update assets src
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This commit is contained in:
NekoVari 2025-01-12 20:41:55 +07:00
parent 38a52a54d0
commit 044eee9a09
2 changed files with 196 additions and 1 deletions

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import React, { useEffect, useRef } from 'react';
import JSZip from 'jszip';
const Animation = ({ src, animationWidth }) => {
const canvasRef = useRef(null);
const imageElementsRef = useRef([]);
const animationRef = useRef(null);
const currentFrameRef = useRef(0);
const loadingRef = useRef(true);
const frameRate = 1000 / 24;
useEffect(() => {
const loadImages = async () => {
const zip = new JSZip();
try {
const response = await fetch(src);
if (!response.ok) {
throw new Error('Network response was not ok');
}
const data = await response.arrayBuffer();
const zipContent = await zip.loadAsync(data);
const imgPromises = [];
zipContent.forEach((relativePath, file) => {
if (file.name.endsWith('.webp')) {
imgPromises.push(
file.async('base64').then(base64 => {
const img = new Image();
img.src = `data:image/webp;base64,${base64}`;
return new Promise((resolve, reject) => {
img.onload = () => resolve(img);
img.onerror = reject;
});
})
);
}
});
imageElementsRef.current = await Promise.all(imgPromises);
if (imageElementsRef.current.length === 0) {
console.error('No images found in the ZIP file.');
}
loadingRef.current = false; // Set loading to false after images are loaded
} catch (error) {
console.error('Error loading images:', error);
}
};
loadImages();
}, [src]);
useEffect(() => {
if (loadingRef.current || imageElementsRef.current.length === 0) return;
const canvas = canvasRef.current;
const gl = canvas.getContext('webgl');
if (!gl) {
console.error("WebGL is not supported.");
return;
}
// Set up WebGL context (basic)
gl.clearColor(0.0, 0.0, 0.0, 0.0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.viewport(0, 0, canvas.width, canvas.height);
// Enable blending
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
// gl.blendFunc(gl.SRC_COLOR, gl.DST_COLOR);
// Shader program
const vertexShaderSource = `
attribute vec2 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
v_texCoord = a_texCoord;
}
`;
const fragmentShaderSource = `
precision mediump float;
uniform sampler2D u_texture;
varying vec2 v_texCoord;
void main() {
gl_FragColor = texture2D(u_texture, v_texCoord);
}
`;
const createShader = (source, type) => {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('ERROR compiling shader', gl.getShaderInfoLog(shader));
}
return shader;
};
const vertexShader = createShader(vertexShaderSource, gl.VERTEX_SHADER);
const fragmentShader = createShader(fragmentShaderSource, gl.FRAGMENT_SHADER);
const shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
console.error('ERROR linking program', gl.getProgramInfoLog(shaderProgram));
}
gl.useProgram(shaderProgram);
// Create buffer and set up attributes
const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
const vertices = new Float32Array([
-1.0, -1.0, // Bottom-left
1.0, -1.0, // Bottom-right
-1.0, 1.0, // Top-left
1.0, 1.0 // Top-right
]);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
const positionLocation = gl.getAttribLocation(shaderProgram, "a_position");
gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(positionLocation);
// Create texture and load image
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
const loadTexture = (image) => {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.generateMipmap(gl.TEXTURE_2D);
};
loadTexture(imageElementsRef.current[0]); // Initially load the first image
// Texture coordinates
const texCoordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
const texCoords = new Float32Array([
0.0, 1.0, // Bottom-left (now corresponds to top-left of the image)
1.0, 1.0, // Bottom-right (now corresponds to top-right of the image)
0.0, 0.0, // Top-left (now corresponds to bottom-left of the image)
1.0, 0.0 // Top-right (now corresponds to bottom-right of the image)
]);
gl.bufferData(gl.ARRAY_BUFFER, texCoords, gl.STATIC_DRAW);
const texCoordLocation = gl.getAttribLocation(shaderProgram, "a_texCoord");
gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(texCoordLocation);
const uTextureLocation = gl.getUniformLocation(shaderProgram, "u_texture");
let lastFrameTime = 0;
const animate = (timestamp) => {
if (lastFrameTime === 0) lastFrameTime = timestamp;
const elapsed = timestamp - lastFrameTime;
if (elapsed > frameRate) {
currentFrameRef.current = (currentFrameRef.current + 1) % images.length;
loadTexture(imageElementsRef.current[currentFrameRef.current]);
lastFrameTime = timestamp;
}
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
animationRef.current = requestAnimationFrame(animate);
};
animationRef.current = requestAnimationFrame(animate);
return () => cancelAnimationFrame(animationRef.current);
}, [imageElementsRef.current]);
if (loadingRef.current) {
return <div>Loading...</div>;
}
return (
<canvas ref={canvasRef} width={1920} height={1080} style={{ maxWidth: animationWidth, height: 'auto' }} />
);
};
export default Animation;

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import React, { useEffect, useState, useRef } from 'react'; import React, { useEffect, useState, useRef } from 'react';
import JSZip from 'jszip'; import JSZip from 'jszip';
const Animation = ({ src = "src/assets/mainCharacters_pow2/M_porsche_cross_arm_power2.zip", animationWidth = "500px" }) => { const Animation = ({ src = "https://fsob-assets.techtransthai.org/M_Porsche_cross_arm.zip", animationWidth = "500px" }) => {
const [images, setImages] = useState([]); const [images, setImages] = useState([]);
const [loading, setLoading] = useState(true); const [loading, setLoading] = useState(true);
const frameRate = 1000 / 24; // Original frame rate (24 FPS) const frameRate = 1000 / 24; // Original frame rate (24 FPS)