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backgroundanimation
Prism Background
WebGL-эффект фона с призмами/пирамидами для сайтов. Поддержка анимации (вращение, наведение) и кастомизации. Идеально для React.
by Zhou JasonLive Preview
Prompt
# Prism Background
You are given a task to integrate an existing React component in the codebase
~~~/README.md
# PrismBackground
A premium, high-performance WebGL background effect that renders an interactive, procedurally generated prism/pyramid structure. Built with **OGL** for maximum performance and low memory overhead.
## Features
- **High Performance**: Direct WebGL rendering with OGL (tiny footprint).
- **Multiple Animation Modes**:
- `rotate`: Smooth base wobble effect.
- `hover`: Real-time cursor tracking with inertia.
- `3drotate`: Full 3D spatial rotation.
- **Deep Customization**: Adjust geometry (height, base width), visual effects (glow, noise, bloom), and colors (hue shift, frequency).
- **Optimized**: Supports intersection observer to pause rendering when offscreen.
## Dependencies
- `ogl`: ^0.0.116
- `react`: ^18.2.0
- `lucide-react`: ^0.344.0
## API Reference
### Props
| Prop | Type | Default | Description |
| :--- | :--- | :--- | :--- |
| `height` | `number` | `3.5` | Height of the prism geometry. |
| `baseWidth` | `number` | `5.5` | Width of the prism base. |
| `animationType` | `'rotate' \| 'hover' \| '3drotate'` | `'rotate'` | The animation behavior. |
| `glow` | `number` | `1` | Intensity of the glow effect. |
| `offset` | `{ x?: number; y?: number }` | `{ x: 0, y: 0 }` | Center offset in pixels. |
| `noise` | `number` | `0.5` | Grainy noise intensity (0 to 1). |
| `transparent` | `boolean` | `true` | Whether the canvas background is transparent. |
| `scale` | `number` | `3.6` | Overall scale of the rendered output. |
| `hueShift` | `number` | `0` | Color hue shift in radians. |
| `colorFrequency` | `number` | `1` | Density of the color waves. |
| `hoverStrength` | `number` | `2` | Multiplier for hover displacement (hover mode only). |
| `inertia` | `number` | `0.05` | Smoothness of movement (0 to 1). |
| `bloom` | `number` | `1` | Bloom/brightness multiplier. |
| `suspendWhenOffscreen` | `boolean` | `false` | Pause rendering when not in viewport. |
| `timeScale` | `number` | `0.5` | Global animation speed multiplier. |
| `className` | `string` | `""` | Additional CSS classes for the container. |
## Usage Example
```tsx
import { PrismBackground } from '@/sd-components/063b23ed-a3ad-48cd-96fc-40b93e3a44a3';
function MyPage() {
return (
<div className="relative w-full h-screen bg-black">
<PrismBackground
animationType="hover"
glow={1.2}
hueShift={0.5}
scale={4}
suspendWhenOffscreen={true}
/>
<div className="relative z-10 text-white">
Your content here
</div>
</div>
);
}
```
~~~
~~~/src/App.tsx
import React, { useState } from 'react';
import PrismBackground from './Component';
import { RotateCcw, MousePointer2, Box, RefreshCw } from 'lucide-react';
export default function App() {
const [animationType, setAnimationType] = useState<'rotate' | 'hover' | '3drotate'>('rotate');
const cycleAnimation = () => {
const modes: ('rotate' | 'hover' | '3drotate')[] = ['rotate', 'hover', '3drotate'];
const nextIndex = (modes.indexOf(animationType) + 1) % modes.length;
setAnimationType(modes[nextIndex]);
};
return (
<div className="w-full h-screen bg-[#1A1A1B] flex flex-col items-center justify-center p-20 overflow-hidden relative font-sans">
{/* Background Layer */}
<div className="absolute inset-0 z-0">
<PrismBackground
animationType={animationType}
timeScale={0.5}
height={3.5}
baseWidth={5.5}
scale={3.6}
hueShift={0}
colorFrequency={1}
noise={0.5}
glow={1}
suspendWhenOffscreen={true}
/>
</div>
{/* Foreground Showcase Content */}
<div className="relative z-10 flex flex-col items-center justify-center pointer-events-none">
<div className="bg-[#F9F9F9]/5 backdrop-blur-xl border border-white/10 p-12 rounded-[2.5rem] shadow-[0_40px_100px_rgba(0,0,0,0.4)] flex flex-col items-center max-w-lg text-center space-y-6">
<h1 className="text-white text-5xl font-medium tracking-tight">
Prism Background
</h1>
<p className="text-white/60 text-lg font-normal leading-relaxed">
A high-performance WebGL shader effect for premium interfaces.
</p>
<div className="flex items-center space-x-4 pt-4 pointer-events-auto">
<button
onClick={cycleAnimation}
className="flex items-center space-x-3 px-6 py-3 bg-white text-black rounded-full hover:scale-105 active:scale-95 transition-all duration-300 shadow-xl group"
>
<RefreshCw className="w-5 h-5 group-hover:rotate-180 transition-transform duration-500" />
<span className="font-semibold capitalize">{animationType} Mode</span>
</button>
<button
onClick={() => window.location.reload()}
className="p-3 bg-white/10 hover:bg-white/20 text-white rounded-full transition-colors backdrop-blur-md border border-white/5"
title="Reset Animation"
>
<RotateCcw className="w-5 h-5" />
</button>
</div>
</div>
</div>
{/* Feature Labels */}
<div className="absolute bottom-12 left-1/2 -translate-x-1/2 flex items-center space-x-12 z-10 pointer-events-none">
<div className="flex flex-col items-center space-y-1">
<Box className="text-white/30 w-5 h-5 mb-1" />
<span className="text-white/40 text-[10px] uppercase tracking-[0.2em] font-medium">WebGL OGL</span>
</div>
<div className="flex flex-col items-center space-y-1">
<MousePointer2 className="text-white/30 w-5 h-5 mb-1" />
<span className="text-white/40 text-[10px] uppercase tracking-[0.2em] font-medium">Interactive</span>
</div>
<div className="flex flex-col items-center space-y-1">
<RotateCcw className="text-white/30 w-5 h-5 mb-1" />
<span className="text-white/40 text-[10px] uppercase tracking-[0.2em] font-medium">Procedural</span>
</div>
</div>
</div>
);
}
~~~
~~~/package.json
{
"name": "prism-background",
"description": "A premium, high-performance WebGL prism background effect using OGL.",
"dependencies": {
"react": "^18.2.0",
"react-dom": "^18.2.0",
"ogl": "^0.0.116",
"lucide-react": "^0.344.0"
}
}
~~~
~~~/src/Component.tsx
/**
* PrismBackground Component
* A high-performance WebGL background effect that renders an interactive prism/pyramid.
* Uses OGL for low-level GL control and high efficiency.
*
* Features:
* - 3 Animation modes: rotate, hover, 3drotate
* - Customizable geometry: height, baseWidth, scale
* - Visual effects: glow, noise, bloom, hueShift, colorFrequency
* - Performance: Suspend when offscreen, requestAnimationFrame optimization
*/
import React, { useEffect, useRef } from 'react';
import { Renderer, Triangle, Program, Mesh } from 'ogl';
export type PrismProps = {
/** Height of the prism geometry */
height?: number;
/** Width of the prism base */
baseWidth?: number;
/** Animation style: 'rotate' (base wobble), 'hover' (cursor tracking), '3drotate' (full space rotation) */
animationType?: 'rotate' | 'hover' | '3drotate';
/** Intensity of the glow effect */
glow?: number;
/** Center offset in pixels */
offset?: { x?: number; y?: number };
/** Grainy noise intensity (0 to 1) */
noise?: number;
/** Whether the background is transparent */
transparent?: boolean;
/** Overall scale of the rendered output */
scale?: number;
/** Color hue shift in radians */
hueShift?: number;
/** Density of the color waves */
colorFrequency?: number;
/** Multiplier for hover displacement (hover mode only) */
hoverStrength?: number;
/** Smoothness of movement (0 to 1) */
inertia?: number;
/** Bloom/brightness multiplier */
bloom?: number;
/** Pause rendering when component is not in viewport */
suspendWhenOffscreen?: boolean;
/** Global animation speed multiplier */
timeScale?: number;
/** Container class name */
className?: string;
};
export const PrismBackground: React.FC<PrismProps> = ({
height = 3.5,
baseWidth = 5.5,
animationType = 'rotate',
glow = 1,
offset = { x: 0, y: 0 },
noise = 0.5,
transparent = true,
scale = 3.6,
hueShift = 0,
colorFrequency = 1,
hoverStrength = 2,
inertia = 0.05,
bloom = 1,
suspendWhenOffscreen = false,
timeScale = 0.5,
className = ""
}) => {
const containerRef = useRef<HTMLDivElement | null>(null);
useEffect(() => {
const container = containerRef.current;
if (!container) return;
const H = Math.max(0.001, height);
const BW = Math.max(0.001, baseWidth);
const BASE_HALF = BW * 0.5;
const GLOW = Math.max(0.0, glow);
const NOISE = Math.max(0.0, noise);
const offX = offset?.x ?? 0;
const offY = offset?.y ?? 0;
const SAT = transparent ? 1.5 : 1;
const SCALE = Math.max(0.001, scale);
const HUE = hueShift || 0;
const CFREQ = Math.max(0.0, colorFrequency || 1);
const BLOOM = Math.max(0.0, bloom || 1);
const RSX = 1;
const RSY = 1;
const RSZ = 1;
const TS = Math.max(0, timeScale || 1);
const HOVSTR = Math.max(0, hoverStrength || 1);
const INERT = Math.max(0, Math.min(1, inertia || 0.12));
const dpr = Math.min(2, window.devicePixelRatio || 1);
const renderer = new Renderer({
dpr,
alpha: transparent,
antialias: false
});
const gl = renderer.gl;
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE);
gl.disable(gl.BLEND);
Object.assign(gl.canvas.style, {
position: 'absolute',
inset: '0',
width: '100%',
height: '100%',
display: 'block'
} as Partial<CSSStyleDeclaration>);
container.appendChild(gl.canvas);
const vertex = /* glsl */ `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const fragment = /* glsl */ `
precision highp float;
uniform vec2 iResolution;
uniform float iTime;
uniform float uHeight;
uniform float uBaseHalf;
uniform mat3 uRot;
uniform int uUseBaseWobble;
uniform float uGlow;
uniform vec2 uOffsetPx;
uniform float uNoise;
uniform float uSaturation;
uniform float uScale;
uniform float uHueShift;
uniform float uColorFreq;
uniform float uBloom;
uniform float uCenterShift;
uniform float uInvBaseHalf;
uniform float uInvHeight;
uniform float uMinAxis;
uniform float uPxScale;
uniform float uTimeScale;
vec4 tanh4(vec4 x){
vec4 e2x = exp(2.0*x);
return (e2x - 1.0) / (e2x + 1.0);
}
float rand(vec2 co){
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453123);
}
float sdOctaAnisoInv(vec3 p){
vec3 q = vec3(abs(p.x) * uInvBaseHalf, abs(p.y) * uInvHeight, abs(p.z) * uInvBaseHalf);
float m = q.x + q.y + q.z - 1.0;
return m * uMinAxis * 0.5773502691896258;
}
float sdPyramidUpInv(vec3 p){
float oct = sdOctaAnisoInv(p);
float halfSpace = -p.y;
return max(oct, halfSpace);
}
mat3 hueRotation(float a){
float c = cos(a), s = sin(a);
mat3 W = mat3(
0.299, 0.587, 0.114,
0.299, 0.587, 0.114,
0.299, 0.587, 0.114
);
mat3 U = mat3(
0.701, -0.587, -0.114,
-0.299, 0.413, -0.114,
-0.300, -0.588, 0.886
);
mat3 V = mat3(
0.168, -0.331, 0.500,
0.328, 0.035, -0.500,
-0.497, 0.296, 0.201
);
return W + U * c + V * s;
}
void main(){
vec2 f = (gl_FragCoord.xy - 0.5 * iResolution.xy - uOffsetPx) * uPxScale;
float z = 5.0;
float d = 0.0;
vec3 p;
vec4 o = vec4(0.0);
float centerShift = uCenterShift;
float cf = uColorFreq;
mat2 wob = mat2(1.0);
if (uUseBaseWobble == 1) {
float t = iTime * uTimeScale;
float c0 = cos(t + 0.0);
float c1 = cos(t + 33.0);
float c2 = cos(t + 11.0);
wob = mat2(c0, c1, c2, c0);
}
const int STEPS = 100;
for (int i = 0; i < STEPS; i++) {
p = vec3(f, z);
p.xz = p.xz * wob;
p = uRot * p;
vec3 q = p;
q.y += centerShift;
d = 0.1 + 0.2 * abs(sdPyramidUpInv(q));
z -= d;
o += (sin((p.y + z) * cf + vec4(0.0, 1.0, 2.0, 3.0)) + 1.0) / d;
}
o = tanh4(o * o * (uGlow * uBloom) / 1e5);
vec3 col = o.rgb;
float n = rand(gl_FragCoord.xy + vec2(iTime));
col += (n - 0.5) * uNoise;
col = clamp(col, 0.0, 1.0);
float L = dot(col, vec3(0.2126, 0.7152, 0.0722));
col = clamp(mix(vec3(L), col, uSaturation), 0.0, 1.0);
if(abs(uHueShift) > 0.0001){
col = clamp(hueRotation(uHueShift) * col, 0.0, 1.0);
}
gl_FragColor = vec4(col, o.a);
}
`;
const geometry = new Triangle(gl);
const iResBuf = new Float32Array(2);
const offsetPxBuf = new Float32Array(2);
const program = new Program(gl, {
vertex,
fragment,
uniforms: {
iResolution: { value: iResBuf },
iTime: { value: 0 },
uHeight: { value: H },
uBaseHalf: { value: BASE_HALF },
uUseBaseWobble: { value: 1 },
uRot: { value: new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1]) },
uGlow: { value: GLOW },
uOffsetPx: { value: offsetPxBuf },
uNoise: { value: NOISE },
uSaturation: { value: SAT },
uScale: { value: SCALE },
uHueShift: { value: HUE },
uColorFreq: { value: CFREQ },
uBloom: { value: BLOOM },
uCenterShift: { value: H * 0.25 },
uInvBaseHalf: { value: 1 / BASE_HALF },
uInvHeight: { value: 1 / H },
uMinAxis: { value: Math.min(BASE_HALF, H) },
uPxScale: {
value: 1 / ((gl.drawingBufferHeight || 1) * 0.1 * SCALE)
},
uTimeScale: { value: TS }
}
});
const mesh = new Mesh(gl, { geometry, program });
const resize = () => {
const w = container.clientWidth || 1;
const h = container.clientHeight || 1;
renderer.setSize(w, h);
iResBuf[0] = gl.drawingBufferWidth;
iResBuf[1] = gl.drawingBufferHeight;
offsetPxBuf[0] = offX * dpr;
offsetPxBuf[1] = offY * dpr;
program.uniforms.uPxScale.value = 1 / ((gl.drawingBufferHeight || 1) * 0.1 * SCALE);
};
const ro = new ResizeObserver(resize);
ro.observe(container);
resize();
const rotBuf = new Float32Array(9);
const setMat3FromEuler = (yawY: number, pitchX: number, rollZ: number, out: Float32Array) => {
const cy = Math.cos(yawY), sy = Math.sin(yawY);
const cx = Math.cos(pitchX), sx = Math.sin(pitchX);
const cz = Math.cos(rollZ), sz = Math.sin(rollZ);
const r00 = cy * cz + sy * sx * sz;
const r01 = -cy * sz + sy * sx * cz;
const r02 = sy * cx;
const r10 = cx * sz;
const r11 = cx * cz;
const r12 = -sx;
const r20 = -sy * cz + cy * sx * sz;
const r21 = sy * sz + cy * sx * cz;
const r22 = cy * cx;
out[0] = r00; out[1] = r10; out[2] = r20;
out[3] = r01; out[4] = r11; out[5] = r21;
out[6] = r02; out[7] = r12; out[8] = r22;
return out;
};
const NOISE_IS_ZERO = NOISE < 1e-6;
let raf = 0;
const t0 = performance.now();
const startRAF = () => {
if (raf) return;
raf = requestAnimationFrame(render);
};
const stopRAF = () => {
if (!raf) return;
cancelAnimationFrame(raf);
raf = 0;
};
const rnd = () => Math.random();
const wX = (0.3 + rnd() * 0.6) * RSX;
const wY = (0.2 + rnd() * 0.7) * RSY;
const wZ = (0.1 + rnd() * 0.5) * RSZ;
const phX = rnd() * Math.PI * 2;
const phZ = rnd() * Math.PI * 2;
let yaw = 0, pitch = 0, roll = 0;
let targetYaw = 0, targetPitch = 0;
const lerp = (a: number, b: number, t: number) => a + (b - a) * t;
const pointer = { x: 0, y: 0, inside: true };
const onMove = (e: PointerEvent) => {
const ww = Math.max(1, window.innerWidth);
const wh = Math.max(1, window.innerHeight);
const cx = ww * 0.5;
const cy = wh * 0.5;
const nx = (e.clientX - cx) / (ww * 0.5);
const ny = (e.clientY - cy) / (wh * 0.5);
pointer.x = Math.max(-1, Math.min(1, nx));
pointer.y = Math.max(-1, Math.min(1, ny));
pointer.inside = true;
};
const onLeave = () => { pointer.inside = false; };
const onBlur = () => { pointer.inside = false; };
let onPointerMove: ((e: PointerEvent) => void) | null = null;
if (animationType === 'hover') {
onPointerMove = (e: PointerEvent) => {
onMove(e);
startRAF();
};
window.addEventListener('pointermove', onPointerMove, { passive: true });
window.addEventListener('mouseleave', onLeave);
window.addEventListener('blur', onBlur);
program.uniforms.uUseBaseWobble.value = 0;
} else if (animationType === '3drotate') {
program.uniforms.uUseBaseWobble.value = 0;
} else {
program.uniforms.uUseBaseWobble.value = 1;
}
const render = (t: number) => {
const time = (t - t0) * 0.001;
program.uniforms.iTime.value = time;
let continueRAF = true;
if (animationType === 'hover') {
const maxPitch = 0.6 * HOVSTR;
const maxYaw = 0.6 * HOVSTR;
targetYaw = (pointer.inside ? -pointer.x : 0) * maxYaw;
targetPitch = (pointer.inside ? pointer.y : 0) * maxPitch;
const prevYaw = yaw;
const prevPitch = pitch;
const prevRoll = roll;
yaw = lerp(prevYaw, targetYaw, INERT);
pitch = lerp(prevPitch, targetPitch, INERT);
roll = lerp(prevRoll, 0, 0.1);
program.uniforms.uRot.value = setMat3FromEuler(yaw, pitch, roll, rotBuf);
if (NOISE_IS_ZERO) {
const settled = Math.abs(yaw - targetYaw) < 1e-4 && Math.abs(pitch - targetPitch) < 1e-4 && Math.abs(roll) < 1e-4;
if (settled) continueRAF = false;
}
} else if (animationType === '3drotate') {
const tScaled = time * TS;
yaw = tScaled * wY;
pitch = Math.sin(tScaled * wX + phX) * 0.6;
roll = Math.sin(tScaled * wZ + phZ) * 0.5;
program.uniforms.uRot.value = setMat3FromEuler(yaw, pitch, roll, rotBuf);
if (TS < 1e-6) continueRAF = false;
} else {
rotBuf[0] = 1; rotBuf[1] = 0; rotBuf[2] = 0;
rotBuf[3] = 0; rotBuf[4] = 1; rotBuf[5] = 0;
rotBuf[6] = 0; rotBuf[7] = 0; rotBuf[8] = 1;
program.uniforms.uRot.value = rotBuf;
if (TS < 1e-6) continueRAF = false;
}
renderer.render({ scene: mesh });
if (continueRAF) {
raf = requestAnimationFrame(render);
} else {
raf = 0;
}
};
interface PrismContainer extends HTMLElement {
__prismIO?: IntersectionObserver;
}
if (suspendWhenOffscreen) {
const io = new IntersectionObserver(entries => {
const vis = entries.some(e => e.isIntersecting);
if (vis) startRAF();
else stopRAF();
});
io.observe(container);
startRAF();
(container as PrismContainer).__prismIO = io;
} else {
startRAF();
}
return () => {
stopRAF();
ro.disconnect();
if (animationType === 'hover') {
if (onPointerMove) window.removeEventListener('pointermove', onPointerMove as EventListener);
window.removeEventListener('mouseleave', onLeave);
window.removeEventListener('blur', onBlur);
}
if (suspendWhenOffscreen) {
const io = (container as PrismContainer).__prismIO as IntersectionObserver | undefined;
if (io) io.disconnect();
delete (container as PrismContainer).__prismIO;
}
if (gl.canvas.parentElement === container) container.removeChild(gl.canvas);
};
}, [
height, baseWidth, animationType, glow, noise, offset?.x, offset?.y,
scale, transparent, hueShift, colorFrequency, timeScale,
hoverStrength, inertia, bloom, suspendWhenOffscreen
]);
return <div className={`w-full h-full relative overflow-hidden ${className}`} ref={containerRef} />;
};
export default PrismBackground;
~~~
Implementation Guidelines
1. Analyze the component structure, styling, animation implementations
2. Review the component's arguments and state
3. Think through what is the best place to adopt this component/style into the design we are doing
4. Then adopt the component/design to our current system
Help me integrate this into my design