animation test

This commit is contained in:
UniverseBow 2026-03-15 12:13:01 -07:00
parent 44c4df7364
commit 63a3fda67c
2 changed files with 195 additions and 195 deletions

View file

@ -24,9 +24,7 @@
</filter>
<filter id="liquid-glass" x="0" y="0" width="100%" height="100%" color-interpolation-filters="sRGB">
<!-- Load the displacement map image -->
<feImage id="displacement-map-img" result="disp_map" />
<!-- Apply displacement to the backdrop (SourceGraphic here = the backdrop) -->
<feDisplacementMap
in="SourceGraphic"
in2="disp_map"
@ -35,17 +33,13 @@
yChannelSelector="G"
result="refracted"
/>
<!-- Load the specular highlight image -->
<feImage id="specular-map-img" result="spec_map" />
<!-- Blend specular on top of the refracted backdrop using screen mode -->
<feBlend in="refracted" in2="spec_map" mode="screen" result="with_specular" />
<!-- Clip result to the original element shape -->
<feComposite in="with_specular" in2="SourceGraphic" operator="atop" />
</filter>
</defs>
</svg>
<!-- Liquid glass searchbar — sits above the card, expands on click -->
<div class="nav-wrap">
<div class="nav-pill" id="nav-pill">
<div class="nav-pill-bar" id="nav-pill-bar">
@ -74,278 +68,249 @@
<script>
// ─── Configuration ────────────────────────────────────────────────────────────
const CONFIG = {
bezelWidth: 0.18, // Fraction of the smaller dimension used for the curved rim — wider = bigger refraction band
glassThickness: 3.5, // Optical depth multiplier — higher = rays bend further at the edges
ior: 1.65, // Index of refraction — real glass is ~1.5; slightly above for a more dramatic bend
scaleRatio: 2.5, // Final multiplier on pixel displacement — scales the whole effect up or down
specularAngle: -55, // Degrees of the light source direction — negative = upper-left
specularOpacity: 0.9, // Peak alpha of the specular highlight — higher = brighter rim
specularSaturation: 6, // Unused in painting but kept for future colour-shift use
borderRadius: 50, // Must match CSS border-radius in pixels — curves the refraction band at corners
bezelWidth: 0.18,
glassThickness: 2.0,
ior: 1.65,
scaleRatio: 1.6,
specularAngle: -55,
specularOpacity: 0.9,
specularSaturation: 6,
borderRadius: 50,
};
// ─── Maths helpers ────────────────────────────────────────────────────────────
/** Convex squircle surface — Apple-style soft bezel profile */
function surfaceHeight(t) {
// t: 0 = outer edge of bezel, 1 = where the flat interior begins
// Squircle formula: softer than a circle arc, keeps refraction gradients smooth when stretched to a rectangle
return Math.pow(1 - Math.pow(1 - t, 4), 0.25);
}
/** Numerical derivative of the surface function at t — gives the surface slope */
function surfaceNormal(t) {
const d = 0.001; // Tiny step for finite-difference approximation
const y1 = surfaceHeight(Math.max(0, t - d)); // Sample just before t
const y2 = surfaceHeight(Math.min(1, t + d)); // Sample just after t
const derivative = (y2 - y1) / (2 * d); // Central difference = slope at t
return { x: -derivative, y: 1 }; // Rotate 90°: tangent → normal pointing inward
const d = 0.001;
const y1 = surfaceHeight(Math.max(0, t - d));
const y2 = surfaceHeight(Math.min(1, t + d));
const derivative = (y2 - y1) / (2 * d);
return { x: -derivative, y: 1 };
}
/** SnellDescartes refraction — returns the direction a ray travels after entering the glass */
function refract(incidentDir, normal, n1, n2) {
const nLen = Math.hypot(normal.x, normal.y); // Length of normal vector
const nx = normal.x / nLen; // Normalise X component
const ny = normal.y / nLen; // Normalise Y component
const ratio = n1 / n2; // Ratio of refractive indices (air/glass)
const cosI = -(incidentDir.x * nx + incidentDir.y * ny); // Cosine of angle of incidence
const sinT2 = ratio * ratio * (1 - cosI * cosI); // sin²(refraction angle) via Snell's law
if (sinT2 > 1) return null; // Total internal reflection — ray can't exit, skip this sample
const cosT = Math.sqrt(1 - sinT2); // Cosine of refraction angle
const nLen = Math.hypot(normal.x, normal.y);
const nx = normal.x / nLen;
const ny = normal.y / nLen;
const ratio = n1 / n2;
const cosI = -(incidentDir.x * nx + incidentDir.y * ny);
const sinT2 = ratio * ratio * (1 - cosI * cosI);
if (sinT2 > 1) return null;
const cosT = Math.sqrt(1 - sinT2);
return {
x: ratio * incidentDir.x + (ratio * cosI - cosT) * nx, // Refracted ray X direction
y: ratio * incidentDir.y + (ratio * cosI - cosT) * ny, // Refracted ray Y direction
x: ratio * incidentDir.x + (ratio * cosI - cosT) * nx,
y: ratio * incidentDir.y + (ratio * cosI - cosT) * ny,
};
}
// ─── Rounded rect helpers ─────────────────────────────────────────────────────
/**
* Given a pixel (px, py) inside a rounded rectangle of size (width x height)
* with corner radius r, returns:
* dist — how far the pixel is from the nearest border edge (positive = inside)
* nx,ny — the inward-pointing unit normal at that nearest border point
*
* This is the single source of truth for both the displacement and specular maps.
*/
// ─── Rounded rect helper ──────────────────────────────────────────────────────
function roundedRectInfo(px, py, width, height, r) {
// Clamp radius so it can't exceed half the shortest side
const radius = Math.min(r, width / 2, height / 2);
// Corner arc centres (one per corner, in absolute pixel coords)
const corners = [
{ cx: radius, cy: radius }, // top-left
{ cx: width - radius, cy: radius }, // top-right
{ cx: radius, cy: height - radius }, // bottom-left
{ cx: width - radius, cy: height - radius }, // bottom-right
];
// Which corner zone is this pixel in?
const inCorner =
(px < radius || px > width - radius) &&
(py < radius || py > height - radius);
const inCornerZone =
(px < radius || px > width - radius) &&
(py < radius || py > height - radius);
let dist, nx, ny;
if (inCorner) {
// Find the nearest corner arc centre
let best = null;
let bestDist = Infinity;
for (const c of corners) {
const d = Math.hypot(px - c.cx, py - c.cy);
if (d < bestDist) { bestDist = d; best = c; }
if (inCornerZone) {
const corners = [
{ cx: radius, cy: radius },
{ cx: width - radius, cy: radius },
{ cx: radius, cy: height - radius },
{ cx: width - radius, cy: height - radius },
];
let best = corners[0], bestD = Math.hypot(px - corners[0].cx, py - corners[0].cy);
for (let i = 1; i < corners.length; i++) {
const d = Math.hypot(px - corners[i].cx, py - corners[i].cy);
if (d < bestD) { bestD = d; best = corners[i]; }
}
// Distance from the arc = radius - distance from arc centre
dist = radius - bestDist;
// Inward normal points from pixel toward the arc centre
const len = bestDist || 1;
dist = radius - bestD;
const len = bestD || 1;
nx = (best.cx - px) / len;
ny = (best.cy - py) / len;
} else {
// Flat side — nearest edge is whichever straight side is closest
const dLeft = px;
const dRight = width - 1 - px;
const dTop = py;
const dBottom = height - 1 - py;
const minD = Math.min(dLeft, dRight, dTop, dBottom);
dist = minD;
if (minD === dLeft) { nx = 1; ny = 0; }
else if (minD === dRight) { nx = -1; ny = 0; }
else if (minD === dTop) { nx = 0; ny = 1; }
else { nx = 0; ny = -1; }
if (minD === dLeft) { nx = 1; ny = 0; }
else if (minD === dRight) { nx = -1; ny = 0; }
else if (minD === dTop) { nx = 0; ny = 1; }
else { nx = 0; ny = -1; }
}
return { dist, nx, ny };
}
// ─── Displacement map generation ─────────────────────────────────────────────
function buildDisplacementMap(width, height) {
const bezel = CONFIG.bezelWidth * Math.min(width, height);
const samples = 128;
// ── Step 1: Pre-calculate displacement magnitudes along one radius ──
const magnitudes = new Float32Array(samples);
const incident = { x: 0, y: 1 };
for (let i = 0; i < samples; i++) {
const t = i / (samples - 1);
const normal = surfaceNormal(t);
const t = i / (samples - 1);
const normal = surfaceNormal(t);
const refracted = refract(incident, normal, 1.0, CONFIG.ior);
magnitudes[i] = refracted
magnitudes[i] = refracted
? (refracted.x - incident.x) * CONFIG.glassThickness * bezel
: 0;
}
const maxDisp = Math.max(...magnitudes) || 1;
// ── Step 2: Paint every pixel ──
const data = new Uint8ClampedArray(width * height * 4);
const data = new Uint8ClampedArray(width * height * 4);
for (let py = 0; py < height; py++) {
for (let px = 0; px < width; px++) {
const idx = (py * width + px) * 4;
const { dist, nx, ny } = roundedRectInfo(px, py, width, height, CONFIG.borderRadius);
let dispX = 0, dispY = 0;
if (dist >= 0 && dist < bezel) {
const t = dist / bezel;
const sampleIdx = Math.min(samples - 1, Math.floor(t * (samples - 1)));
const mag = magnitudes[sampleIdx] / maxDisp;
const rawMag = magnitudes[sampleIdx] / maxDisp;
const smooth = t * t * (3 - 2 * t);
const mag = rawMag * (1 - smooth);
dispX = nx * mag;
dispY = ny * mag;
}
data[idx] = Math.round(128 + dispX * 127);
data[idx + 1] = Math.round(128 + dispY * 127);
data[idx + 2] = 128;
data[idx + 3] = 255;
}
}
return {
imageData: new ImageData(data, width, height),
maxDisplacement: maxDisp * CONFIG.scaleRatio,
};
}
// ─── Specular highlight map generation ───────────────────────────────────────
function buildSpecularMap(width, height) {
const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
const ctx = canvas.getContext('2d');
const bezel = CONFIG.bezelWidth * Math.min(width, height);
const bezel = CONFIG.bezelWidth * Math.min(width, height);
const lightAngleRad = (CONFIG.specularAngle * Math.PI) / 180;
const lightDir = { x: Math.cos(lightAngleRad), y: Math.sin(lightAngleRad) };
const lightDir = { x: Math.cos(lightAngleRad), y: Math.sin(lightAngleRad) };
const imageData = ctx.createImageData(width, height);
const data = imageData.data;
for (let py = 0; py < height; py++) {
for (let px = 0; px < width; px++) {
const idx = (py * width + px) * 4;
const { dist, nx, ny } = roundedRectInfo(px, py, width, height, CONFIG.borderRadius);
let intensity = 0;
if (dist >= 0 && dist < bezel) {
const t = dist / bezel;
const dot = nx * lightDir.x + ny * lightDir.y;
const rim = Math.max(0, dot);
const slope = Math.abs(surfaceNormal(t).x);
const raw = rim * slope * (1 - t);
intensity = Math.pow(raw, 0.5);
const t = dist / bezel;
const dot = nx * lightDir.x + ny * lightDir.y;
const rim = Math.max(0, dot);
const slope = Math.abs(surfaceNormal(t).x);
const smooth = t * t * (3 - 2 * t);
const raw = rim * slope * (1 - smooth);
intensity = Math.pow(raw, 0.5);
}
data[idx] = Math.round(235 * intensity);
data[idx + 1] = Math.round(245 * intensity);
data[idx + 2] = Math.round(255 * intensity);
data[idx + 3] = Math.round(CONFIG.specularOpacity * 255 * intensity);
}
}
ctx.putImageData(imageData, 0, 0);
return canvas.toDataURL();
}
// ─── ImageData → data URL ─────────────────────────────────────────────────────
function imageDataToDataURL(imageData) {
const canvas = document.createElement('canvas'); // Temporary offscreen canvas
const canvas = document.createElement('canvas');
canvas.width = imageData.width;
canvas.height = imageData.height;
canvas.getContext('2d').putImageData(imageData, 0, 0); // Write pixel data into canvas
return canvas.toDataURL(); // Export as PNG data URL for SVG feImage
canvas.getContext('2d').putImageData(imageData, 0, 0);
return canvas.toDataURL();
}
// ─── Apply filter to card ─────────────────────────────────────────────────────
function applyLiquidGlass() {
const card = document.getElementById('card');
const rect = card.getBoundingClientRect(); // Get the card's actual rendered size in pixels
const w = Math.round(rect.width);
const h = Math.round(rect.height);
if (w === 0 || h === 0) return; // Guard: don't run before layout is ready
const { imageData, maxDisplacement } = buildDisplacementMap(w, h); // Generate refraction map
const dispDataURL = imageDataToDataURL(imageData); // Convert to data URL for feImage
const specularDataURL = buildSpecularMap(w, h); // Generate specular highlight map
const dispImg = document.getElementById('displacement-map-img'); // feImage for displacement
const specImg = document.getElementById('specular-map-img'); // feImage for specular
const dispFilter = document.getElementById('displacement-map-filter'); // feDisplacementMap element
dispImg.setAttribute('href', dispDataURL); // Load displacement map into SVG filter
dispImg.setAttribute('width', w); // Match filter image size to card width
dispImg.setAttribute('height', h); // Match filter image size to card height
specImg.setAttribute('href', specularDataURL); // Load specular map into SVG filter
specImg.setAttribute('width', w);
specImg.setAttribute('height', h);
dispFilter.setAttribute('scale', maxDisplacement); // Tell feDisplacementMap the real-pixel scale of the map
// Only overwrite backdrop-filter in Chrome — Firefox ignores SVG filters here
// and would lose its CSS fallback blur if we overwrote card.style.backdropFilter
const isChrome = /Chrome/.test(navigator.userAgent) && !/Edg|Firefox/.test(navigator.userAgent);
if (isChrome) {
card.style.backdropFilter = 'url(#liquid-glass) blur(3px) saturate(1.8) brightness(1.05)'; // Full chain: refraction + blur + colour boost
card.style.webkitBackdropFilter = 'url(#liquid-glass) blur(3px) saturate(1.8) brightness(1.05)'; // Webkit prefix for older Chrome builds
}
}
window.addEventListener('load', applyLiquidGlass); // Run once the page has fully laid out
window.addEventListener('resize', applyLiquidGlass); // Re-run if the card size changes (e.g. window resize)
function applyNavGlass() {
const pill = document.getElementById('nav-pill');
const rect = pill.getBoundingClientRect();
const w = Math.round(rect.width);
const h = Math.round(rect.height);
const w = card.offsetWidth;
const h = card.offsetHeight;
if (w === 0 || h === 0) return;
const savedBezel = CONFIG.bezelWidth;
const savedScale = CONFIG.scaleRatio;
CONFIG.bezelWidth = 0.12;
CONFIG.scaleRatio = 1.8;
const { imageData, maxDisplacement } = buildDisplacementMap(w, h);
const dispDataURL = imageDataToDataURL(imageData);
const specularDataURL = buildSpecularMap(w, h);
CONFIG.bezelWidth = savedBezel;
CONFIG.scaleRatio = savedScale;
const dispImg = document.getElementById('displacement-map-img');
const specImg = document.getElementById('specular-map-img');
const dispFilter = document.getElementById('displacement-map-filter');
dispImg.setAttribute('href', dispDataURL);
dispImg.setAttribute('width', w);
dispImg.setAttribute('height', h);
specImg.setAttribute('href', specularDataURL);
specImg.setAttribute('width', w);
specImg.setAttribute('height', h);
dispFilter.setAttribute('scale', maxDisplacement);
const isChrome = /Chrome/.test(navigator.userAgent) && !/Edg|Firefox/.test(navigator.userAgent);
if (isChrome) {
card.style.backdropFilter = 'url(#liquid-glass) blur(3px) saturate(1.8) brightness(1.05)';
card.style.webkitBackdropFilter = 'url(#liquid-glass) blur(3px) saturate(1.8) brightness(1.05)';
}
}
// ─── Nav glass ────────────────────────────────────────────────────────────────
const NAV_TRANSITION_MS = 300; // Must match CSS transition duration
// Build and apply nav glass maps at a specific border-radius value
function applyNavGlassAt(radius) {
const pill = document.getElementById('nav-pill');
const w = pill.offsetWidth;
const h = pill.offsetHeight;
if (w === 0 || h === 0) return;
const savedBezel = CONFIG.bezelWidth;
const savedScale = CONFIG.scaleRatio;
const savedRadius = CONFIG.borderRadius;
CONFIG.bezelWidth = 0.35;
CONFIG.scaleRatio = 1.6;
CONFIG.borderRadius = Math.min(radius, w / 2, h / 2);
const { imageData, maxDisplacement } = buildDisplacementMap(w, h);
const dispDataURL = imageDataToDataURL(imageData);
const specularDataURL = buildSpecularMap(w, h);
CONFIG.bezelWidth = savedBezel;
CONFIG.scaleRatio = savedScale;
CONFIG.borderRadius = savedRadius;
document.getElementById('nav-disp-img').setAttribute('href', dispDataURL);
document.getElementById('nav-disp-img').setAttribute('width', w);
document.getElementById('nav-disp-img').setAttribute('height', h);
@ -353,34 +318,68 @@ function applyNavGlass() {
document.getElementById('nav-spec-img').setAttribute('width', w);
document.getElementById('nav-spec-img').setAttribute('height', h);
document.getElementById('nav-disp-filter').setAttribute('scale', maxDisplacement);
const isChrome = /Chrome/.test(navigator.userAgent) && !/Edg|Firefox/.test(navigator.userAgent);
if (isChrome) {
pill.style.backdropFilter = 'url(#liquid-glass-nav) blur(3px) saturate(1.8) brightness(1.05)';
pill.style.webkitBackdropFilter = 'url(#liquid-glass-nav) blur(3px) saturate(1.8) brightness(1.05)';
}
}
// Rebuild maps across the transition so refraction tracks the shape live
function animateNavGlass(startRadius, targetRadius) {
const steps = 12;
const interval = NAV_TRANSITION_MS / steps;
for (let i = 1; i <= steps; i++) {
setTimeout(() => {
const progress = i / steps;
const eased = 1 - Math.pow(1 - progress, 3); // ease-out cubic
const radius = startRadius + (targetRadius - startRadius) * eased;
applyNavGlassAt(radius);
}, i * interval);
}
}
function applyNavGlass() {
const pill = document.getElementById('nav-pill');
const radius = parseFloat(getComputedStyle(pill).borderRadius) || 999;
applyNavGlassAt(radius);
}
// ─── Event listeners ──────────────────────────────────────────────────────────
window.addEventListener('load', () => { applyLiquidGlass(); applyNavGlass(); });
window.addEventListener('resize', () => { applyLiquidGlass(); applyNavGlass(); });
let lastDPR = window.devicePixelRatio;
setInterval(() => {
if (window.devicePixelRatio !== lastDPR) {
lastDPR = window.devicePixelRatio;
applyLiquidGlass();
applyNavGlass();
}
}, 250);
// ─── Nav pill interactions ────────────────────────────────────────────────────
const navPill = document.getElementById('nav-pill');
const navBar = document.getElementById('nav-pill-bar');
navBar.addEventListener('click', () => {
const isOpen = navPill.classList.contains('open');
navPill.classList.toggle('open', !isOpen);
setTimeout(applyNavGlass, 320);
const opening = !navPill.classList.contains('open');
navPill.classList.toggle('open');
// 999 = collapsed pill, 22 = expanded rounded rect (must match CSS)
animateNavGlass(opening ? 999 : 22, opening ? 22 : 999);
});
document.addEventListener('click', (e) => {
if (!navPill.contains(e.target)) {
if (!navPill.contains(e.target) && navPill.classList.contains('open')) {
navPill.classList.remove('open');
setTimeout(applyNavGlass, 320);
animateNavGlass(22, 999);
}
});
window.addEventListener('load', applyNavGlass);
window.addEventListener('resize', applyNavGlass);
</script>
</body>
</html>

View file

@ -193,7 +193,8 @@ p {
padding: 11px 18px;
font-size: 14px;
font-weight: 300;
color: rgba(255, 255, 255, 0.70);
text-align: center;
color: rgba(2, 2, 5, 1);
text-decoration: none;
transition: color 0.15s ease,
background 0.15s ease;