06Surface refraction — wobble caustics
Holding a backdrop (grid and text) in pixels and using the surface gradient as a source-offset pulls the original pixels askew — a refraction approximation whose caustics wobble whatever sits beneath.
Best forAquarium, spa, and product water-look backgrounds
getImageDataoffsetgradient

<main class="stage">
<div class="rc" id="rc">
<p class="rc__hint">
<svg class="rc__ico" viewBox="0 0 256 256" aria-hidden="true"><g fill="currentColor"><path d="M16 120c24-32 48-32 72 0s48 32 72 0 48-32 72 0" opacity=".25"/><path d="M16 168c24-32 48-32 72 0s48 32 72 0 48-32 72 0" opacity=".15"/><path d="M228.92 49.09a112 112 0 1 0 14 84.91a8 8 0 0 0-15.5-4a96 96 0 1 1-12-72.91A8 8 0 0 1 216 71.63V40a8 8 0 0 1-8-8h-31.63a8 8 0 0 1-5.65-13.09ZM64 104a12 12 0 1 1 12 12a12 12 0 0 1-12-12m40 64a12 12 0 1 1 12 12a12 12 0 0 1-12-12m72-16a16 16 0 1 1 16 16a16 16 0 0 1-16-16" opacity=".9"/></g></svg>
<span>Pulls the floor checker pattern by the surface gradient to approximate refraction — the bright caustics come from the gradient divergence</span>
</p>
<div class="rc__field" id="field" role="application" aria-label="Water-surface refraction playground" tabindex="0">
<canvas class="rc__cv" id="cv"></canvas>
<b class="rc__badge" aria-hidden="true"><span class="rc__badgeNum" id="depthVal">refraction x34</span><span class="rc__badgeUnit" id="windVal">wind 1.0</span></b>
</div>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
// 수면 굴절 근사 — 바닥 체커를 수면 기울기만큼 당겨 오는 굴절 + 기울기 발산 코스틱.
// 움직임은 전부 캔버스 rAF 안에 있다. @keyframes 를 두지 않는다(077 방식).
// 색은 전부 토큰 또는 mix() 로컬 변수(BD26) — 헥스 리터럴 금지.
// 캔버스가 쓰는 색은 커스텀 프로퍼티로 내려보낸다 — 값은 이 파일 한 곳에만 둔다.
$rc-tile0: mix($subject-cream, $stage-paper, 62%); // 바닥 체커 밝은 칸 — 크림
$rc-tile1: mix($subject-sky, $stage-paper, 34%); // 바닥 체커 어두운 칸 — 청록
$rc-line: mix($subject-blue, $stage-paper, 46%); // 바닥 격자선 — 파랑
$rc-caustic: mix($subject-mint, $stage-paper, 84%); // 코스틱 밝기 — 민트
$duration: $dur-loop;
$easing: $ease-spring;
$color: $rc-caustic;
@include stage($stage-paper);
.rc {
--tile0: #{$rc-tile0};
--tile1: #{$rc-tile1};
--line: #{$rc-line};
--caustic: #{$rc-caustic};
display: flex; flex-direction: column; gap: $sp-2;
width: 100%; max-width: 424px;
}
.rc__hint {
display: flex; align-items: center; gap: $sp-1; margin: 0;
font-weight: 700; font-size: clamp(10px, 2.8vw, 12px); line-height: 1.35;
color: $subject-ink;
}
.rc__ico { width: 16px; height: 16px; flex: 0 0 auto; color: $subject-blue; }
.rc__field {
position: relative; height: 208px;
border-radius: $r-card; overflow: hidden;
background: $rc-tile1;
box-shadow: inset 0 0 0 1px rgba($subject-ink, .16);
cursor: crosshair; touch-action: none;
}
.rc__field:focus-visible { outline: 2px solid $subject-blue; outline-offset: 2px; }
.rc__cv { display: block; width: 100%; height: 100%; }
.rc__badge {
position: absolute; right: $sp-2; top: $sp-2;
display: flex; align-items: baseline; gap: $sp-1;
padding: $sp-1 $sp-2; border-radius: $r-pill;
background: rgba($subject-ink, .78);
color: $subject-cream; font-weight: 700; font-size: 11px;
box-shadow: 0 0 calc(4px + var(--glint, .5) * 6px) var(--caustic);
}
.rc__badgeNum { font-size: 13px; color: $stage-yellow; }
.rc__badgeUnit { font-weight: 700; }
@media (max-width: 340px) {
.rc { gap: $sp-1; }
.rc__field { height: 124px; }
.rc__badge { font-size: 10px; padding: 0 $sp-1; }
.rc__badgeNum { font-size: 11px; }
.rc__hint { font-size: 10px; }
}
// reduce — 루프가 아예 안 돈다. 굴절·코스틱이 살아 있는 정적 한 장이 남으므로
// 끌 수 있다는 신호(커서)만 거둔다.
@media (prefers-reduced-motion: reduce) {
.rc.is-still .rc__field { cursor: default !important; }
.rc.is-still .rc__badge { opacity: .92 !important; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #ffffff;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.rc {
--tile0: rgb(100%, 98.0549019608%, 93.9215686275%);
--tile1: rgb(80.6666666667%, 92.6666666667%, 100%);
--line: rgb(62.4784313725%, 73.662745098%, 98.3764705882%);
--caustic: rgb(41.0352941176%, 85.8352941176%, 70.6823529412%);
display: flex;
flex-direction: column;
gap: 8px;
width: 100%;
max-width: 424px;
}
.rc__hint {
display: flex;
align-items: center;
gap: 4px;
margin: 0;
font-weight: 700;
font-size: clamp(10px, 2.8vw, 12px);
line-height: 1.35;
color: #17141a;
}
.rc__ico {
width: 16px;
height: 16px;
flex: 0 0 auto;
color: #2f6df6;
}
.rc__field {
position: relative;
height: 208px;
border-radius: 16px;
overflow: hidden;
background: rgb(80.6666666667%, 92.6666666667%, 100%);
box-shadow: inset 0 0 0 1px rgba(23, 20, 26, 0.16);
cursor: crosshair;
touch-action: none;
}
.rc__field:focus-visible {
outline: 2px solid #2f6df6;
outline-offset: 2px;
}
.rc__cv {
display: block;
width: 100%;
height: 100%;
}
.rc__badge {
position: absolute;
right: 8px;
top: 8px;
display: flex;
align-items: baseline;
gap: 4px;
padding: 4px 8px;
border-radius: 999px;
background: rgba(23, 20, 26, 0.78);
color: #fff7e6;
font-weight: 700;
font-size: 11px;
}
.rc__badgeNum {
font-size: 13px;
color: #ffd23f;
}
.rc__badgeUnit {
font-weight: 700;
}
@media (max-width: 340px) {
.rc {
gap: 4px;
}
.rc__field {
height: 124px;
}
.rc__badge {
font-size: 10px;
padding: 0 4px;
}
.rc__badgeNum {
font-size: 11px;
}
.rc__hint {
font-size: 10px;
}
}
@media (prefers-reduced-motion: reduce) {
.rc.is-still .rc__field {
cursor: default !important;
}
.rc.is-still .rc__badge {
opacity: 0.92 !important;
}
}// 수면 굴절 근사 — 01 과 같은 뿌리(정현파 6개 mulberry32(7))의 2D 파도장에서 픽셀마다 기울기(gx,gy)를
// 구해 "빛이 그만큼 꺾여 온다"는 굴절 근사로 바닥 무늬(체커+격자선) 샘플 좌표를 오프셋한다.
// 077-07(fx-fluid-surface)의 스넬 굴절과 달리 여기선 밑그림이 정적 체커판이고, 코스틱(집광 밝기)은
// 별도 스텝으로 만들지 않고 기울기 발산(∂gx/∂x + ∂gy/∂y)의 절대값으로 근사해 밝기에 얹는다
// (빛다발이 모이는 자리 = 기울기가 급하게 수렴/발산하는 자리라는 물리적 직관의 저해상 근사).
var root = document.getElementById('rc');
var field = document.getElementById('field');
var cv = document.getElementById('cv');
var depthVal = document.getElementById('depthVal');
var windVal = document.getElementById('windVal');
var ctx = cv.getContext('2d');
var css = getComputedStyle(root);
function v(name) { return css.getPropertyValue(name).trim(); }
var TILE0 = v('--tile0'), TILE1 = v('--tile1'); // 바닥 체커 두 색(모래 계열)
var LINE = v('--line'); // 바닥 격자선
var CAUSTIC = v('--caustic'); // 코스틱 밝기(민트)
var COLS = 110; // 수면 격자 가로 칸 수(01 과 동일)
var STEP = 3; // 격자 한 칸이 렌더 버퍼에서 차지하는 픽셀
var NW = 6; // 겹칠 정현파 개수(공통 물리, 01 과 동일 뿌리)
var REFRACT = 34; // 굴절 오프셋 배율(버퍼 px) — 기울기 1 당 이만큼 옆 픽셀을 당겨 온다
var TILE_PX = 11; // 바닥 체커 한 칸 크기(버퍼 px) — 칸이 작을수록 굴절로 움직이는 경계가 많아진다
function mulberry32(a) {
return function () {
a |= 0; a = (a + 0x6D2B79F5) | 0;
var t = Math.imul(a ^ (a >>> 15), 1 | a);
var u = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((u ^ (u >>> 14)) >>> 0) / 4294967296;
};
}
var rng = mulberry32(7);
var WAVES = [];
(function () {
var lam = 34;
for (var i = 0; i < NW; i++) {
var ang = rng() * Math.PI * 2;
WAVES.push({
lam: lam,
freq: (Math.PI * 2) / lam,
dirX: Math.cos(ang), dirY: Math.sin(ang),
amp: 0.58 / (i * 0.62 + 1),
spd: 0.55 + rng() * 0.25,
ph: rng() * Math.PI * 2
});
lam *= 0.55;
}
})();
for (var w = 0; w < NW; w++) {
WAVES[w].om = WAVES[w].spd * 3.6 * Math.sqrt(1 / WAVES[w].lam) * 6;
}
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var W = 0, H = 0, dpr = 1, ROWS = 0;
var hgt = null; // 파도장 높이(Float32Array, 격자 해상도)
var buf = null, bctx = null, out = null;
var RW = 0, RH = 0;
var raf = 0, auto = true, nowSec = 0;
var wind = 1.0, windT = 1.0;
var windAng = 0.5, windAngT = 0.5;
var lastPX = -1, lastPY = -1, lastPT = 0;
function hex2rgb(s) {
var pm = /^\s*rgb\(\s*([\d.]+)%\s*,\s*([\d.]+)%\s*,\s*([\d.]+)%\s*\)\s*$/.exec(s);
if (pm) return [Math.round(pm[1] * 2.55), Math.round(pm[2] * 2.55), Math.round(pm[3] * 2.55)];
s = s.replace('#', '');
if (s.length === 3) s = s[0] + s[0] + s[1] + s[1] + s[2] + s[2];
var n = parseInt(s, 16);
return [(n >> 16) & 255, (n >> 8) & 255, n & 255];
}
var RT0 = hex2rgb(TILE0), RT1 = hex2rgb(TILE1);
var RL = hex2rgb(LINE), RC = hex2rgb(CAUSTIC);
function fit() {
var r = field.getBoundingClientRect();
dpr = window.devicePixelRatio || 1;
W = r.width; H = r.height;
cv.width = Math.round(W * dpr);
cv.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
ROWS = Math.max(40, Math.round(COLS * H / W));
hgt = new Float32Array(COLS * ROWS);
RW = COLS * STEP; RH = ROWS * STEP;
buf = document.createElement('canvas');
buf.width = RW; buf.height = RH;
bctx = buf.getContext('2d');
out = bctx.createImageData(RW, RH); // getImageData 없이 밑그림을 직접 계산한다
}
// 파도장 높이 합성 — 01 과 같은 뿌리
function fieldcalc(t, wstr, wang) {
var i = 0;
for (var y = 0; y < ROWS; y++) {
for (var x = 0; x < COLS; x++, i++) {
var h = 0;
for (var w2 = 0; w2 < NW; w2++) {
var WV = WAVES[w2];
var da = wang * 0.5;
var dx = WV.dirX * Math.cos(da) - WV.dirY * Math.sin(da);
var dy = WV.dirX * Math.sin(da) + WV.dirY * Math.cos(da);
var ph = (x * dx + y * dy) * WV.freq * 0.62 + t * WV.om + WV.ph;
h += WV.amp * wstr * Math.sin(ph);
}
hgt[i] = h;
}
}
}
// 바닥 무늬 색 — 체커 + 옅은 격자선. 굴절로 당겨온 "원본 좌표"에서 이 함수를 호출해 색을 얻는다.
// 좌표는 버퍼 px 단위(bx, by) — 화면 밖으로 나가면 감싸기(모듈로)로 무한 바닥처럼 보이게 한다.
function tileColor(bx, by) {
var wx = ((bx % RW) + RW) % RW;
var wy = ((by % RH) + RH) % RH;
var cx = Math.floor(wx / TILE_PX), cy = Math.floor(wy / TILE_PX);
var checker = (cx + cy) % 2 === 0;
var lx = wx - cx * TILE_PX, ly = wy - cy * TILE_PX;
var onLine = lx < 1.4 || ly < 1.4;
if (onLine) return RL;
return checker ? RT0 : RT1;
}
// 렌더 — 픽셀마다 격자 기울기(중앙차분)를 REFRACT 배로 키워 바닥 샘플 좌표를 오프셋(굴절 근사),
// 기울기 발산(수렴/확산이 급한 자리)의 절대값을 코스틱 밝기로 얹는다.
function render() {
var o = out.data;
for (var y = 0; y < ROWS; y++) {
var row = y * COLS;
var y0 = y > 0 ? y - 1 : y, y1 = y < ROWS - 1 ? y + 1 : y;
for (var x = 0; x < COLS; x++) {
var idx = row + x;
var x0 = x > 0 ? x - 1 : x, x1 = x < COLS - 1 ? x + 1 : x;
var gx = (hgt[row + x1] - hgt[row + x0]) / Math.max(1, x1 - x0);
var gy = (hgt[y1 * COLS + x] - hgt[y0 * COLS + x]) / Math.max(1, y1 - y0);
// 발산 근사 — 이웃 기울기와의 차이(2차 차분에 준하는 값)를 코스틱 강도로 쓴다
var gxr = x1 < COLS - 1 ? (hgt[row + Math.min(COLS - 1, x1 + 1)] - hgt[row + x1]) : gx;
var gyd = y1 < ROWS - 1 ? (hgt[Math.min(ROWS - 1, y1 + 1) * COLS + x] - hgt[y1 * COLS + x]) : gy;
var div = Math.abs((gxr - gx) + (gyd - gy)) * 90;
if (div > 1) div = 1;
var offx = gx * REFRACT, offy = gy * REFRACT;
var bx0 = x * STEP + STEP / 2, by0 = y * STEP + STEP / 2;
var c = tileColor(bx0 + offx, by0 + offy);
var r = c[0], g = c[1], b = c[2];
// 코스틱 — 발산이 큰 자리를 밝은 민트로 가산
if (div > 0.06) {
var f = (div - 0.06) / 0.94;
r = r + (RC[0] - r) * f * 0.85;
g = g + (RC[1] - g) * f * 0.85;
b = b + (RC[2] - b) * f * 0.85;
}
for (var sy = 0; sy < STEP; sy++) {
var base = ((y * STEP + sy) * RW + x * STEP) * 4;
for (var sx = 0; sx < STEP; sx++, base += 4) {
o[base] = r;
o[base + 1] = g;
o[base + 2] = b;
o[base + 3] = 255;
}
}
}
}
bctx.putImageData(out, 0, 0);
ctx.drawImage(buf, 0, 0, W, H);
// 중앙 코스틱 밝기를 getImageData 로 되읽어 배지 발광에 되먹인다
var samp = bctx.getImageData(Math.floor(RW / 2), Math.floor(RH / 2), 1, 1).data;
field.style.setProperty('--glint', (samp[0] / 255).toFixed(2));
}
function frame(now) {
nowSec = now / 1000;
if (auto) {
var th = nowSec * 0.31;
windT = 1.05 + Math.sin(th * 0.9 + 0.4) * 0.55 + Math.sin(th * 2.3) * 0.12;
windAngT = 0.5 + Math.sin(th * 0.42) * 0.85;
}
wind += (windT - wind) * 0.05;
windAng += (windAngT - windAng) * 0.05;
fieldcalc(nowSec, wind, windAng);
render();
windVal.textContent = 'wind ' + wind.toFixed(2);
raf = requestAnimationFrame(frame);
}
// 정지판 — 루프 없이 시드가 정한 한 시각의 파도장을 계산해 굴절·코스틱이 살아 있는 정적 한 장
function still() {
fieldcalc(7.3, 1.35, 0.5);
render();
}
function localXY(e) {
var r = field.getBoundingClientRect();
return [e.clientX - r.left, e.clientY - r.top];
}
field.addEventListener('pointermove', function (e) {
var p = localXY(e);
var t = performance.now();
if (lastPX >= 0 && t > lastPT) {
var vx = p[0] - lastPX, vy = p[1] - lastPY;
var sp2 = Math.sqrt(vx * vx + vy * vy);
if (sp2 > 0.5) {
windT = Math.max(0.35, Math.min(2.1, 0.9 + sp2 * 0.02));
windAngT = Math.atan2(vy, vx) * 0.16;
}
}
lastPX = p[0]; lastPY = p[1]; lastPT = t;
auto = false;
});
field.addEventListener('pointerleave', function () {
auto = true;
lastPX = -1;
});
field.addEventListener('keydown', function (e) {
var d = { ArrowLeft: [-1, 0], ArrowRight: [1, 0], ArrowUp: [0, -1], ArrowDown: [0, 1] }[e.key];
if (!d) return;
e.preventDefault();
auto = false;
windT = Math.max(0.35, Math.min(2.1, windT + d[0] * 0.18));
windAngT = windAngT + d[1] * 0.1;
if (reduce) { fieldcalc(nowSec || 3.1, windT, windAngT); render(); }
});
window.addEventListener('resize', function () { fit(); if (reduce) still(); });
fit();
depthVal.textContent = 'refraction x' + REFRACT;
if (reduce) {
root.classList.add('is-still');
still();
} else {
raf = requestAnimationFrame(frame);
}// RefractCaustic — vanilla 판(run/313/demo/06-ocean-refract-caustic/index.html) 의 React 포트.
// 01 과 같은 뿌리(정현파 6개, 시드 7)의 2D 파도장에서 픽셀마다 중앙차분 기울기를 구해
// 바닥 체커 무늬의 샘플 좌표를 그만큼 오프셋하는 굴절 근사 + 기울기 발산(2차 차분)의
// 절대값을 코스틱 밝기로 얹는다. 움직임은 캔버스 rAF 루프가 전부이므로 @keyframes 는 없다.
import { useEffect, useRef } from "react";
import type { CSSProperties } from "react";
import styles from "./RefractCaustic.module.scss";
export type RefractCausticProps = {
duration?: string;
easing?: string;
color?: string;
};
type Vars = CSSProperties & { "--duration"?: string; "--easing"?: string; "--color"?: string };
type Box<T> = { current: T };
type PointerMotionEvent = { clientX: number; clientY: number };
const COLS = 110;
const STEP = 3;
const NW = 6;
const REFRACT = 34;
const TILE_PX = 11;
function mulberry32(a: number): () => number {
return function () {
a |= 0; a = (a + 0x6D2B79F5) | 0;
const t = Math.imul(a ^ (a >>> 15), 1 | a);
const u = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((u ^ (u >>> 14)) >>> 0) / 4294967296;
};
}
type Wave = {
lam: number; freq: number; dirX: number; dirY: number;
amp: number; spd: number; ph: number; om: number;
};
function buildWaves(): Wave[] {
const rng = mulberry32(7);
const out: Wave[] = [];
let lam = 34;
for (let i = 0; i < NW; i++) {
const ang = rng() * Math.PI * 2;
const wv: Wave = {
lam,
freq: (Math.PI * 2) / lam,
dirX: Math.cos(ang),
dirY: Math.sin(ang),
amp: 0.58 / (i * 0.62 + 1),
spd: 0.55 + rng() * 0.25,
ph: rng() * Math.PI * 2,
om: 0,
};
wv.om = wv.spd * 3.6 * Math.sqrt(1 / wv.lam) * 6;
out.push(wv);
lam *= 0.55;
}
return out;
}
function hex2rgb(s: string): [number, number, number] {
const pm = /^\s*rgb\(\s*([\d.]+)%\s*,\s*([\d.]+)%\s*,\s*([\d.]+)%\s*\)\s*$/.exec(s);
if (pm) return [Math.round(+pm[1] * 2.55), Math.round(+pm[2] * 2.55), Math.round(+pm[3] * 2.55)];
let t = s.replace("#", "");
if (t.length === 3) t = t[0] + t[0] + t[1] + t[1] + t[2] + t[2];
const n = parseInt(t, 16);
return [(n >> 16) & 255, (n >> 8) & 255, n & 255];
}
export default function RefractCaustic({
duration = "2s",
easing = "cubic-bezier(.2, .8, .2, 1)",
color = "#4cd4a6",
}: RefractCausticProps) {
const rootRef = useRef<HTMLDivElement | null>(null);
const fieldRef = useRef<HTMLDivElement | null>(null);
const cvRef = useRef<HTMLCanvasElement | null>(null);
const ctxRef = useRef<CanvasRenderingContext2D | null>(null);
const depthValRef = useRef<HTMLSpanElement | null>(null);
const windValRef = useRef<HTMLSpanElement | null>(null);
const wavesRef = useRef<Wave[] | null>(null);
const sizeRef = useRef({ w: 0, h: 0 }) as Box<{ w: number; h: number }>;
const rafRef = useRef(0) as Box<number>;
const stillRef = useRef(false) as Box<boolean>;
type St = {
rows: number; rw: number; rh: number;
hgt: Float32Array | null;
out: ImageData | null;
bctx: CanvasRenderingContext2D | null;
buf: HTMLCanvasElement | null;
auto: boolean;
wind: number; windT: number;
windAng: number; windAngT: number;
lastPX: number; lastPY: number; lastPT: number;
tile0: [number, number, number] | null;
tile1: [number, number, number] | null;
line: [number, number, number] | null;
caustic: [number, number, number] | null;
};
const stRef = useRef({
rows: 0, rw: 0, rh: 0,
hgt: null, out: null, bctx: null, buf: null,
auto: true,
wind: 1.0, windT: 1.0,
windAng: 0.5, windAngT: 0.5,
lastPX: -1, lastPY: -1, lastPT: 0,
tile0: null, tile1: null, line: null, caustic: null,
} as St) as Box<St>;
const vars: Vars = { "--duration": duration, "--easing": easing, "--color": color };
function reduced(): boolean {
return window.matchMedia("(prefers-reduced-motion: reduce)").matches;
}
function fit(): void {
const field = fieldRef.current, cv = cvRef.current;
if (!field || !cv) return;
const r = field.getBoundingClientRect();
const dpr = window.devicePixelRatio || 1;
sizeRef.current.w = r.width;
sizeRef.current.h = r.height;
cv.width = Math.round(r.width * dpr);
cv.height = Math.round(r.height * dpr);
const ctx = ctxRef.current;
if (ctx) ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
const st = stRef.current;
st.rows = Math.max(40, Math.round(COLS * r.height / r.width));
st.hgt = new Float32Array(COLS * st.rows);
st.rw = COLS * STEP; st.rh = st.rows * STEP;
const buf = document.createElement("canvas");
buf.width = st.rw; buf.height = st.rh;
st.buf = buf;
st.bctx = buf.getContext("2d");
if (st.bctx) st.out = st.bctx.createImageData(st.rw, st.rh);
}
function fieldcalc(t: number, wstr: number, wang: number): void {
const st = stRef.current;
const WV = wavesRef.current;
if (!st.hgt || !WV) return;
let i = 0;
for (let y = 0; y < st.rows; y++) {
for (let x = 0; x < COLS; x++, i++) {
let h = 0;
for (let k = 0; k < NW; k++) {
const wv = WV[k];
const da = wang * 0.5;
const dx = wv.dirX * Math.cos(da) - wv.dirY * Math.sin(da);
const dy = wv.dirX * Math.sin(da) + wv.dirY * Math.cos(da);
const ph = (x * dx + y * dy) * wv.freq * 0.62 + t * wv.om + wv.ph;
h += wv.amp * wstr * Math.sin(ph);
}
st.hgt[i] = h;
}
}
}
// 바닥 무늬 색 — 체커 + 옅은 격자선. 굴절 오프셋된 좌표(버퍼 px)에서 호출한다. 감싸기로 무한 바닥처럼.
function tileColor(bx: number, by: number, rw: number, rh: number, tile0: [number, number, number], tile1: [number, number, number], line: [number, number, number]): [number, number, number] {
const wx = ((bx % rw) + rw) % rw;
const wy = ((by % rh) + rh) % rh;
const cx = Math.floor(wx / TILE_PX), cy = Math.floor(wy / TILE_PX);
const checker = (cx + cy) % 2 === 0;
const lx = wx - cx * TILE_PX, ly = wy - cy * TILE_PX;
if (lx < 1.4 || ly < 1.4) return line;
return checker ? tile0 : tile1;
}
function render(): void {
const st = stRef.current;
const ctx = ctxRef.current;
if (!st.out || !st.bctx || !st.buf || !ctx || !st.hgt) return;
if (!st.tile0 || !st.tile1 || !st.line || !st.caustic) return;
const o = st.out.data;
const RT0 = st.tile0, RT1 = st.tile1, RL = st.line, RC = st.caustic;
for (let y = 0; y < st.rows; y++) {
const row = y * COLS;
const y0 = y > 0 ? y - 1 : y, y1 = y < st.rows - 1 ? y + 1 : y;
for (let x = 0; x < COLS; x++) {
const x0 = x > 0 ? x - 1 : x, x1 = x < COLS - 1 ? x + 1 : x;
const gx = (st.hgt[row + x1] - st.hgt[row + x0]) / Math.max(1, x1 - x0);
const gy = (st.hgt[y1 * COLS + x] - st.hgt[y0 * COLS + x]) / Math.max(1, y1 - y0);
const gxr = x1 < COLS - 1 ? (st.hgt[row + Math.min(COLS - 1, x1 + 1)] - st.hgt[row + x1]) : gx;
const gyd = y1 < st.rows - 1 ? (st.hgt[Math.min(st.rows - 1, y1 + 1) * COLS + x] - st.hgt[y1 * COLS + x]) : gy;
let div = Math.abs((gxr - gx) + (gyd - gy)) * 90;
if (div > 1) div = 1;
const offx = gx * REFRACT, offy = gy * REFRACT;
const bx0 = x * STEP + STEP / 2, by0 = y * STEP + STEP / 2;
const c = tileColor(bx0 + offx, by0 + offy, st.rw, st.rh, RT0, RT1, RL);
let r = c[0], g = c[1], b = c[2];
if (div > 0.06) {
const f = (div - 0.06) / 0.94;
r = r + (RC[0] - r) * f * 0.85;
g = g + (RC[1] - g) * f * 0.85;
b = b + (RC[2] - b) * f * 0.85;
}
for (let sy = 0; sy < STEP; sy++) {
let base = ((y * STEP + sy) * st.rw + x * STEP) * 4;
for (let sx = 0; sx < STEP; sx++, base += 4) {
o[base] = r;
o[base + 1] = g;
o[base + 2] = b;
o[base + 3] = 255;
}
}
}
}
st.bctx.putImageData(st.out, 0, 0);
ctx.drawImage(st.buf, 0, 0, sizeRef.current.w, sizeRef.current.h);
}
function frame(now: number): void {
const st = stRef.current;
const sec = now / 1000;
if (st.auto) {
const th = sec * 0.31;
st.windT = 1.05 + Math.sin(th * 0.9 + 0.4) * 0.55 + Math.sin(th * 2.3) * 0.12;
st.windAngT = 0.5 + Math.sin(th * 0.42) * 0.85;
}
st.wind += (st.windT - st.wind) * 0.05;
st.windAng += (st.windAngT - st.windAng) * 0.05;
fieldcalc(sec, st.wind, st.windAng);
render();
if (windValRef.current) windValRef.current.textContent = "바람 " + st.wind.toFixed(2);
rafRef.current = requestAnimationFrame(frame);
}
function onPointerMove(e: PointerMotionEvent): void {
const field = fieldRef.current;
if (!field) return;
const r = field.getBoundingClientRect();
const px = e.clientX - r.left, py = e.clientY - r.top;
const t = performance.now();
const st = stRef.current;
if (st.lastPX >= 0 && t > st.lastPT) {
const vx = px - st.lastPX, vy = py - st.lastPY;
const sp = Math.sqrt(vx * vx + vy * vy);
if (sp > 0.5) {
st.windT = Math.max(0.35, Math.min(2.1, 0.9 + sp * 0.02));
st.windAngT = Math.atan2(vy, vx) * 0.16;
}
}
st.lastPX = px; st.lastPY = py; st.lastPT = t;
st.auto = false;
}
function onPointerLeave(): void {
stRef.current.auto = true;
stRef.current.lastPX = -1;
}
function onResize(): void {
fit();
if (reduced()) {
fieldcalc(7.3, 1.35, 0.5);
render();
}
}
useEffect(() => {
const cv = cvRef.current;
const root = rootRef.current;
if (!cv || !root) return;
ctxRef.current = cv.getContext("2d");
if (!ctxRef.current) return;
wavesRef.current = buildWaves();
const cs = getComputedStyle(root);
const tok = (name: string) => cs.getPropertyValue(name).trim();
const st = stRef.current;
st.tile0 = hex2rgb(tok("--tile0"));
st.tile1 = hex2rgb(tok("--tile1"));
st.line = hex2rgb(tok("--line"));
st.caustic = hex2rgb(tok("--caustic"));
fit();
window.addEventListener("resize", onResize);
if (reduced()) {
stillRef.current = true;
fieldcalc(7.3, 1.35, 0.5);
render();
} else {
rafRef.current = requestAnimationFrame(frame);
}
return () => {
window.removeEventListener("resize", onResize);
cancelAnimationFrame(rafRef.current);
};
}, []);
const cls = [styles.root, stillRef.current ? styles.isStill : ""].filter(Boolean).join(" ");
return (
<main className={styles.stage}>
<div className={cls} ref={rootRef} style={vars}>
<p className={styles.hint}>
<svg className={styles.ico} viewBox="0 0 256 256" aria-hidden="true"><g fill="currentColor"><path d="M16 120c24-32 48-32 72 0s48 32 72 0 48-32 72 0" opacity=".25"/><path d="M16 168c24-32 48-32 72 0s48 32 72 0 48-32 72 0" opacity=".15"/><path d="M228.92 49.09a112 112 0 1 0 14 84.91a8 8 0 0 0-15.5-4a96 96 0 1 1-12-72.91A8 8 0 0 1 216 71.63V40a8 8 0 0 1-8-8h-31.63a8 8 0 0 1-5.65-13.09ZM64 104a12 12 0 1 1 12 12a12 12 0 0 1-12-12m40 64a12 12 0 1 1 12 12a12 12 0 0 1-12-12m72-16a16 16 0 1 1 16 16a16 16 0 0 1-16-16" opacity=".9"/></g></svg>
<span>바닥 체커 무늬를 수면 기울기만큼 당겨 와 굴절을 근사합니다 — 밝은 코스틱은 기울기 발산으로 계산해요</span>
</p>
<div className={styles.field} ref={fieldRef} onPointerMove={onPointerMove} onPointerLeave={onPointerLeave}>
<canvas className={styles.cv} ref={cvRef}></canvas>
<b className={styles.badge} aria-hidden="true"><span className={styles.badgeNum} ref={depthValRef}>굴절 x{REFRACT}</span><span className={styles.badgeUnit} ref={windValRef}>바람 1.0</span></b>
</div>
</div>
</main>
);
}06 Surface refraction — wobble caustics — Measured area 41.565% · moving frames 23/23Original by GODRICH · SCSS and React ship in the zip · 9 Canvas Wave Animation Scenes: Gerstner Field
The post this demo lives in
9 Canvas Wave Animation Scenes: Gerstner FieldA canvas wave animation is not a looping photo — every grid cell has its wave height recomputed in real time as a gerstn See all demos in this post


