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创作者 · Aceternity UI
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Prompt
// components/ui/dotted-glow-background.tsx
"use client";
import React, { useEffect, useRef, useState } from "react";
type DottedGlowBackgroundProps = {
className?: string;
/** 点中心之间的距离,单位为像素 */
gap?: number;
/** 每个点的基础半径,单位为 CSS px */
radius?: number;
/** 点的颜色(将通过 alpha 产生脉冲效果) */
color?: string;
/** 深色模式下可选的点颜色 */
darkColor?: string;
/** 亮点的阴影/光晕颜色 */
glowColor?: string;
/** 深色模式下可选的光晕颜色 */
darkGlowColor?: string;
/** 浅色点颜色的可选 CSS 变量名(例如 --color-zinc-900) */
colorLightVar?: string;
/** 深色点颜色的可选 CSS 变量名(例如 --color-zinc-100) */
colorDarkVar?: string;
/** 浅色光晕颜色的可选 CSS 变量名 */
glowColorLightVar?: string;
/** 深色光晕颜色的可选 CSS 变量名 */
glowColorDarkVar?: string;
/** 整个图层的全局不透明度 */
opacity?: number;
/** 背景径向渐隐的不透明度(0 = 透明背景) */
backgroundOpacity?: number;
/** 每个点的最小速度,单位为 rad/s */
speedMin?: number;
/** 每个点的最大速度,单位为 rad/s */
speedMax?: number;
/** 所有点的全局速度倍数 */
speedScale?: number;
};
/**
* 基于 Canvas、随机变亮和变暗的点阵背景。
* - 使用稳定的点阵网格。
* - 每个点都有自己的 phase + speed,从而产生自然的闪烁效果。
* - 通过 ResizeObserver 处理高 DPI 和尺寸调整。
*/
export const DottedGlowBackground = ({
className,
gap = 12,
radius = 2,
color = "rgba(0,0,0,0.7)",
darkColor,
glowColor = "rgba(0, 170, 255, 0.85)",
darkGlowColor,
colorLightVar,
colorDarkVar,
glowColorLightVar,
glowColorDarkVar,
opacity = 0.6,
backgroundOpacity = 0,
speedMin = 0.4,
speedMax = 1.3,
speedScale = 1,
}: DottedGlowBackgroundProps) => {
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const containerRef = useRef<HTMLDivElement | null>(null);
const [resolvedColor, setResolvedColor] = useState<string>(color);
const [resolvedGlowColor, setResolvedGlowColor] = useState<string>(glowColor);
// 从容器或根元素解析 CSS 变量值
const resolveCssVariable = (
el: Element,
variableName?: string,
): string | null => {
if (!variableName) return null;
const normalized = variableName.startsWith("--")
? variableName
: `--${variableName}`;
const fromEl = getComputedStyle(el as Element)
.getPropertyValue(normalized)
.trim();
if (fromEl) return fromEl;
const root = document.documentElement;
const fromRoot = getComputedStyle(root).getPropertyValue(normalized).trim();
return fromRoot || null;
};
const detectDarkMode = (): boolean => {
const root = document.documentElement;
if (root.classList.contains("dark")) return true;
if (root.classList.contains("light")) return false;
return (
window.matchMedia &&
window.matchMedia("(prefers-color-scheme: dark)").matches
);
};
// 使解析后的颜色与主题变化和 prop 更新保持同步
useEffect(() => {
const container = containerRef.current ?? document.documentElement;
const compute = () => {
const isDark = detectDarkMode();
let nextColor: string = color;
let nextGlow: string = glowColor;
if (isDark) {
const varDot = resolveCssVariable(container, colorDarkVar);
const varGlow = resolveCssVariable(container, glowColorDarkVar);
nextColor = varDot || darkColor || nextColor;
nextGlow = varGlow || darkGlowColor || nextGlow;
} else {
const varDot = resolveCssVariable(container, colorLightVar);
const varGlow = resolveCssVariable(container, glowColorLightVar);
nextColor = varDot || nextColor;
nextGlow = varGlow || nextGlow;
}
setResolvedColor(nextColor);
setResolvedGlowColor(nextGlow);
};
compute();
const mql = window.matchMedia
? window.matchMedia("(prefers-color-scheme: dark)")
: null;
const handleMql = () => compute();
mql?.addEventListener?.("change", handleMql);
const mo = new MutationObserver(() => compute());
mo.observe(document.documentElement, {
attributes: true,
attributeFilter: ["class", "style"],
});
return () => {
mql?.removeEventListener?.("change", handleMql);
mo.disconnect();
};
}, [
color,
darkColor,
glowColor,
darkGlowColor,
colorLightVar,
colorDarkVar,
glowColorLightVar,
glowColorDarkVar,
]);
useEffect(() => {
const el = canvasRef.current;
const container = containerRef.current;
if (!el || !container) return;
const ctx = el.getContext("2d");
if (!ctx) return;
let raf = 0;
let stopped = false;
let isVisible = true;
const dpr = Math.min(Math.max(1, window.devicePixelRatio || 1), 2);
const resize = () => {
const { width, height } = container.getBoundingClientRect();
el.width = Math.max(1, Math.floor(width * dpr));
el.height = Math.max(1, Math.floor(height * dpr));
el.style.width = `${Math.floor(width)}px`;
el.style.height = `${Math.floor(height)}px`;
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
};
const ro = new ResizeObserver(resize);
ro.observe(container);
resize();
// 为中等大小的网格预先计算点的元数据,并在调整尺寸时重新生成
let dots: { x: number; y: number; phase: number; speed: number }[] = [];
const regenDots = () => {
dots = [];
const { width, height } = container.getBoundingClientRect();
const cols = Math.ceil(width / gap) + 2;
const rows = Math.ceil(height / gap) + 2;
const min = Math.min(speedMin, speedMax);
const max = Math.max(speedMin, speedMax);
for (let i = -1; i < cols; i++) {
for (let j = -1; j < rows; j++) {
const x = i * gap + (j % 2 === 0 ? 0 : gap * 0.5); // 每隔一行偏移
const y = j * gap;
// 略微随机化每个点的 phase 和 speed
const phase = Math.random() * Math.PI * 2;
const span = Math.max(max - min, 0);
const speed = min + Math.random() * span; // 可配置的 rad/s
dots.push({ x, y, phase, speed });
}
}
};
const regenThrottled = () => {
regenDots();
};
regenDots();
let last = performance.now();
const draw = (now: number) => {
if (stopped) return;
if (!isVisible) {
raf = requestAnimationFrame(draw);
return;
}
const dt = (now - last) / 1000; // 秒
last = now;
const { width, height } = container.getBoundingClientRect();
ctx.clearRect(0, 0, el.width, el.height);
ctx.globalAlpha = opacity;
// 可选的细微背景渐隐以增强深度(默认为 0 = 透明)
if (backgroundOpacity > 0) {
const grad = ctx.createRadialGradient(
width * 0.5,
height * 0.4,
Math.min(width, height) * 0.1,
width * 0.5,
height * 0.5,
Math.max(width, height) * 0.7,
);
grad.addColorStop(0, "rgba(0,0,0,0)");
grad.addColorStop(
1,
`rgba(0,0,0,${Math.min(Math.max(backgroundOpacity, 0), 1)})`,
);
ctx.fillStyle = grad as unknown as CanvasGradient;
ctx.fillRect(0, 0, width, height);
}
// 为点添加动画
ctx.save();
ctx.fillStyle = resolvedColor;
const time = (now / 1000) * Math.max(speedScale, 0);
for (let i = 0; i < dots.length; i++) {
const d = dots[i];
// 线性三角波 0..1..0,用于线性变亮/变暗
const mod = (time * d.speed + d.phase) % 2;
const lin = mod < 1 ? mod : 2 - mod; // 0..1..0
const a = 0.25 + 0.55 * lin; // 0.25..0.8 线性变化
// 明亮时绘制光晕
if (a > 0.6) {
const glow = (a - 0.6) / 0.4; // 0..1
ctx.shadowColor = resolvedGlowColor;
ctx.shadowBlur = 6 * glow;
} else {
ctx.shadowColor = "transparent";
ctx.shadowBlur = 0;
}
ctx.globalAlpha = a * opacity;
ctx.beginPath();
ctx.arc(d.x, d.y, radius, 0, Math.PI * 2);
ctx.fill();
}
ctx.restore();
raf = requestAnimationFrame(draw);
};
const handleResize = () => {
resize();
regenThrottled();
};
const observer = new IntersectionObserver(
(entries) => {
isVisible = entries[0]?.isIntersecting ?? true;
},
{ threshold: 0.1 },
);
observer.observe(container);
window.addEventListener("resize", handleResize);
raf = requestAnimationFrame(draw);
return () => {
stopped = true;
cancelAnimationFrame(raf);
window.removeEventListener("resize", handleResize);
observer.disconnect();
ro.disconnect();
};
}, [
gap,
radius,
resolvedColor,
resolvedGlowColor,
opacity,
backgroundOpacity,
speedMin,
speedMax,
speedScale,
]);
return (
<div
ref={containerRef}
className={className}
style={{ position: "absolute", inset: 0 }}
>
<canvas
ref={canvasRef}
style={{ display: "block", width: "100%", height: "100%" }}
/>
</div>
);
};适用模型与稳定度
建议模型
继续探索
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提示语
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