Files
AIeffect/src/App.tsx
2026-04-01 19:57:47 +08:00

429 lines
14 KiB
TypeScript

import { useEffect, useMemo, useRef, useState } from "react";
import * as THREE from "three";
import Preview from "./components/Preview";
import { generateEffect } from "./engine/aiMock";
import { buildShader } from "./engine/shaderBuilder";
import { createUniforms, updateUniformValues } from "./engine/uniformManager";
import baseVertexShader from "./shaders/base.vert?raw";
import { templateMap, templates } from "./shaders/templates";
import type { EffectParams } from "./shaders/templates/types";
function downloadFile(filename: string, content: string, type: string): void {
const blob = new Blob([content], { type });
const url = URL.createObjectURL(blob);
const anchor = document.createElement("a");
anchor.href = url;
anchor.download = filename;
anchor.click();
URL.revokeObjectURL(url);
}
type EffectItem = {
id: string;
name: string;
templateName: string;
params: EffectParams;
shaderDraft: string;
shaderApplied: string;
};
function makeEffect(templateName: string, serial: number): EffectItem {
const template = templateMap.get(templateName) ?? templates[0];
const shader = buildShader(template, template.defaultParams);
return {
id: `effect-${Date.now()}-${Math.floor(Math.random() * 10000)}`,
name: `effect_${serial}`,
templateName: template.name,
params: { ...template.defaultParams },
shaderDraft: shader,
shaderApplied: shader
};
}
export default function App() {
const channelIndices = [0, 1, 2, 3] as const;
const channelKeys = ["iChannel0", "iChannel1", "iChannel2", "iChannel3"] as const;
const [effects, setEffects] = useState<EffectItem[]>([makeEffect(templates[0].name, 1)]);
const [activeEffectId, setActiveEffectId] = useState<string>("");
const [prompt, setPrompt] = useState<string>("hot fire");
const [isPlaying, setIsPlaying] = useState<boolean>(true);
const previewWrapRef = useRef<HTMLDivElement | null>(null);
const activeEffect = useMemo(() => {
const direct = effects.find((effect) => effect.id === activeEffectId);
return direct ?? effects[0];
}, [effects, activeEffectId]);
const [uniforms, setUniforms] = useState(() => createUniforms(effects[0].params));
const [channelTextures, setChannelTextures] = useState<Array<THREE.Texture | null>>([
null,
null,
null,
null
]);
const [channelFileNames, setChannelFileNames] = useState<string[]>(["None", "None", "None", "None"]);
const channelTexturesRef = useRef<Array<THREE.Texture | null>>([null, null, null, null]);
useEffect(() => {
if (!activeEffectId && effects[0]) {
setActiveEffectId(effects[0].id);
}
}, [activeEffectId, effects]);
useEffect(() => {
if (activeEffect) {
setUniforms(createUniforms(activeEffect.params));
}
}, [activeEffect?.id]);
useEffect(() => {
if (!activeEffect) {
return;
}
updateUniformValues(uniforms, isPlaying ? activeEffect.params : { ...activeEffect.params, speed: 0 });
}, [uniforms, activeEffect, isPlaying]);
useEffect(() => {
channelTexturesRef.current = channelTextures;
channelIndices.forEach((idx) => {
const channelKey = channelKeys[idx];
const texture = channelTextures[idx];
uniforms[channelKey].value = texture;
if (texture && texture.image) {
const image = texture.image as { width?: number; height?: number };
const width = image.width ?? 1;
const height = image.height ?? 1;
uniforms.iChannelResolution.value[idx].set(width, height, 1);
} else {
uniforms.iChannelResolution.value[idx].set(1, 1, 1);
}
});
}, [channelTextures, uniforms]);
useEffect(() => {
return () => {
channelTexturesRef.current.forEach((texture) => texture?.dispose());
};
}, []);
const updateActiveEffect = (updater: (current: EffectItem) => EffectItem) => {
setEffects((prev) => prev.map((effect) => (effect.id === activeEffect.id ? updater(effect) : effect)));
};
const onCreateEffect = () => {
const next = makeEffect(templates[0].name, effects.length + 1);
setEffects((prev) => [...prev, next]);
setActiveEffectId(next.id);
setUniforms(createUniforms(next.params));
};
const onDeleteEffect = () => {
if (!activeEffect || effects.length <= 1) {
return;
}
const currentIndex = effects.findIndex((effect) => effect.id === activeEffect.id);
const nextEffects = effects.filter((effect) => effect.id !== activeEffect.id);
const fallback = nextEffects[Math.max(0, currentIndex - 1)] ?? nextEffects[0];
setEffects(nextEffects);
setActiveEffectId(fallback.id);
setUniforms(createUniforms(fallback.params));
};
const onSelectTemplate = (templateName: string) => {
const selected = templateMap.get(templateName);
if (!selected) {
return;
}
const nextShader = buildShader(selected, selected.defaultParams);
updateActiveEffect((current) => ({
...current,
templateName: selected.name,
params: { ...selected.defaultParams },
shaderDraft: nextShader,
shaderApplied: nextShader
}));
setUniforms(createUniforms(selected.defaultParams));
};
const onGenerate = () => {
const result = generateEffect(prompt);
const selected = templateMap.get(result.template);
if (!selected) {
return;
}
const nextShader = buildShader(selected, result.params);
updateActiveEffect((current) => ({
...current,
templateName: selected.name,
params: { ...result.params },
shaderDraft: nextShader,
shaderApplied: nextShader
}));
setUniforms(createUniforms(result.params));
};
const onParamChange = (key: keyof EffectParams, value: number) => {
updateActiveEffect((current) => ({
...current,
params: { ...current.params, [key]: value }
}));
};
const onApplyShader = () => {
updateActiveEffect((current) => ({ ...current, shaderApplied: current.shaderDraft }));
};
const onExport = () => {
downloadFile("fragment.glsl", activeEffect.shaderApplied, "text/plain;charset=utf-8");
downloadFile("vertex.glsl", baseVertexShader, "text/plain;charset=utf-8");
downloadFile(
"material.json",
JSON.stringify(
{
type: "ShaderMaterial",
effect: activeEffect.name,
template: activeEffect.templateName,
uniforms: {
u_time: 0,
u_speed: activeEffect.params.speed,
u_scale: activeEffect.params.scale,
u_intensity: activeEffect.params.intensity
}
},
null,
2
),
"application/json;charset=utf-8"
);
};
const onFullscreen = () => {
previewWrapRef.current?.requestFullscreen?.();
};
const onUploadChannelTexture = (channelIndex: number, file: File) => {
const objectUrl = URL.createObjectURL(file);
const loader = new THREE.TextureLoader();
loader.load(
objectUrl,
(texture) => {
texture.needsUpdate = true;
setChannelTextures((prev) => {
const next = [...prev];
next[channelIndex]?.dispose();
next[channelIndex] = texture;
return next;
});
setChannelFileNames((prev) => {
const next = [...prev];
next[channelIndex] = file.name;
return next;
});
URL.revokeObjectURL(objectUrl);
},
undefined,
() => {
URL.revokeObjectURL(objectUrl);
}
);
};
const onClearChannelTexture = (channelIndex: number) => {
setChannelTextures((prev) => {
const next = [...prev];
next[channelIndex]?.dispose();
next[channelIndex] = null;
return next;
});
setChannelFileNames((prev) => {
const next = [...prev];
next[channelIndex] = "None";
return next;
});
};
const onSampleRateChange = (value: number) => {
uniforms.iSampleRate.value = Number.isFinite(value) && value > 0 ? value : 44100;
};
return (
<main className="app-shell">
<header className="topbar">
<h1>AI VFX Shader Tool</h1>
</header>
<section className="content-grid">
<section className="left-column">
<article className="card player" ref={previewWrapRef}>
<Preview
vertexShader={baseVertexShader}
fragmentShader={activeEffect.shaderApplied}
uniforms={uniforms}
/>
<div className="player-bar">
<span className="status-text">
Active Effect: <strong>{activeEffect.name}</strong>
</span>
<div className="player-actions">
<button type="button" className="secondary" onClick={() => setIsPlaying((prev) => !prev)}>
{isPlaying ? "Pause" : "Play"}
</button>
<button type="button" onClick={onFullscreen}>
Fullscreen
</button>
</div>
</div>
</article>
<article className="card editor-shell">
<div className="effect-manager">
{effects.map((effect) => (
<button
key={effect.id}
type="button"
className={`effect-tab ${activeEffect.id === effect.id ? "active" : ""}`}
onClick={() => {
setActiveEffectId(effect.id);
setUniforms(createUniforms(effect.params));
}}
>
{effect.name}
</button>
))}
<div className="effect-actions">
<button type="button" className="small secondary" onClick={onCreateEffect}>
+ New Effect
</button>
<button
type="button"
className="small secondary"
onClick={onDeleteEffect}
disabled={effects.length <= 1}
>
Delete Effect
</button>
</div>
</div>
<label className="field shader-editor">
<span>Fragment Shader (Editable)</span>
<textarea
value={activeEffect.shaderDraft}
rows={16}
onChange={(e) =>
updateActiveEffect((current) => ({ ...current, shaderDraft: e.target.value }))
}
/>
</label>
<div className="editor-actions">
<button type="button" onClick={onApplyShader}>
Apply Shader
</button>
<button type="button" className="secondary" onClick={onExport}>
Export
</button>
</div>
</article>
</section>
<aside className="right-column card panel">
<h3>Effect Settings</h3>
<label className="field">
<span>Effect Name</span>
<input
value={activeEffect.name}
onChange={(e) => updateActiveEffect((current) => ({ ...current, name: e.target.value }))}
placeholder="输入特效名称"
/>
</label>
<label className="field">
<span>Template</span>
<select value={activeEffect.templateName} onChange={(e) => onSelectTemplate(e.target.value)}>
{templates.map((t) => (
<option key={t.name} value={t.name}>
{t.name}
</option>
))}
</select>
</label>
<label className="field">
<span>AI Prompt (Mock)</span>
<input
value={prompt}
onChange={(e) => setPrompt(e.target.value)}
placeholder="例如: hot fire / water ripple / glitch distortion"
/>
</label>
<button type="button" className="secondary" onClick={onGenerate}>
Generate
</button>
{(["speed", "scale", "intensity"] as Array<keyof EffectParams>).map((key) => {
const ranges: Record<keyof EffectParams, [number, number, number]> = {
speed: [0, 3, 0.01],
scale: [0.5, 12, 0.1],
intensity: [0, 2, 0.01]
};
const [min, max, step] = ranges[key];
return (
<label key={key} className="slider-row">
<span>{key}</span>
<input
type="range"
min={min}
max={max}
step={step}
value={activeEffect.params[key]}
onChange={(e) => onParamChange(key, Number(e.target.value))}
/>
<strong>{activeEffect.params[key].toFixed(2)}</strong>
</label>
);
})}
<label className="field">
<span>iSampleRate</span>
<input
type="number"
min={1}
value={uniforms.iSampleRate.value}
onChange={(e) => onSampleRateChange(Number(e.target.value))}
/>
</label>
<div className="channel-panel">
<h4>Shadertoy Channels</h4>
{channelIndices.map((channelIndex) => (
<div key={channelIndex} className="channel-row">
<span>{`iChannel${channelIndex}`}</span>
<input
type="file"
accept="image/*"
onChange={(e) => {
const file = e.target.files?.[0];
if (file) {
onUploadChannelTexture(channelIndex, file);
}
}}
/>
<small>{channelFileNames[channelIndex]}</small>
<button
type="button"
className="small secondary"
onClick={() => onClearChannelTexture(channelIndex)}
>
Clear
</button>
</div>
))}
</div>
</aside>
</section>
</main>
);
}