
pGeo.setAttribute("aSeed", new THREE.BufferAttribute(seeds, 3));
pGeo.setAttribute("aRadius", new THREE.BufferAttribute(radii, 1));
pGeo.setAttribute("aSpeed", new THREE.BufferAttribute(speeds, 1));
const particleUniforms = {
uTime: { value: 0 },
uAttract: { value: STATES.idle.attract },
uBurst: { value: 0 },
uDir: { value: -1 },
uSize: { value: isMobile ? 9 : 12 },
uMouse: { value: new THREE.Vector3(999, 999, 999) },
uMouseForce: { value: 0 },
uGrab: { value: 0 },
uHeat: { value: 0 },
uOpacity: { value: 1 },
uColorA: blobUniforms.uColorA,
uColorB: blobUniforms.uColorB,
};
const particles = new THREE.Points(
pGeo,
new THREE.ShaderMaterial({
vertexShader: particleVertex,
fragmentShader: particleFragment,
uniforms: particleUniforms,
transparent: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
})
);
group.add(particles);
/* ---- 状态机 ---- */
let current = { ...STATES.idle };
let target = STATES.idle;
let stateName = "idle";
let burst = 0;
const colorA = blobUniforms.uColorA.value;
const colorB = blobUniforms.uColorB.value;
const targetColorA = colorA.clone();
const targetColorB = colorB.clone();
// 停靠位置:side -1 内容在右 → 流体去左;1 → 右;0 → 居中偏后
const dock = new THREE.Vector3();
const dockTarget = new THREE.Vector3();
const pointer = { x: 0, y: 0 };
function dockFor(side) {
if (window.innerWidth < 880) {
// 移动端:居中上移、退后、缩小,让内容可读
return new THREE.Vector3(side * 0.3, 1.25, -1.6);
}
if (side === 0) return new THREE.Vector3(0, 0.95, -2.8);
return new THREE.Vector3(side * 2.05, 0.1, -0.7);
}
let side = 1;
let opacityTarget = 1;
let hasPointer = false;
let mouseSnapped = false;
// 按压牵引弹簧(欠阻尼 → 过冲回弹的阻尼感)
let grab = 0;
let grabVel = 0;
let grabTarget = 0;
const mouseRay = new THREE.Vector3();
const mouseLocal = new THREE.Vector3();
const api = {
setState(name) {
if (name === stateName || reduced) return;
stateName = name;
target = STATES[name];
if (name === "answering") burst = 1; // 喷发脉冲,随帧衰减
},
setSide(s) {
side = s;
dockTarget.copy(dockFor(s));
particleUniforms.uDir.value = s === 0 ? 0 : -s; // 粒子喷向内容区
opacityTarget = s === 0 ? 0.42 : 1; // 居中停靠时减淡,保证内容可读
},
setPalette([a, b]) {
targetColorA.set(a);
targetColorB.set(b);
},
get state() {
return stateName;
},
debug() {
return { stateName, side, dock: dock.toArray(), dockTarget: dockTarget.toArray(), group: group.position.toArray() };
},
};
api.setSide(1);
dock.copy(dockTarget);
group.position.copy(dock);
window.addEventListener("pointermove", (e) => {
pointer.x = (e.clientX / window.innerWidth) * 2 - 1;
pointer.y = (e.clientY / window.innerHeight) * 2 - 1;
hasPointer = true;
});
window.addEventListener("pointerdown", (e) => {
pointer.x = (e.clientX / window.innerWidth) * 2 - 1;
pointer.y = (e.clientY / window.innerHeight) * 2 - 1;
hasPointer = true;
grabTarget = 1;
});
const release = () => { grabTarget = 0; };
window.addEventListener("pointerup", release);
window.addEventListener("pointercancel", release);
window.addEventListener("blur", release);
window.addEventListener("resize", () => {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
api.setSide(side);
});
/* ---- 帧循环(由外部 ticker 驱动) ---- */
const clock = new THREE.Clock();
function tick() {
const dt = Math.min(clock.getDelta(), 0.05);
const t = clock.elapsedTime;
const k = 1 - Math.pow(0.0014, dt); // 帧率无关的平滑系数
current.freq = lerp(current.freq, target.freq, k);
current.amp = lerp(current.amp, target.amp, k);
current.speed = lerp(current.speed, target.speed, k);
current.heat = lerp(current.heat, target.heat, k);
current.scale = lerp(current.scale, target.scale, k);
current.attract = lerp(current.attract, target.attract, k);
burst = lerp(burst, 0, 1 - Math.pow(0.25, dt)); // 脉冲衰减
blobUniforms.uTime.value = reduced ? t * 0.25 : t;
blobUniforms.uFreq.value = current.freq;
blobUniforms.uAmp.value = current.amp;
blobUniforms.uSpeed.value = current.speed;
blobUniforms.uHeat.value = current.heat;
particleUniforms.uTime.value = reduced ? t * 0.25 : t;
particleUniforms.uAttract.value = current.attract;
particleUniforms.uBurst.value = burst;
particleUniforms.uHeat.value = current.heat;
colorA.lerp(targetColorA, k);
colorB.lerp(targetColorB, k);
const op = lerp(blobUniforms.uOpacity.value, opacityTarget, k);
blobUniforms.uOpacity.value = op;
particleUniforms.uOpacity.value = op;
const breathe = 1 + Math.sin(t * 1.4) * 0.018;
group.scale.setScalar(current.scale * breathe);
dock.lerp(dockTarget, 1 - Math.pow(0.02, dt));
group.position.set(
dock.x + pointer.x * 0.14,
dock.y - pointer.y * 0.1,
dock.z
);
group.rotation.y += dt * 0.12;
group.rotation.x = pointer.y * 0.08;
// 鼠标牵引:把指针投影到流体所在深度平面,转到 group 局部空间后平滑跟随
if (hasPointer && !reduced) {
mouseRay.set(pointer.x, -pointer.y, 0.5).unproject(camera).sub(camera.position).normalize();
const planeDist = (group.position.z - camera.position.z) / mouseRay.z;
mouseLocal.copy(camera.position).addScaledVector(mouseRay, planeDist);
group.updateMatrixWorld();
group.worldToLocal(mouseLocal);
if (!mouseSnapped) {
particleUniforms.uMouse.value.copy(mouseLocal);
mouseSnapped = true;
} else {
particleUniforms.uMouse.value.lerp(mouseLocal, 1 - Math.pow(0.01, dt));
}
particleUniforms.uMouseForce.value = lerp(particleUniforms.uMouseForce.value, 0.85, k);
// 按压牵引:欠阻尼弹簧积分 —— 按下缓冲吸入,松开过冲散开再归位
grabVel += (grabTarget - grab) * 26 * dt;
grabVel *= Math.exp(-3.2 * dt);
grab += grabVel * dt;
particleUniforms.uGrab.value = grab;
}
renderer.render(scene, camera);
}
return { ...api, tick };
}
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// 思维流体 GLSL —— Ashima simplex noise + 3 octave FBM + Fresnel
const SIMPLEX = /* glsl */ `
vec3 mod289(vec3 x){ return x - floor(x * (1.0/289.0)) * 289.0; }
vec4 mod289(vec4 x){ return x - floor(x * (1.0/289.0)) * 289.0; }
vec4 permute(vec4 x){ return mod289(((x*34.0)+1.0)*x); }
vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(vec3 v){
const vec2 C = vec2(1.0/6.0, 1.0/3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy;
vec3 x3 = x0 - D.yyy;
i = mod289(i);
vec4 p = permute(permute(permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
float n_ = 0.142857142857;
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_);
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3)));
p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w;
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
}
float fbm(vec3 p){
float sum = 0.0;
float amp = 0.5;
for (int i = 0; i < 3; i++) {
sum += amp * snoise(p);
p *= 2.1;
amp *= 0.5;
}
return sum;
}
`;
export const blobVertex = /* glsl */ `
uniform float uTime;
uniform float uFreq;
uniform float uAmp;
uniform float uSpeed;
varying float vDisp;
varying vec3 vNormal;
varying vec3 vViewDir;
${SIMPLEX}
void main(){
float t = uTime * uSpeed;
float d = fbm(normal * uFreq + vec3(t, t * 0.7, -t * 0.4));
vDisp = d;
vec3 displaced = position + normal * d * uAmp;
vec4 mvPosition = modelViewMatrix * vec4(displaced, 1.0);
vNormal = normalize(normalMatrix * normal);
vViewDir = normalize(-mvPosition.xyz);
gl_Position = projectionMatrix * mvPosition;
}
`;
export const blobFragment = /* glsl */ `
uniform vec3 uColorA;
uniform vec3 uColorB;
uniform float uHeat;
uniform float uOpacity;
varying float vDisp;
varying vec3 vNormal;
varying vec3 vViewDir;
void main(){
float fresnel = pow(1.0 - max(dot(vNormal, vViewDir), 0.0), 2.4);
vec3 base = mix(uColorA, uColorB, vDisp * 0.5 + 0.5);
base = mix(base, vec3(1.0, 0.62, 0.38), uHeat * 0.4);
vec3 color = base * (0.32 + fresnel * 1.6) + base * smoothstep(0.35, 0.9, vDisp) * 0.45;
float alpha = (0.22 + fresnel * 0.85) * uOpacity;
gl_FragColor = vec4(color, alpha);
}
`;
export const particleVertex = /* glsl */ `
uniform float uTime;
uniform float uAttract; // 1 = 吸入核心 (thinking)
uniform float uBurst; // 1 = 向外喷发 (answering)
uniform float uDir; // 喷发的水平方向(指向内容区)
uniform float uSize;
uniform vec3 uMouse; // 指针在粒子局部空间的位置
uniform float uMouseForce;
uniform float uGrab; // 按压牵引强度(弹簧驱动,可为负 → 回弹散开)
attribute vec3 aSeed; // 每粒子随机种子
attribute float aRadius;
attribute float aSpeed;
varying float vFade;
void main(){
float t = uTime * aSpeed;
// 进动轨道:两组相位叠加,避免规则圆轨
float theta = aSeed.x * 6.2831 + t;
float phi = aSeed.y * 3.1415 + sin(t * 0.6 + aSeed.z * 6.2831) * 0.7;
float r = aRadius * mix(1.0, 0.3, uAttract);
r += uBurst * (0.8 + aSeed.z * 2.6);
vec3 pos = vec3(
cos(theta) * sin(phi) * r,
cos(phi) * r * 0.85,
sin(theta) * sin(phi) * r
);
// 喷发时整体偏向内容区一侧
pos.x += uBurst * uDir * (0.6 + aSeed.y * 1.8);
// 鼠标牵引:靠近指针的粒子被吸过去,绕指针形成小漩涡
float md = distance(pos, uMouse);
float pull = smoothstep(2.8, 0.2, md) * uMouseForce * (0.35 + aSeed.z * 0.65);
vec3 swirl = vec3(
sin(t * 2.2 + aSeed.x * 6.2831),
cos(t * 1.7 + aSeed.y * 6.2831),
sin(t * 1.3 + aSeed.z * 6.2831)
) * (0.12 + aSeed.y * 0.3);
pos = mix(pos, uMouse + swirl, pull);
// 按住鼠标:全体粒子被牵向按压点,逐粒错相往复脉动;
// uGrab 为负(松开回弹)时 mix 外推 → 粒子向外散开再被拉回
float osc = 0.55 + 0.45 * sin(uTime * (1.2 + aSeed.x * 1.6) + aSeed.y * 6.2831);
float gpull = clamp(uGrab, -0.35, 1.25) * osc * (0.5 + aSeed.z * 0.5);
gpull = clamp(gpull, -0.4, 0.96);
vec3 gswirl = vec3(
sin(t * 1.8 + aSeed.y * 6.2831),
cos(t * 1.4 + aSeed.z * 6.2831),
sin(t * 1.1 + aSeed.x * 6.2831)
) * (0.18 + aSeed.x * 0.5);
pos = mix(pos, uMouse + gswirl, gpull);
vFade = 1.0 - uBurst * aSeed.z * 0.9;
vFade = min(vFade + pull * 0.5 + max(gpull, 0.0) * 0.35, 1.2);
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
gl_PointSize = uSize * (0.6 + aSeed.z) * (1.0 + pull * 0.5 + max(gpull, 0.0) * 0.3) * (3.4 / -mvPosition.z);
gl_Position = projectionMatrix * mvPosition;
}
`;
export const particleFragment = /* glsl */ `
uniform vec3 uColorA;
uniform vec3 uColorB;
uniform float uHeat;
uniform float uOpacity;
varying float vFade;
void main(){
vec2 uv = gl_PointCoord - 0.5;
float d = length(uv);
float mask = smoothstep(0.5, 0.05, d);
vec3 color = mix(uColorA, uColorB, vFade);
color = mix(color, vec3(1.0, 0.62, 0.38), uHeat * 0.35);
gl_FragColor = vec4(color, mask * vFade * 0.75 * uOpacity);
}
`;