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ParticleSphereOGL.vue
<!--
  ParticleSphereOGL.vue — 同款粒子球,使用 OGL(3kb 极简 WebGL 库)替代 three.js。
  对比要点:
    - OGL 没有后处理管线(EffectComposer/Bloom 都没有),所见即原始 shader 输出
    - 没有 BufferAttribute 包装,attribute 直接 { size, data: Float32Array }
    - 没有 AdditiveBlending 枚举,用 program.setBlendFunc(gl.ONE, gl.ONE)
    - 没有自动 resize / dispose,要手动 setSize + loseContext

  迁移说明(Vite→Nuxt):
  - window.devicePixelRatio / performance.now 加 SSG 守卫(组件虽由 <ClientOnly> 包裹, 仍防御性处理)
  - 本组件须在父级用 <ClientOnly> 包裹, 不在服务端渲染。
-->
<script setup lang="ts">
import { onMounted, onBeforeUnmount, useTemplateRef } from 'vue'
import { Renderer, Camera, Geometry, Program, Mesh, Vec3, Color } from 'ogl'

interface Props {
  count?: number
  radius?: number
  pointSize?: number
  colorA?: string
  colorB?: string
}
const { t: tr } = useI18n({ useScope: 'local' })

const props = withDefaults(defineProps<Props>(), {
  count: 18000,
  radius: 1.6,
  pointSize: 2.0,
  colorA: '#E0F2FE',
  colorB: '#38BDF8',
})

const containerRef = useTemplateRef<HTMLDivElement>('container')

let renderer: Renderer
let camera: Camera
let mesh: Mesh
let program: Program
let rafId = 0
let resizeObserver: ResizeObserver | null = null

const mouseTarget = new Vec3(0, 0, 1)
let mouseStrTarget = 0
const startTime = typeof performance !== 'undefined' ? performance.now() : 0

const vertex = /* glsl */`
  attribute vec3 position;
  attribute float aSeed;

  uniform mat4 modelViewMatrix;
  uniform mat4 projectionMatrix;
  uniform float uTime;
  uniform vec3  uMouse;
  uniform float uMouseStr;
  uniform float uPointSize;
  uniform float uPixelRatio;

  varying float vDisp;

  float hash(vec3 p) { return fract(sin(dot(p, vec3(12.9898,78.233,37.719))) * 43758.5453); }
  float noise(vec3 p){
    vec3 i = floor(p), f = fract(p);
    f = f*f*(3.0-2.0*f);
    return mix(mix(mix(hash(i), hash(i+vec3(1,0,0)), f.x),
                   mix(hash(i+vec3(0,1,0)), hash(i+vec3(1,1,0)), f.x), f.y),
               mix(mix(hash(i+vec3(0,0,1)), hash(i+vec3(1,0,1)), f.x),
                   mix(hash(i+vec3(0,1,1)), hash(i+vec3(1,1,1)), f.x), f.y), f.z);
  }

  void main() {
    vec3 pos = position;
    vec3 dir = normalize(pos);
    float breathe = sin(uTime * 0.6 + aSeed * 6.28) * 0.04;
    float n = noise(dir * 2.5 + uTime * 0.25);
    float disp = (n - 0.5) * 0.35;
    float md = distance(dir, normalize(uMouse + vec3(0.0001)));
    float ripple = exp(-md * 4.0) * sin(md * 12.0 - uTime * 4.0) * uMouseStr * 0.5;
    float total = breathe + disp + ripple;
    pos += dir * total;
    vDisp = total;
    vec4 mv = modelViewMatrix * vec4(pos, 1.0);
    gl_Position = projectionMatrix * mv;
    float atten = 5.0 / -mv.z;
    gl_PointSize = uPointSize * uPixelRatio * (0.8 + total * 1.0) * atten;
  }
`

const fragment = /* glsl */`
  precision highp float;
  uniform vec3 uColorA;
  uniform vec3 uColorB;
  varying float vDisp;
  void main() {
    // 裸方块粒子:不裁圆、不衰减 — 体现 OGL 是底层裸 shader,不做后处理
    vec2 uv = gl_PointCoord - 0.5;
    // 给一个非常硬的边缘,只裁掉极少数(看起来是方块)
    if (max(abs(uv.x), abs(uv.y)) > 0.5) discard;
    float t = smoothstep(-0.2, 0.3, vDisp);
    vec3 col = mix(uColorA, uColorB, t);
    // 边缘比中心略亮一点,给"框感"
    float edge = step(0.42, max(abs(uv.x), abs(uv.y)));
    col += edge * 0.5;
    gl_FragColor = vec4(col, 1.0);
  }
`

function buildAttributes() {
  const positions = new Float32Array(props.count * 3)
  const seeds = new Float32Array(props.count)
  const phi = Math.PI * (Math.sqrt(5) - 1)
  for (let i = 0; i < props.count; i++) {
    const y = 1 - (i / (props.count - 1)) * 2
    const r = Math.sqrt(1 - y * y)
    const theta = phi * i
    positions[i * 3]     = Math.cos(theta) * r * props.radius
    positions[i * 3 + 1] = y * props.radius
    positions[i * 3 + 2] = Math.sin(theta) * r * props.radius
    seeds[i] = Math.random()
  }
  return { positions, seeds }
}

function onPointerMove(e: PointerEvent) {
  const el = containerRef.value!
  const rect = el.getBoundingClientRect()
  const x = ((e.clientX - rect.left) / rect.width) * 2 - 1
  const y = -((e.clientY - rect.top) / rect.height) * 2 + 1
  mouseTarget.set(x, y, Math.sqrt(Math.max(0, 1 - x * x - y * y)))
  mouseStrTarget = 1
}
function onPointerLeave() {
  mouseStrTarget = 0
}

onMounted(() => {
  const el = containerRef.value!
  const w = el.clientWidth
  const h = el.clientHeight
  const dpr = Math.min(window.devicePixelRatio, 2)

  renderer = new Renderer({ dpr, alpha: false, antialias: true })
  const gl = renderer.gl
  gl.clearColor(0.02, 0.025, 0.04, 1.0) // 极简深蓝灰 #050610
  el.appendChild(gl.canvas)
  renderer.setSize(w, h)

  camera = new Camera(gl, { fov: 55, near: 0.1, far: 100, aspect: w / h })
  camera.position.set(0, 0, 5)

  const { positions, seeds } = buildAttributes()
  const geometry = new Geometry(gl, {
    position: { size: 3, data: positions },
    aSeed:    { size: 1, data: seeds },
  })

  const cA = new Color(props.colorA)
  const cB = new Color(props.colorB)

  program = new Program(gl, {
    vertex,
    fragment,
    uniforms: {
      uTime:       { value: 0 },
      uMouse:      { value: new Vec3(0, 0, 1) },
      uMouseStr:   { value: 0 },
      uPointSize:  { value: props.pointSize },
      uPixelRatio: { value: dpr },
      uColorA:     { value: new Vec3(cA.r, cA.g, cA.b) },
      uColorB:     { value: new Vec3(cB.r, cB.g, cB.b) },
    },
    transparent: true,
    depthWrite: false,
  })
  // OGL 极简版:用普通 alpha 混合而非加性,保留冷峻线框感
  program.setBlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

  mesh = new Mesh(gl, { geometry, program, mode: gl.POINTS })

  const tick = () => {
    const t = (performance.now() - startTime) / 1000
    program.uniforms.uTime.value = t
    // OGL 的 Vec3.lerp(target, alpha)
    program.uniforms.uMouse.value.lerp(mouseTarget, 0.1)
    program.uniforms.uMouseStr.value += (mouseStrTarget - program.uniforms.uMouseStr.value) * 0.08
    mesh.rotation.y = t * 0.08
    mesh.rotation.x = Math.sin(t * 0.15) * 0.2
    renderer.render({ scene: mesh, camera })
    rafId = requestAnimationFrame(tick)
  }
  tick()

  resizeObserver = new ResizeObserver(entries => {
    for (const entry of entries) {
      const cr = entry.contentRect
      renderer.setSize(cr.width, cr.height)
      camera.perspective({ aspect: cr.width / cr.height })
    }
  })
  resizeObserver.observe(el)
})

onBeforeUnmount(() => {
  cancelAnimationFrame(rafId)
  resizeObserver?.disconnect()
  if (renderer) {
    const gl = renderer.gl
    const ext = gl.getExtension('WEBGL_lose_context')
    ext?.loseContext()
    if (gl.canvas.parentNode) gl.canvas.parentNode.removeChild(gl.canvas)
  }
})
</script>

<template>
  <div ref="container" class="ps-wrap" @pointermove="onPointerMove" @pointerleave="onPointerLeave">
    <div class="ps-hint">{{ tr('hint') }}</div>
  </div>
</template>

<i18n lang="json">
{
  "zh": { "hint": "ogl · 移动鼠标" },
  "en": { "hint": "ogl · drag to interact" }
}
</i18n>

<style scoped>
.ps-wrap {
  position: relative;
  width: 100%;
  height: 100%;
  min-height: 480px;
  background: radial-gradient(ellipse at center, #0a0c14 0%, #050610 70%);
  overflow: hidden;
  border-radius: 12px;
  cursor: crosshair;
}
/* OGL 自己 append canvas, 没有 TresCanvas 的内置铺满规则, 必须强制铺满容器,
   否则 canvas 用 setSize 时拿到的 clientHeight 不对(grid 单元 auto 高 → 拉伸成竖条) */
.ps-wrap :deep(canvas) {
  display: block;
  width: 100% !important;
  height: 100% !important;
}
.ps-hint {
  position: absolute;
  left: 16px;
  bottom: 14px;
  z-index: 10;
  font-family: 'Consolas', monospace;
  font-size: 11px;
  letter-spacing: 3px;
  color: rgba(255, 255, 255, 0.45);
  pointer-events: none;
  user-select: none;
}
</style>