08Sweep surge — an incoming wave wall
Locally inflating the field amplitude as a function of distance and time sends a single body of water surging toward the horizon, with the ebb dipping the surface as it withdraws.
Best forDisaster- and documentary-style opening sequences
envelopeamplitudetiming

<main class="stage">
<div class="ss" id="ss">
<p class="ss__hint">
<svg class="ss__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>A long-wavelength surge sweeps across the surface, pushing the waterline up — swipe fast and the surge hits harder</span>
</p>
<div class="ss__field" id="field" role="application" aria-label="Sweep surge playground" tabindex="0">
<canvas class="ss__cv" id="cv"></canvas>
<b class="ss__badge" aria-hidden="true"><span class="ss__badgeNum" id="surgeVal">surge 1.0</span><span class="ss__badgeUnit" id="windVal">wind 1.0</span></b>
</div>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
// 해일 스윕 — 파도장에 거리·시간 함수의 국소 진폭 엔벨로프를 얹어 한 덩어리의 물이
// 밀려왔다 빠지는 서지를 그린다. 움직임은 전부 캔버스 rAF 루프 안에 있다.
// @keyframes 를 두지 않는다(077 방식). 색은 전부 토큰 또는 mix() 로컬 변수(BD26).
// 캔버스가 쓰는 색은 커스텀 프로퍼티로 내려보낸다 — 값은 이 파일 한 곳에만 둔다.
$ss-crest: mix($subject-mint, $stage-paper, 72%);
$ss-crest2: mix($subject-sky, $stage-paper, 66%);
$ss-trough: mix($subject-blue-deep, $stage-paper, 52%);
$ss-trough2: mix($subject-blue, $stage-paper, 58%);
$ss-sink: mix($subject-blue-deep, black, 78%); // 썰물 — 가라앉은 깊은 남색
$duration: $dur-loop;
$easing: $ease-spring;
$color: $ss-crest;
@include stage($stage-paper);
.ss {
--crest: #{$ss-crest};
--crest-2: #{$ss-crest2};
--trough: #{$ss-trough};
--trough-2: #{$ss-trough2};
--sink: #{$ss-sink};
display: flex; flex-direction: column; gap: $sp-2;
width: 100%; max-width: 424px;
}
.ss__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;
}
.ss__ico { width: 16px; height: 16px; flex: 0 0 auto; color: $subject-blue; }
.ss__field {
position: relative; height: 208px;
border-radius: $r-card; overflow: hidden;
background: $ss-trough2;
box-shadow: inset 0 0 0 1px rgba($subject-ink, .16);
cursor: crosshair; touch-action: none;
}
.ss__field:focus-visible { outline: 2px solid $subject-blue; outline-offset: 2px; }
.ss__cv { display: block; width: 100%; height: 100%; }
// 스윕 세기·바람 세기를 화면에도 적어 둔다 — frame() 이 갱신한다
.ss__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;
}
.ss__badgeNum { font-size: 13px; color: $stage-yellow; }
.ss__badgeUnit { font-weight: 700; }
@media (max-width: 340px) {
.ss { gap: $sp-1; }
.ss__field { height: 124px; }
.ss__badge { font-size: 10px; padding: 0 $sp-1; }
.ss__badgeNum { font-size: 11px; }
.ss__hint { font-size: 10px; }
}
// reduce — 루프가 아예 안 돈다. 서지가 살아 있는 정적 한 장이 남으므로
// 끌 수 있다는 신호(커서)만 거둔다.
@media (prefers-reduced-motion: reduce) {
.ss.is-still .ss__field { cursor: default !important; }
.ss.is-still .ss__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);
}
.ss {
--crest: rgb(49.4588235294%, 87.8588235294%, 74.8705882353%);
--crest-2: rgb(62.4705882353%, 85.7647058824%, 100%);
--trough: rgb(50.0392156863%, 64.1098039216%, 95.3098039216%);
--trough-2: rgb(52.6901960784%, 66.7921568627%, 97.9529411765%);
--sink: rgb(3.0588235294%, 24.1647058824%, 70.9647058824%);
display: flex;
flex-direction: column;
gap: 8px;
width: 100%;
max-width: 424px;
}
.ss__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;
}
.ss__ico {
width: 16px;
height: 16px;
flex: 0 0 auto;
color: #2f6df6;
}
.ss__field {
position: relative;
height: 208px;
border-radius: 16px;
overflow: hidden;
background: rgb(52.6901960784%, 66.7921568627%, 97.9529411765%);
box-shadow: inset 0 0 0 1px rgba(23, 20, 26, 0.16);
cursor: crosshair;
touch-action: none;
}
.ss__field:focus-visible {
outline: 2px solid #2f6df6;
outline-offset: 2px;
}
.ss__cv {
display: block;
width: 100%;
height: 100%;
}
.ss__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;
}
.ss__badgeNum {
font-size: 13px;
color: #ffd23f;
}
.ss__badgeUnit {
font-weight: 700;
}
@media (max-width: 340px) {
.ss {
gap: 4px;
}
.ss__field {
height: 124px;
}
.ss__badge {
font-size: 10px;
padding: 0 4px;
}
.ss__badgeNum {
font-size: 11px;
}
.ss__hint {
font-size: 10px;
}
}
@media (prefers-reduced-motion: reduce) {
.ss.is-still .ss__field {
cursor: default !important;
}
.ss.is-still .ss__badge {
opacity: 0.92 !important;
}
}// 해일 surge — 01 과 같은 뿌리(정현파 6개 mulberry32(7))의 파도장에 거리·시간의 함수로
// 국소 진폭 엔벨로프를 얹는다. 엔벨로프 E(y,t) = 서지 파형(느린 정현파 하나)을 세로 거리로
// 밀어 올려 한 덩어리의 물이 아래에서 위(horizon 쪽)로 밀려가게 한다. 엔벨로프가 1보다 크면
// 그 구간 파도의 진폭이 부풀고(밀려오는 물), 지나간 뒤 1보다 낮게 꺼지면 수면이 가라앉는
// 썰물(드로백)까지 잡힌다. 파도 색 램프도 엔벨로프를 따라 밝아지고 어두워져 "물벽"이 읽힌다.
// surge 속도·진폭은 wind 세기(자동 리사주 + 포인터 실측)와 연동된다.
var root = document.getElementById('ss');
var field = document.getElementById('field');
var cv = document.getElementById('cv');
var surgeVal = document.getElementById('surgeVal');
var windVal = document.getElementById('windVal');
var ctx = cv.getContext('2d');
var css = getComputedStyle(root);
function v(name) { return css.getPropertyValue(name).trim(); }
var CREST = [v('--crest'), v('--crest-2')]; // surge 마루(밀려오는 벽) — 민트
var TROUGH = [v('--trough'), v('--trough-2')]; // 골 — 파랑
var SINK = v('--sink'); // 썰물(가라앉은 수면) — 깊은 남색
var COLS = 110; // 파도장 가로 칸 수(01 과 동일)
var STEP = 3; // 격자 한 칸이 렌더 버퍼에서 차지하는 픽셀
var NW = 6; // 겹칠 정현파 개수(공통 물리)
var SURGE_LAM = 0.9; // 서지 엔벨로프의 파장(판 높이 비율) — 화면보다 길다
var SURGE_GAIN = 1.9;// 엔벨로프 최대 부풀림 — 진폭이 최대 2.9배까지
var SURGE_OM = 0.5; // 서지 각속도(×wind 세기) — 한 스윕이 약 12초에 화면을 지난다
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(엔벨로프 부풀림 반영)
var env = null; // surge 엔벨로프(행별 0.2~2.9)
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 surge = 1.0; // 표시용 surge 세기(엔벨로프 최대값)
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 C0 = hex2rgb(CREST[0]), C1 = hex2rgb(CREST[1]);
var T0 = hex2rgb(TROUGH[0]), T1 = hex2rgb(TROUGH[1]);
var SK = hex2rgb(SINK);
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));
var n = COLS * ROWS;
hgt = new Float32Array(n);
env = new Float32Array(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);
}
// 파도장 + 서지 엔벨로프 — 행(세로 위치)마다 엔벨로프를 먼저 계산:
// E(y) = 1 + SURGE_GAIN·max(0, sin((y/ROWS·2π/SURGE_LAM) - t·ω·wind))² … 밀려오는 물
// 그리고 지나간 자리를 1 아래로 살짝 눌러 썰물(드로백)을 만든다.
// 행의 엔벨로프가 그 행 파도 전체의 진폭과 밝기를 함께 부풀린다 — 물이 덩어리로 움직인다.
function fieldcalc(t, wstr, wang) {
// 엔벨로프 — 아래(근접)에서 위(horizon)로 이동하는 느린 파형. 바람이 세면 빠르고 높다
var om = SURGE_OM * (0.55 + wind * 0.75);
var i = 0;
for (var y = 0; y < ROWS; y++) {
var yn = y / ROWS;
var sw = Math.sin(yn * Math.PI * 2 / SURGE_LAM - t * om + 0.7);
var crest = sw > 0 ? sw * sw : 0; // 밀려오는 물벽(양의 반파만)
var dip = sw < 0 ? -sw * sw * 0.42 : 0; // 지나간 뒤 가라앉는 썰물
var e = 1 + crest * SURGE_GAIN * (0.55 + wind * 0.5) - dip;
env[y] = e;
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);
}
// 엔벨로프가 진폭을 부풀리고 바깥으로도 살짝 민다 — 물이 위로 볼록해진다
hgt[i] = h * e + (e - 1) * 0.34;
}
}
}
// 렌더 — 높이→색 램프. 엔벨로프 > 1(밀려옴)이면 마루 민트로, < 1(썰물)이면 골 색을
// 깊은 남색(SINK)으로 더 끌어내려 수면이 잠기는 인상을 준다.
function render() {
var o = out.data;
for (var y = 0; y < ROWS; y++) {
var row = y * COLS;
var e = env[y];
for (var x = 0; x < COLS; x++) {
var i = row + x;
var h = hgt[i];
var u = h * 1.24 + 0.5;
if (u < 0) u = 0; else if (u > 1) u = 1;
var r, g, b;
if (u > 0.5) {
var k = (u - 0.5) * 2;
r = C1[0] + (C0[0] - C1[0]) * k;
g = C1[1] + (C0[1] - C1[1]) * k;
b = C1[2] + (C0[2] - C1[2]) * k;
} else {
var k2 = u * 2;
r = T0[0] + (T1[0] - T0[0]) * k2;
g = T0[1] + (T1[1] - T0[1]) * k2;
b = T0[2] + (T1[2] - T0[2]) * k2;
}
// 엔벨로프 컬러 — 밀려오는 벽은 밝게, 빠지는 썰물은 SINK 로 가라앉는다
if (e > 1) {
var up = Math.min(1, (e - 1) * 0.55);
r += (C0[0] - r) * up * 0.4;
g += (C0[1] - g) * up * 0.4;
b += (C0[2] - b) * up * 0.4;
} else {
var dn = Math.min(1, (1 - e) * 0.85);
r += (SK[0] - r) * dn;
g += (SK[1] - g) * dn;
b += (SK[2] - b) * dn;
}
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);
}
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();
// 표시용 surge 세기 — 현재 엔벨로프 최대값
var mx = 0;
for (var y = 0; y < ROWS; y++) if (env[y] > mx) mx = env[y];
surge = mx;
surgeVal.textContent = 'surge ' + surge.toFixed(1);
windVal.textContent = 'wind ' + wind.toFixed(2);
raf = requestAnimationFrame(frame);
}
// 정지판 — 루프 없이 시드가 정한 한 시각의 서지가 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[1] * 0.18));
windAngT = windAngT + d[0] * 0.1;
if (reduce) { fieldcalc(nowSec || 3.1, windT, windAngT); render(); }
});
window.addEventListener('resize', function () { fit(); if (reduce) still(); });
fit();
if (reduce) {
root.classList.add('is-still');
still();
} else {
raf = requestAnimationFrame(frame);
}// SweepSurge — vanilla 판(run/313/demo/08-ocean-sweep-surge/index.html) 의 React 포트.
// 01(GerstnerSum)과 같은 뿌리(정현파 6개 mulberry32(7))의 파도장에 행마다 이동하는
// 서지 엔벨로프(느린 정현파 하나)를 얹어 물벽이 밀려왔다 빠지는 것을 시뮬레이션한다.
// 엔벨로프는 진폭·밝기를 함께 부풀리고, 지나간 자리는 SINK 색으로 가라앉는다.
import { useEffect, useRef } from "react";
import type { CSSProperties } from "react";
import styles from "./SweepSurge.module.scss";
export type SweepSurgeProps = {
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 SURGE_LAM = 0.9;
const SURGE_GAIN = 1.9;
const SURGE_OM = 0.5;
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 SweepSurge({
duration = "2s",
easing = "cubic-bezier(.2, .8, .2, 1)",
color = "#8fdac2",
}: SweepSurgeProps) {
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 surgeValRef = 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;
env: 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;
c0: [number, number, number] | null;
c1: [number, number, number] | null;
t0: [number, number, number] | null;
t1: [number, number, number] | null;
sk: [number, number, number] | null;
};
const stateRef = useRef({
rows: 0, rw: 0, rh: 0,
hgt: null as Float32Array | null,
env: null as Float32Array | null,
out: null as ImageData | null,
bctx: null as CanvasRenderingContext2D | null,
buf: null as HTMLCanvasElement | null,
auto: true,
wind: 1.0, windT: 1.0,
windAng: 0.5, windAngT: 0.5,
lastPX: -1, lastPY: -1, lastPT: 0,
c0: null as [number, number, number] | null,
c1: null as [number, number, number] | null,
t0: null as [number, number, number] | null,
t1: null as [number, number, number] | null,
sk: null as [number, number, number] | 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 = stateRef.current;
st.rows = Math.max(40, Math.round(COLS * r.height / r.width));
const n = COLS * st.rows;
st.hgt = new Float32Array(n);
st.env = new Float32Array(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 = stateRef.current;
const WV = wavesRef.current;
if (!st.hgt || !st.env || !WV) return;
const om = SURGE_OM * (0.55 + st.wind * 0.75);
let i = 0;
for (let y = 0; y < st.rows; y++) {
const yn = y / st.rows;
const sw = Math.sin((yn * Math.PI * 2) / SURGE_LAM - t * om + 0.7);
const crest = sw > 0 ? sw * sw : 0;
const dip = sw < 0 ? -sw * sw * 0.42 : 0;
const e = 1 + crest * SURGE_GAIN * (0.55 + wstr * 0.5) - dip;
st.env[y] = e;
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 * e + (e - 1) * 0.34;
}
}
}
function render(): void {
const st = stateRef.current;
const ctx = ctxRef.current;
if (!st.out || !st.bctx || !st.buf || !ctx || !st.hgt || !st.env) return;
if (!st.c0 || !st.c1 || !st.t0 || !st.t1 || !st.sk) return;
const o = st.out.data;
const C0 = st.c0, C1 = st.c1, T0 = st.t0, T1 = st.t1, SK = st.sk;
for (let y = 0; y < st.rows; y++) {
const row = y * COLS;
const e = st.env[y];
for (let x = 0; x < COLS; x++) {
const i = row + x;
let u = st.hgt[i] * 1.24 + 0.5;
if (u < 0) u = 0; else if (u > 1) u = 1;
let r: number, g: number, b: number;
if (u > 0.5) {
const k = (u - 0.5) * 2;
r = C1[0] + (C0[0] - C1[0]) * k;
g = C1[1] + (C0[1] - C1[1]) * k;
b = C1[2] + (C0[2] - C1[2]) * k;
} else {
const k2 = u * 2;
r = T0[0] + (T1[0] - T0[0]) * k2;
g = T0[1] + (T1[1] - T0[1]) * k2;
b = T0[2] + (T1[2] - T0[2]) * k2;
}
if (e > 1) {
const up = Math.min(1, (e - 1) * 0.55);
r += (C0[0] - r) * up * 0.4;
g += (C0[1] - g) * up * 0.4;
b += (C0[2] - b) * up * 0.4;
} else {
const dn = Math.min(1, (1 - e) * 0.85);
r += (SK[0] - r) * dn;
g += (SK[1] - g) * dn;
b += (SK[2] - b) * dn;
}
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 = stateRef.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();
let mx = 0;
if (st.env) for (let y = 0; y < st.rows; y++) if (st.env[y] > mx) mx = st.env[y];
if (surgeValRef.current) surgeValRef.current.textContent = "스윕 " + mx.toFixed(1);
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 = stateRef.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 {
stateRef.current.auto = true;
stateRef.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 = stateRef.current;
st.c0 = hex2rgb(tok("--crest"));
st.c1 = hex2rgb(tok("--crest-2"));
st.t0 = hex2rgb(tok("--trough"));
st.t1 = hex2rgb(tok("--trough-2"));
st.sk = hex2rgb(tok("--sink"));
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>긴 파장의 해일 파형이 수면을 타고 지나가며 수위를 밀어올립니다 — 마우스를 빠르게 그으면 스윕이 더 세게 옵니다</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={surgeValRef}>스윕 1.0</span><span className={styles.badgeUnit} ref={windValRef}>바람 1.0</span></b>
</div>
</div>
</main>
);
}08 Sweep surge — an incoming wave wall — Measured area 60.026% · 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


