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Merge pull request #25 from PainterPuppets/implement_homepage
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[feat]Implement homepage
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WhiteMinds authored Nov 1, 2023
2 parents 5c24a07 + d705bd4 commit fa134e0
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27 changes: 27 additions & 0 deletions packages/magickbase/.eslintrc.cjs
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/** @type {import("eslint").Linter.Config} */
const config = {
overrides: [
{
extends: ['plugin:@typescript-eslint/recommended-requiring-type-checking'],
files: ['*.ts', '*.tsx'],
parserOptions: {
project: './tsconfig.json',
tsconfigRootDir: __dirname,
},
},
],
parser: '@typescript-eslint/parser',
parserOptions: {
tsconfigRootDir: __dirname,
},
plugins: ['@typescript-eslint'],
extends: ['next/core-web-vitals', 'prettier', 'plugin:@typescript-eslint/recommended'],
rules: {
'import/order': ['error', { groups: [['builtin', 'external', 'internal']] }],
'import/newline-after-import': 'error',
},
// This is because `next.config.mjs` is excluded from tsconfig.
ignorePatterns: ['next.config.mjs', 'next-i18next.config.js'],
}

module.exports = config
62 changes: 60 additions & 2 deletions packages/magickbase/next.config.js
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@@ -1,8 +1,66 @@
/** @type {import('next').NextConfig} */
const nextConfig = {
experimental: {
appDir: true,
webpack(config) {
config.module.rules.push({
test: /\.svg$/i,
issuer: /\.[jt]sx?$/,
use: [
{
loader: '@svgr/webpack',
options: {
svgoConfig: {
plugins: [
{
name: 'preset-default',
params: {
overrides: {
removeViewBox: false,
},
},
},
],
},
},
},
],
})

// https://dhanrajsp.me/snippets/customize-css-loader-options-in-nextjs
const oneOf = config.module.rules.find(rule => typeof rule.oneOf === 'object')
if (oneOf) {
const moduleSassRule = oneOf.oneOf.find(rule => regexEqual(rule.test, /\.module\.(scss|sass)$/))
if (moduleSassRule) {
// Get the config object for css-loader plugin
const cssLoader = moduleSassRule.use.find(({ loader }) => loader.includes('css-loader'))
if (cssLoader) {
cssLoader.options = {
...cssLoader.options,
modules: {
...cssLoader.options.modules,
mode: 'local',
},
}
}
}
}

return config
},
}

/**
* Stolen from https://stackoverflow.com/questions/10776600/testing-for-equality-of-regular-expressions
*/
function regexEqual(x, y) {
return (
x instanceof RegExp &&
y instanceof RegExp &&
x.source === y.source &&
x.global === y.global &&
x.ignoreCase === y.ignoreCase &&
x.multiline === y.multiline
)
}


module.exports = nextConfig
5 changes: 5 additions & 0 deletions packages/magickbase/package.json
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"lint": "next lint"
},
"dependencies": {
"@splinetool/react-spline": "2.2.6",
"@splinetool/runtime": "0.9.490",
"@types/node": "20.8.6",
"@types/react": "18.2.28",
"@types/react-dom": "18.2.13",
"classnames": "2.3.2",
"eslint": "8.51.0",
"eslint-config-next": "13.5.4",
"next": "13.5.4",
"react": "18.2.0",
"react-dom": "18.2.0",
"react-use": "17.4.0",
"tailwindcss": "3.3.5",
"typescript": "5.2.2"
}
}
6 changes: 6 additions & 0 deletions packages/magickbase/postcss.config.js
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module.exports = {
plugins: {
tailwindcss: {},
autoprefixer: {},
},
}
271 changes: 271 additions & 0 deletions packages/magickbase/public/perlin-noise/index.html
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<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title>Perlin Noise</title>
<meta name="viewport" content="width=device-width, initial-scale=1"><link rel='stylesheet' href='https://cdnjs.cloudflare.com/ajax/libs/twitter-bootstrap/4.0.0/css/bootstrap.css'><link rel="stylesheet" href="./style.css">

</head>
<body>
<!-- partial:index.partial.html -->
<!DOCTYPE html>
<head></head>
<title>Perlin noise | Fireball explosion</title>
<meta charset="utf-8">
<div id="container"></div>
<script id="vertexShader" type="x-shader/x-vertex">
//
// GLSL textureless classic 3D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson ([email protected])
// Version: 2011-10-11
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.com/ashima/webgl-noise
//

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;
}

vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}

// Classic Perlin noise
float cnoise(vec3 P)
{
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;

vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);

vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);

vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);

vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;

float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);

vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}

// Classic Perlin noise, periodic variant
float pnoise(vec3 P, vec3 rep)
{
vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;

vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);

vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);

vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);

vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;

float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);

vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 1.5 * n_xyz;
}

// Turbulence By Jaume Sanchez => https://codepen.io/spite/

varying vec2 vUv;
varying float noise;
varying float qnoise;
varying float displacement;

uniform float time;
uniform float pointscale;
uniform float decay;
uniform float complex;
uniform float waves;
uniform float eqcolor;
uniform bool fragment;

float turbulence( vec3 p) {
float t = - 0.1;
for (float f = 1.0 ; f <= 3.0 ; f++ ){
float power = pow( 2.0, f );
t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power );
}
return t;
}

void main() {

vUv = uv;

noise = (1.0 * - waves) * turbulence( decay * abs(normal + time));
qnoise = (2.0 * - eqcolor) * turbulence( decay * abs(normal + time));
float b = pnoise( complex * (position) + vec3( 1.0 * time ), vec3( 100.0 ) );

if (fragment == true) {
displacement = - sin(noise) + normalize(b * 0.5);
} else {
displacement = - sin(noise) + cos(b * 0.5);
}

vec3 newPosition = (position) + (normal * displacement);
gl_Position = (projectionMatrix * modelViewMatrix) * vec4( newPosition, 1.0 );
gl_PointSize = (pointscale);
//gl_ClipDistance[0];

}


</script>
<script id="fragmentShader" type="x-shader/x-vertex">
varying float qnoise;

uniform float time;
uniform bool redhell;

void main() {
float r, g, b;


if (!redhell == true) {
r = cos(qnoise + 0.5);
g = cos(qnoise - 0.5);
b = 0.0;
} else {
r = cos(qnoise + 0.5);
g = cos(qnoise - 0.5);
b = abs(qnoise);
}
gl_FragColor = vec4(r, g, b, 1.0);
}
</script>
<!-- partial -->
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/89/three.min.js'></script>
<script src='https://cdnjs.cloudflare.com/ajax/libs/twitter-bootstrap/4.0.0/js/bootstrap.min.js'></script>
<script src='https://cdnjs.cloudflare.com/ajax/libs/gsap/1.20.3/TweenMax.min.js'></script>
<script src='https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.min.js'></script><script src="./script.js"></script>

</body>
</html>
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