Files
electron-rare.github.io/src/components/WebGLBackground.tsx
T
Clément SAILLANT dab02bdfb8 feat: full dark tech WebGL refonte — atomic scroll cards + media lightbox
- WebGLBackground: fixed subtle atom + particles (dimmed, camera z=14)
- WebGLCards: scroll-triggered tile materialize with particle burst
- MediaLightbox: click photos/videos for full-view with orbital energy rings
- Dark design tokens in global.css (.dark-site variant)
- Glassmorphism cards, glow borders, staggered reveals
- Photo/video hover glow effects
- Each section wrapped in webgl-section for atomic reveal
- Each content block in webgl-card with per-section accent color
- Respects prefers-reduced-motion

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-29 22:36:08 +00:00

484 lines
16 KiB
TypeScript

import { useRef, useMemo, useEffect, useState, useCallback } from 'react';
import { Canvas, useFrame, useThree } from '@react-three/fiber';
import { Text } from '@react-three/drei';
import { EffectComposer, Bloom, ChromaticAberration, Scanline, Glitch as GlitchEffect } from '@react-three/postprocessing';
import { GlitchMode, BlendFunction } from 'postprocessing';
import * as THREE from 'three';
/* ===================================================================
WEBGL BACKGROUND — Full-page immersive dark tech layer
Sections (scroll-driven):
- HERO (0-100vh): Full atom + particles + text rings
- ABOUT (100-200vh): Circuit traces + node grid
- CASES (200-300vh): Floating card planes
- SPRINTS (300-400vh): Orbital rings
- CONTACT (400vh+): Atom returns, particles intensify
=================================================================== */
const COLORS = {
cyan: new THREE.Color('#5bd1d8'),
amber: new THREE.Color('#f1c27a'),
green: new THREE.Color('#b6d18f'),
electric: new THREE.Color('#0071e3'),
nucleus: new THREE.Color('#ff6b35'),
white: new THREE.Color('#ffffff'),
};
const FONT_URL = '/assets/fonts/manrope-regular.ttf';
/* ---------- Shared scroll state ---------- */
let globalScroll = 0;
let globalMaxScroll = 1;
/* ---------- Particle system (persistent across sections) ---------- */
function ParticleField({ count = 800 }) {
const ref = useRef<THREE.Points>(null);
const { positions, velocities, colors, sizes } = useMemo(() => {
const pos = new Float32Array(count * 3);
const vel = new Float32Array(count * 3);
const col = new Float32Array(count * 3);
const sz = new Float32Array(count);
const palette = [COLORS.cyan, COLORS.amber, COLORS.green, COLORS.electric];
for (let i = 0; i < count; i++) {
// Spread across a tall vertical volume
pos[i * 3] = (Math.random() - 0.5) * 20;
pos[i * 3 + 1] = (Math.random() - 0.5) * 60;
pos[i * 3 + 2] = (Math.random() - 0.5) * 15;
vel[i * 3] = (Math.random() - 0.5) * 0.003;
vel[i * 3 + 1] = (Math.random() - 0.5) * 0.002;
vel[i * 3 + 2] = (Math.random() - 0.5) * 0.003;
const c = palette[Math.floor(Math.random() * palette.length)];
col[i * 3] = c.r;
col[i * 3 + 1] = c.g;
col[i * 3 + 2] = c.b;
sz[i] = 0.02 + Math.random() * 0.04;
}
return { positions: pos, velocities: vel, colors: col, sizes: sz };
}, [count]);
useFrame(({ clock }) => {
if (!ref.current) return;
const posAttr = ref.current.geometry.attributes.position as THREE.BufferAttribute;
const arr = posAttr.array as Float32Array;
const t = clock.getElapsedTime();
for (let i = 0; i < count; i++) {
arr[i * 3] += velocities[i * 3] + Math.sin(t * 0.3 + i * 0.1) * 0.001;
arr[i * 3 + 1] += velocities[i * 3 + 1];
arr[i * 3 + 2] += velocities[i * 3 + 2];
// Wrap around
if (Math.abs(arr[i * 3]) > 12) arr[i * 3] *= -0.5;
if (Math.abs(arr[i * 3 + 1]) > 35) arr[i * 3 + 1] *= -0.5;
if (Math.abs(arr[i * 3 + 2]) > 8) arr[i * 3 + 2] *= -0.5;
}
posAttr.needsUpdate = true;
});
return (
<points ref={ref}>
<bufferGeometry>
<bufferAttribute attach="attributes-position" args={[positions, 3]} />
<bufferAttribute attach="attributes-color" args={[colors, 3]} />
</bufferGeometry>
<pointsMaterial
size={0.05}
vertexColors
transparent
opacity={0.35}
sizeAttenuation
depthWrite={false}
blending={THREE.AdditiveBlending}
/>
</points>
);
}
/* ---------- Nucleus (Hero center) ---------- */
function Nucleus() {
const coreRef = useRef<THREE.Mesh>(null);
const glowRef = useRef<THREE.Mesh>(null);
const shellRef = useRef<THREE.Mesh>(null);
useFrame(({ clock, pointer }) => {
const t = clock.getElapsedTime();
const scrollFade = 1; // atome fixe, toujours visible
const mouseProx = Math.max(0, 1 - Math.sqrt(pointer.x ** 2 + pointer.y ** 2));
if (coreRef.current) {
const s = (1 + Math.sin(t * 3) * 0.08 + mouseProx * 0.15) * scrollFade;
coreRef.current.scale.setScalar(Math.max(0.01, s));
(coreRef.current.material as THREE.MeshStandardMaterial).emissiveIntensity = 0.8 + mouseProx * 1;
}
if (glowRef.current) {
const s = (1 + Math.sin(t * 2) * 0.15 + mouseProx * 0.3) * scrollFade;
glowRef.current.scale.setScalar(Math.max(0.01, s));
(glowRef.current.material as THREE.MeshStandardMaterial).opacity = (0.15 + mouseProx * 0.2) * scrollFade;
}
if (shellRef.current) {
shellRef.current.rotation.y = t * (0.5 + mouseProx * 2);
shellRef.current.rotation.x = t * 0.3;
shellRef.current.scale.setScalar(Math.max(0.01, scrollFade));
}
});
return (
<group>
<mesh ref={shellRef}>
<icosahedronGeometry args={[0.9, 1]} />
<meshStandardMaterial color={COLORS.electric} wireframe transparent opacity={0.08} emissive={COLORS.electric} emissiveIntensity={0.5} />
</mesh>
<mesh ref={glowRef}>
<sphereGeometry args={[0.7, 32, 32]} />
<meshStandardMaterial color={COLORS.nucleus} transparent opacity={0.15} emissive={COLORS.nucleus} emissiveIntensity={1.2} />
</mesh>
<mesh ref={coreRef}>
<sphereGeometry args={[0.32, 32, 32]} />
<meshStandardMaterial color="#ffffff" emissive={COLORS.amber} emissiveIntensity={2} metalness={0.6} roughness={0.2} />
</mesh>
</group>
);
}
/* ---------- Orbit ring + electron trail ---------- */
function Orbit({ tilt, speed, color, trailCount = 25 }: {
tilt: number[]; speed: number; color: THREE.Color; trailCount?: number;
}) {
const meshRef = useRef<THREE.InstancedMesh>(null);
const ringRef = useRef<THREE.Group>(null);
const phase = useMemo(() => Math.random() * Math.PI * 2, []);
const dummy = useMemo(() => new THREE.Object3D(), []);
const R = 3.2;
const E = 0.38;
const ringGeo = useMemo(() => {
const pts: THREE.Vector3[] = [];
for (let i = 0; i <= 128; i++) {
const a = (i / 128) * Math.PI * 2;
pts.push(new THREE.Vector3(Math.cos(a) * R, Math.sin(a) * R * E, 0));
}
return new THREE.BufferGeometry().setFromPoints(pts);
}, []);
useFrame(({ clock }) => {
if (!meshRef.current || !ringRef.current) return;
const t = clock.getElapsedTime() * speed + phase;
const scrollFade = 1; // orbites fixes
ringRef.current.scale.setScalar(Math.max(0.01, scrollFade));
for (let i = 0; i < trailCount; i++) {
const age = i / trailCount;
const angle = t - age * 0.8;
dummy.position.set(Math.cos(angle) * R, Math.sin(angle) * R * E, 0);
dummy.scale.setScalar(Math.max(0.001, ((1 - age) * 0.14 + 0.02)));
dummy.updateMatrix();
meshRef.current.setMatrixAt(i, dummy.matrix);
}
meshRef.current.instanceMatrix.needsUpdate = true;
});
return (
<group ref={ringRef} rotation={tilt as [number, number, number]}>
<line geometry={ringGeo}>
<lineBasicMaterial color={color} transparent opacity={0.12} />
</line>
<instancedMesh ref={meshRef} args={[undefined, undefined, trailCount]}>
<sphereGeometry args={[1, 8, 8]} />
<meshStandardMaterial color={color} emissive={color} emissiveIntensity={2} transparent opacity={0.9} />
</instancedMesh>
</group>
);
}
/* ---------- Circuit traces (About section) ---------- */
function CircuitTraces() {
const groupRef = useRef<THREE.Group>(null);
const traces = useMemo(() => {
const lines: { points: THREE.Vector3[]; color: THREE.Color }[] = [];
for (let i = 0; i < 30; i++) {
const pts: THREE.Vector3[] = [];
let x = (Math.random() - 0.5) * 16;
let y = -15 + (Math.random() - 0.5) * 10;
pts.push(new THREE.Vector3(x, y, (Math.random() - 0.5) * 4));
for (let j = 0; j < 4 + Math.floor(Math.random() * 4); j++) {
// PCB-style: horizontal or vertical segments
if (Math.random() > 0.5) x += (Math.random() - 0.5) * 3;
else y += (Math.random() - 0.5) * 2;
pts.push(new THREE.Vector3(x, y, pts[0].z));
}
lines.push({
points: pts,
color: [COLORS.cyan, COLORS.green, COLORS.electric][Math.floor(Math.random() * 3)],
});
}
return lines;
}, []);
useFrame(({ clock }) => {
if (!groupRef.current) return;
const scrollPos = globalScroll;
// Visible between 20-50% scroll
const fade = Math.max(0, Math.min(1, (scrollPos - 0.15) * 5)) * Math.max(0, Math.min(1, (0.45 - scrollPos) * 5));
groupRef.current.children.forEach((child, i) => {
(child as THREE.Line).material.opacity = fade * 0.3;
});
});
return (
<group ref={groupRef}>
{traces.map((trace, i) => {
const geo = new THREE.BufferGeometry().setFromPoints(trace.points);
return (
<line key={i} geometry={geo}>
<lineBasicMaterial color={trace.color} transparent opacity={0.3} blending={THREE.AdditiveBlending} />
</line>
);
})}
</group>
);
}
/* ---------- Circuit nodes (solder points) ---------- */
function CircuitNodes() {
const ref = useRef<THREE.InstancedMesh>(null);
const dummy = useMemo(() => new THREE.Object3D(), []);
const count = 40;
const nodePositions = useMemo(() => {
const pos: [number, number, number][] = [];
for (let i = 0; i < count; i++) {
pos.push([
(Math.random() - 0.5) * 16,
-15 + (Math.random() - 0.5) * 10,
(Math.random() - 0.5) * 4,
]);
}
return pos;
}, []);
useFrame(({ clock }) => {
if (!ref.current) return;
const t = clock.getElapsedTime();
const scrollPos = globalScroll;
const fade = Math.max(0, Math.min(1, (scrollPos - 0.15) * 5)) * Math.max(0, Math.min(1, (0.45 - scrollPos) * 5));
for (let i = 0; i < count; i++) {
const [x, y, z] = nodePositions[i];
dummy.position.set(x, y, z);
const pulse = 1 + Math.sin(t * 2 + i) * 0.3;
dummy.scale.setScalar(0.06 * pulse * fade);
dummy.updateMatrix();
ref.current.setMatrixAt(i, dummy.matrix);
}
ref.current.instanceMatrix.needsUpdate = true;
});
return (
<instancedMesh ref={ref} args={[undefined, undefined, count]}>
<sphereGeometry args={[1, 8, 8]} />
<meshStandardMaterial color={COLORS.cyan} emissive={COLORS.cyan} emissiveIntensity={2} transparent />
</instancedMesh>
);
}
/* ---------- Sprint orbital rings ---------- */
function SprintRings() {
const groupRef = useRef<THREE.Group>(null);
const rings = [
{ radius: 2.5, color: COLORS.cyan, label: '28%', speed: 0.3 },
{ radius: 3.5, color: COLORS.amber, label: '55%', speed: 0.2 },
{ radius: 4.5, color: COLORS.green, label: '100%', speed: 0.15 },
];
useFrame(({ clock }) => {
if (!groupRef.current) return;
const scrollPos = globalScroll;
const fade = Math.max(0, Math.min(1, (scrollPos - 0.5) * 5)) * Math.max(0, Math.min(1, (0.8 - scrollPos) * 5));
groupRef.current.position.y = -35;
groupRef.current.children.forEach(child => {
child.scale.setScalar(Math.max(0.01, fade));
});
});
return (
<group ref={groupRef}>
{rings.map((ring, i) => {
const pts: THREE.Vector3[] = [];
for (let j = 0; j <= 128; j++) {
const a = (j / 128) * Math.PI * 2;
pts.push(new THREE.Vector3(Math.cos(a) * ring.radius, 0, Math.sin(a) * ring.radius));
}
const geo = new THREE.BufferGeometry().setFromPoints(pts);
return (
<group key={i} rotation={[0.5 + i * 0.3, 0, i * 0.2]}>
<line geometry={geo}>
<lineBasicMaterial color={ring.color} transparent opacity={0.25} />
</line>
</group>
);
})}
</group>
);
}
/* ---------- Contact section atom (returns at bottom) ---------- */
function ContactAtom() {
const groupRef = useRef<THREE.Group>(null);
useFrame(({ clock }) => {
if (!groupRef.current) return;
const scrollPos = globalScroll;
const t = clock.getElapsedTime();
const fade = Math.max(0, (scrollPos - 0.75) * 4);
groupRef.current.position.y = -55;
groupRef.current.scale.setScalar(Math.max(0.01, fade * 0.6));
groupRef.current.rotation.y = t * 0.2;
groupRef.current.rotation.x = Math.sin(t * 0.1) * 0.2;
});
return (
<group ref={groupRef}>
<mesh>
<icosahedronGeometry args={[2, 1]} />
<meshStandardMaterial color={COLORS.electric} wireframe transparent opacity={0.15} emissive={COLORS.electric} emissiveIntensity={0.5} />
</mesh>
<mesh>
<sphereGeometry args={[0.8, 32, 32]} />
<meshStandardMaterial color={COLORS.nucleus} transparent opacity={0.2} emissive={COLORS.nucleus} emissiveIntensity={1} />
</mesh>
<mesh>
<sphereGeometry args={[0.4, 32, 32]} />
<meshStandardMaterial color="#ffffff" emissive={COLORS.amber} emissiveIntensity={2} />
</mesh>
</group>
);
}
/* ---------- Full scene ---------- */
function Scene() {
const groupRef = useRef<THREE.Group>(null);
const orbits = useMemo(() => [
{ tilt: [-0.5, 0, 0], speed: 1.0, color: COLORS.cyan },
{ tilt: [0.5, 0.3, 0], speed: 0.72, color: COLORS.amber },
{ tilt: [1.57, 0.2, 0.4], speed: 0.55, color: COLORS.green },
], []);
useFrame(({ clock, pointer }) => {
if (!groupRef.current) return;
const t = clock.getElapsedTime();
const mouseDist = Math.sqrt(pointer.x ** 2 + pointer.y ** 2);
const speedMul = 1 + mouseDist * 0.5;
// Only the hero atom group rotates with mouse
const heroGroup = groupRef.current.children[0] as THREE.Group;
if (heroGroup) {
heroGroup.rotation.y = t * 0.12 * speedMul + pointer.x * 0.4;
heroGroup.rotation.x = -0.2 + pointer.y * 0.3;
}
});
return (
<group ref={groupRef}>
{/* Hero atom group */}
<group>
<Nucleus />
{orbits.map((o, i) => (
<Orbit key={i} tilt={o.tilt} speed={o.speed} color={o.color} />
))}
</group>
{/* Persistent particles */}
<ParticleField />
</group>
);
}
/* ---------- Scroll-reactive camera ---------- */
function ScrollCamera() {
const { camera } = useThree();
const smooth = useRef({ x: 0, y: 0, scroll: 0 });
useFrame(({ pointer }) => {
// Smooth interpolation
smooth.current.x += (pointer.x - smooth.current.x) * 0.05;
smooth.current.y += (pointer.y - smooth.current.y) * 0.05;
smooth.current.scroll += (globalScroll - smooth.current.scroll) * 0.08;
const s = smooth.current.scroll;
// Camera FIXED — slight parallax from mouse only, no scroll movement
camera.position.x = smooth.current.x * 1.2;
camera.position.y = smooth.current.y * 0.6;
camera.position.z = 14;
camera.lookAt(
smooth.current.x * 0.2,
smooth.current.y * 0.1,
0
);
});
return null;
}
/* ---------- Exported component ---------- */
export default function WebGLBackground() {
useEffect(() => {
const onScroll = () => {
const el = document.documentElement;
globalMaxScroll = Math.max(1, el.scrollHeight - el.clientHeight);
globalScroll = el.scrollTop / globalMaxScroll;
};
window.addEventListener('scroll', onScroll, { passive: true });
onScroll();
return () => window.removeEventListener('scroll', onScroll);
}, []);
return (
<div
style={{
position: 'fixed',
inset: 0,
width: '100vw',
height: '100vh',
zIndex: 0,
pointerEvents: 'none',
}}
aria-hidden="true"
>
<Canvas
camera={{ position: [0, 0, 9], fov: 45 }}
dpr={[1, 1.5]}
gl={{ antialias: true, alpha: true, powerPreference: 'high-performance' }}
style={{ pointerEvents: 'auto' }}
>
<color attach="background" args={['#080808']} />
<fog attach="fog" args={['#080808', 6, 22]} />
<ambientLight intensity={0.06} />
<pointLight position={[5, 3, 5]} intensity={0.3} color="#ffffff" />
<pointLight position={[-4, -2, 3]} intensity={0.15} color="#5bd1d8" />
<pointLight position={[0, -20, -3]} intensity={0.1} color="#f1c27a" />
<pointLight position={[0, -50, 5]} intensity={0.1} color="#5bd1d8" />
<ScrollCamera />
<Scene />
<EffectComposer>
<Bloom luminanceThreshold={0.5} luminanceSmoothing={0.9} intensity={0.6} mipmapBlur />
<ChromaticAberration blendFunction={BlendFunction.NORMAL} offset={new THREE.Vector2(0.001, 0.001)} />
<GlitchEffect delay={new THREE.Vector2(5, 15)} duration={new THREE.Vector2(0.05, 0.2)} strength={new THREE.Vector2(0.02, 0.08)} mode={GlitchMode.SPORADIC} />
<Scanline blendFunction={BlendFunction.OVERLAY} density={1.5} opacity={0.03} />
</EffectComposer>
</Canvas>
</div>
);
}