07거리 필드로 번짐 반경을 계산하는 잉크 리빌
시작점에서부터 각 픽셀까지의 거리를 미리 계산해두고, 경과 시간이 그 거리를 넘어서는 순간 불규칙한 가장자리로 조금씩 넓어지며 이미지를 드러낸다.
쓰임클릭 지점에서 시작하는 상세 화면 전환
distFieldnoiseIbuildPerm

<main class="stage">
<div class="rv is-demo" id="rv">
<p class="rv__hint"><span>클릭하거나 Enter 를 누르면 잉크가 번지듯 얼룩 경계가 퍼지며 다음 장면을 드러냅니다</span></p>
<div class="rv__panel" id="panel" tabindex="0" role="button" aria-label="거리 필드로 번짐 반경을 계산하는 잉크 리빌 다시 재생">
<canvas class="rv__cv" id="cv" aria-hidden="true"></canvas>
</div>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
// 계산 겹(리빌 판정)은 index.html 의 PRECOMPUTE()/RENDER() 에 있다. 여기는 무대·레이아웃만.
$duration: $dur-loop;
$easing: $ease-out;
$color: $subject-blue-deep;
@include stage($stage-orange);
.rv {
--img-a1: #{$stage-orange};
--img-a2: #{$subject-cream};
--img-b1: #{$subject-blue};
--img-b2: #{$subject-sky};
--accent: #{$color};
display: flex;
flex-direction: column;
align-items: center;
gap: $sp-2;
width: min(400px, 92vw);
}
.rv__hint {
margin: 0;
color: rgba($subject-ink, .72);
font-size: 12px;
font-weight: 500;
line-height: 1.35;
text-align: center;
}
.rv__panel {
position: relative;
width: 100%;
height: 176px;
border-radius: $r-card;
overflow: hidden;
cursor: pointer;
box-shadow: 0 0 0 1px rgba($subject-ink, .12);
transition: box-shadow $duration $easing;
}
.rv__panel:hover {
box-shadow: 0 0 0 1px $color;
}
.rv__panel:focus-visible {
outline: 2px solid $color;
outline-offset: 2px;
}
.rv__cv {
display: block;
width: 100%;
height: 100%;
}
@media (max-width: 340px) {
.rv__hint { font-size: 11px; }
.rv__panel, .rv__cv { height: 120px; }
}
@media (prefers-reduced-motion: reduce) {
.rv__panel { transition: none; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #ff4d1f;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.rv {
--img-a1: #ff4d1f;
--img-a2: #fff7e6;
--img-b1: #2f6df6;
--img-b2: #6ec8ff;
--accent: #0a4fe8;
display: flex;
flex-direction: column;
align-items: center;
gap: 8px;
width: min(400px, 92vw);
}
.rv__hint {
margin: 0;
color: rgba(23, 20, 26, 0.72);
font-size: 12px;
font-weight: 500;
line-height: 1.35;
text-align: center;
}
.rv__panel {
position: relative;
width: 100%;
height: 176px;
border-radius: 16px;
overflow: hidden;
cursor: pointer;
box-shadow: 0 0 0 1px rgba(23, 20, 26, 0.12);
transition: box-shadow 2s ease-out;
}
.rv__panel:hover {
box-shadow: 0 0 0 1px #0a4fe8;
}
.rv__panel:focus-visible {
outline: 2px solid #0a4fe8;
outline-offset: 2px;
}
.rv__cv {
display: block;
width: 100%;
height: 100%;
}
@media (max-width: 340px) {
.rv__hint {
font-size: 11px;
}
.rv__panel, .rv__cv {
height: 120px;
}
}
@media (prefers-reduced-motion: reduce) {
.rv__panel {
transition: none;
}
}(function () {
var root = document.getElementById('rv');
var panel = document.getElementById('panel');
var cv = document.getElementById('cv');
var ctx = cv.getContext('2d');
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var isDemo = true;
// 결정론 난수 — 이 데모는 Math.random 을 쓰지 않는다. LCG(선형합동생성기) 하나로 장면을 만든다.
function makeLcg(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
var css = getComputedStyle(root);
function tok(name, fb) { var v = css.getPropertyValue(name); return v ? (v.trim() || fb) : fb; }
var COLOR_A1 = tok('--img-a1', '#ff5a2e');
var COLOR_A2 = tok('--img-a2', '#fff3e6');
var COLOR_B1 = tok('--img-b1', '#2e6bff');
var COLOR_B2 = tok('--img-b2', '#bfe4ff');
var W = 0, H = 0, dpr = 1;
var bufA = document.createElement('canvas');
var bufB = document.createElement('canvas');
var bctxA = bufA.getContext('2d');
var bctxB = bufB.getContext('2d');
// 장면 A(따뜻한 톤)·B(차가운 톤) — 전부 캔버스로 직접 그린다. 외부 사진·파일 0.
function paintScene(bctx, w, h, seed, warm) {
var rng = makeLcg(seed);
var g = bctx.createLinearGradient(0, 0, w, h);
if (warm) { g.addColorStop(0, COLOR_A1); g.addColorStop(1, COLOR_A2); }
else { g.addColorStop(0, COLOR_B1); g.addColorStop(1, COLOR_B2); }
bctx.fillStyle = g;
bctx.fillRect(0, 0, w, h);
bctx.globalAlpha = 0.55;
if (warm) {
for (var i = 0; i < 8; i++) {
bctx.fillStyle = i % 2 ? COLOR_A2 : COLOR_A1;
bctx.beginPath();
bctx.arc(rng() * w, rng() * h, 12 + rng() * 30, 0, Math.PI * 2);
bctx.fill();
}
} else {
var bandW = Math.max(14, w * 0.05);
for (var x = -h; x < w + h; x += bandW * 2) {
bctx.fillStyle = COLOR_B2;
bctx.beginPath();
bctx.moveTo(x, 0); bctx.lineTo(x + bandW, 0); bctx.lineTo(x + bandW - h, h); bctx.lineTo(x - h, h);
bctx.closePath(); bctx.fill();
}
for (var j = 0; j < 6; j++) {
bctx.fillStyle = COLOR_A2;
bctx.beginPath(); bctx.arc(rng() * w, rng() * h, 5 + rng() * 9, 0, Math.PI * 2); bctx.fill();
}
}
bctx.globalAlpha = 1;
}
var SEED_A = 701, SEED_B = 702, SEED_SEED = 703, SEED_NOISE = 704;
var PLAY_MS = 950;
var EDGE_SOFT = 0.05; // 얼룩 경계 부드러움 — 변형: 0.05 -> 0.02(더 또렷한 잉크 테두리)
var INK_DROPS = 5;
var NOISE_AMT = 0.12;
var PERM, dataA, dataB, outImg, distField;
function buildPerm(seed) {
var rng = makeLcg(seed);
var p = []; for (var i = 0; i < 256; i++) p.push(i);
for (var i = 255; i > 0; i--) { var j = Math.floor(rng() * (i + 1)); var t = p[i]; p[i] = p[j]; p[j] = t; }
return p.concat(p);
}
function fadeI(t) { return t * t * t * (t * (t * 6 - 15) + 10); }
function lerpI(a, b, t) { return a + (b - a) * t; }
function gradI(hash, x, y) { var h = hash & 3, u = h < 2 ? x : y, v = h < 2 ? y : x; return ((h & 1) ? -u : u) + ((h & 2) ? -v : v); }
function noiseI(x, y) {
var xi = Math.floor(x) & 255, yi = Math.floor(y) & 255;
var xf = x - Math.floor(x), yf = y - Math.floor(y);
var u = fadeI(xf), v = fadeI(yf);
var aa = PERM[PERM[xi] + yi], ab = PERM[PERM[xi] + yi + 1];
var ba = PERM[PERM[xi + 1] + yi], bb = PERM[PERM[xi + 1] + yi + 1];
var x1 = lerpI(gradI(aa, xf, yf), gradI(ba, xf - 1, yf), u);
var x2 = lerpI(gradI(ab, xf, yf - 1), gradI(bb, xf - 1, yf - 1), u);
return (lerpI(x1, x2, v) + 1) / 2;
}
function PRECOMPUTE() {
PERM = buildPerm(SEED_NOISE);
var iw = cv.width, ih = cv.height;
dataA = bctxA.getImageData(0, 0, iw, ih).data;
dataB = bctxB.getImageData(0, 0, iw, ih).data;
outImg = ctx.createImageData(iw, ih);
var rng = makeLcg(SEED_SEED);
var drops = [];
for (var i = 0; i < INK_DROPS; i++) drops.push([rng() * iw, rng() * ih]);
var maxDist = Math.hypot(iw, ih);
distField = new Float32Array(iw * ih);
var lo = Infinity, hi = -Infinity;
for (var y = 0; y < ih; y++) {
for (var x = 0; x < iw; x++) {
var md = Infinity;
for (var d = 0; d < drops.length; d++) {
var dd = Math.hypot(x - drops[d][0], y - drops[d][1]);
if (dd < md) md = dd;
}
var n = noiseI(x * 0.02, y * 0.02) - 0.5;
var v = md / maxDist + n * NOISE_AMT;
distField[y * iw + x] = v;
if (v < lo) lo = v; if (v > hi) hi = v;
}
}
// 실제 값 범위로 재정규화 — 점 배치에 따라 거리장이 0~1 을 다 못 채우면
// progress 스윕의 절반 이상이 아무 변화 없이 지나간다(고정 시드라 매번 같은 쏠림).
var span = Math.max(1e-6, hi - lo);
for (var i2 = 0; i2 < distField.length; i2++) distField[i2] = Math.max(0, Math.min(1, (distField[i2] - lo) / span));
}
function RENDER(p) {
var o = outImg.data;
for (var i = 0, n = distField.length; i < n; i++) {
var t = distField[i], k = i * 4, reveal;
if (t <= p) reveal = 1;
else if (t <= p + EDGE_SOFT) reveal = 1 - (t - p) / EDGE_SOFT;
else reveal = 0;
o[k] = dataB[k] + (dataA[k] - dataB[k]) * reveal;
o[k + 1] = dataB[k + 1] + (dataA[k + 1] - dataB[k + 1]) * reveal;
o[k + 2] = dataB[k + 2] + (dataA[k + 2] - dataB[k + 2]) * reveal;
o[k + 3] = 255;
}
ctx.putImageData(outImg, 0, 0);
}
function fit() {
var r = panel.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);
bufA.width = bufB.width = cv.width;
bufA.height = bufB.height = cv.height;
bctxA.setTransform(dpr, 0, 0, dpr, 0, 0);
bctxB.setTransform(dpr, 0, 0, dpr, 0, 0);
paintScene(bctxA, W, H, SEED_A, true);
paintScene(bctxB, W, H, SEED_B, false);
PRECOMPUTE();
}
function human() { if (isDemo) { root.classList.remove('is-demo'); isDemo = false; } }
var progress = 0, target = 0, playT0 = 0, playFrom = 0, playing = false;
function easeInOut(t) { return t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2; }
function play() {
// 실사용 경로 — 클릭·Enter·Space 로 두 장면을 다시 전환한다.
human();
playFrom = progress; target = progress < 0.5 ? 1 : 0;
playT0 = 0; playing = true;
}
function stepPlay(now) {
if (!playing) return;
if (!playT0) playT0 = now;
var t = Math.min(1, (now - playT0) / PLAY_MS);
progress = playFrom + (target - playFrom) * easeInOut(t);
if (t >= 1) { playing = false; progress = target; }
}
var DRIVE_PERIOD_MS = 2000; // 렌더 캐처 창(설정 초=2.0)과 같은 주기 — 시연 전용
var driveStart = 0;
function triangle(frac) { return frac < 0.5 ? frac * 2 : 2 - frac * 2; }
function driveTick(now) {
if (!driveStart) driveStart = now;
if (isDemo) { // .is-demo && !reduce 경로에서만 실행된다(아래 reduce 분기)
var frac = ((now - driveStart) % DRIVE_PERIOD_MS) / DRIVE_PERIOD_MS;
progress = triangle(frac);
}
requestAnimationFrame(driveTick);
}
function frame(now) {
stepPlay(now);
RENDER(progress);
requestAnimationFrame(frame);
}
window.addEventListener('resize', fit);
fit();
if (reduce) {
// reduce — 자동 루프 없음, 계산은 그대로 둘고 즉시 전환만 허용한다.
root.classList.add('is-still');
progress = 0.5; RENDER(progress);
panel.addEventListener('click', function () { human(); progress = progress < 0.5 ? 1 : 0; RENDER(progress); });
panel.addEventListener('keydown', function (e) {
if (e.key === 'Enter' || e.key === ' ') { e.preventDefault(); human(); progress = progress < 0.5 ? 1 : 0; RENDER(progress); }
});
} else {
panel.addEventListener('click', play);
panel.addEventListener('keydown', function (e) {
if (e.key === 'Enter' || e.key === ' ') { e.preventDefault(); play(); }
});
requestAnimationFrame(frame);
requestAnimationFrame(driveTick);
}
})();import { useEffect, useRef } from "react";
import styles from "./InkBleedSpread.module.scss";
export default function InkBleedSpread() {
const rootRef = useRef<HTMLDivElement | null>(null);
const panelRef = useRef<HTMLDivElement | null>(null);
const cvRef = useRef<HTMLCanvasElement | null>(null);
useEffect(() => {
const root = rootRef.current;
const panel = panelRef.current;
const cv = cvRef.current;
if (!root || !panel || !cv) return;
const ctx = cv.getContext("2d");
if (!ctx) return;
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
let isDemo = true;
// 결정론 난수 — 이 데모는 Math.random 을 쓰지 않는다. LCG(선형합동생성기) 하나로 장면·잉크점·노이즈를 만든다.
function makeLcg(seed: number) {
let s = seed >>> 0;
return function () {
s = (s * 1664525 + 1013904223) >>> 0;
return s / 4294967296;
};
}
const css = getComputedStyle(root);
function tok(name: string, fb: string) {
const v = css.getPropertyValue(name);
return v ? v.trim() || fb : fb;
}
const COLOR_A1 = tok("--img-a1", "#ff5a2e");
const COLOR_A2 = tok("--img-a2", "#fff3e6");
const COLOR_B1 = tok("--img-b1", "#2e6bff");
const COLOR_B2 = tok("--img-b2", "#bfe4ff");
let W = 0;
let H = 0;
let dpr = 1;
const bufA = document.createElement("canvas");
const bufB = document.createElement("canvas");
const bctxA = bufA.getContext("2d");
const bctxB = bufB.getContext("2d");
if (!bctxA || !bctxB) return;
// 장면 A(따뜻한 톤)·B(차가운 톤) — 전부 캔버스로 직접 그린다. 외부 사진·파일 0.
function paintScene(bctx: CanvasRenderingContext2D, w: number, h: number, seed: number, warm: boolean) {
const rng = makeLcg(seed);
const g = bctx.createLinearGradient(0, 0, w, h);
if (warm) {
g.addColorStop(0, COLOR_A1);
g.addColorStop(1, COLOR_A2);
} else {
g.addColorStop(0, COLOR_B1);
g.addColorStop(1, COLOR_B2);
}
bctx.fillStyle = g;
bctx.fillRect(0, 0, w, h);
bctx.globalAlpha = 0.55;
if (warm) {
for (let i = 0; i < 8; i++) {
bctx.fillStyle = i % 2 ? COLOR_A2 : COLOR_A1;
bctx.beginPath();
bctx.arc(rng() * w, rng() * h, 12 + rng() * 30, 0, Math.PI * 2);
bctx.fill();
}
} else {
const bandW = Math.max(14, w * 0.05);
for (let x = -h; x < w + h; x += bandW * 2) {
bctx.fillStyle = COLOR_B2;
bctx.beginPath();
bctx.moveTo(x, 0);
bctx.lineTo(x + bandW, 0);
bctx.lineTo(x + bandW - h, h);
bctx.lineTo(x - h, h);
bctx.closePath();
bctx.fill();
}
for (let j = 0; j < 6; j++) {
bctx.fillStyle = COLOR_A2;
bctx.beginPath();
bctx.arc(rng() * w, rng() * h, 5 + rng() * 9, 0, Math.PI * 2);
bctx.fill();
}
}
bctx.globalAlpha = 1;
}
const SEED_A = 701;
const SEED_B = 702;
const SEED_SEED = 703;
const SEED_NOISE = 704;
const PLAY_MS = 950;
const EDGE_SOFT = 0.05; // 얼룩 경계 부드러움 — 변형: 0.05 -> 0.02(더 또렷한 잉크 테두리)
const INK_DROPS = 5;
const NOISE_AMT = 0.12;
let PERM: number[] = [];
let dataA: Uint8ClampedArray | null = null;
let dataB: Uint8ClampedArray | null = null;
let outImg: ImageData | null = null;
let distField: Float32Array | null = null;
function buildPerm(seed: number) {
const rng = makeLcg(seed);
const p: number[] = [];
for (let i = 0; i < 256; i++) p.push(i);
for (let i = 255; i > 0; i--) {
const j = Math.floor(rng() * (i + 1));
const t = p[i];
p[i] = p[j];
p[j] = t;
}
return p.concat(p);
}
function fadeI(t: number) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
function lerpI(a: number, b: number, t: number) {
return a + (b - a) * t;
}
function gradI(hash: number, x: number, y: number) {
const h = hash & 3;
const u = h < 2 ? x : y;
const v = h < 2 ? y : x;
return (h & 1 ? -u : u) + (h & 2 ? -v : v);
}
function noiseI(x: number, y: number) {
const xi = Math.floor(x) & 255;
const yi = Math.floor(y) & 255;
const xf = x - Math.floor(x);
const yf = y - Math.floor(y);
const u = fadeI(xf);
const v = fadeI(yf);
const aa = PERM[PERM[xi] + yi];
const ab = PERM[PERM[xi] + yi + 1];
const ba = PERM[PERM[xi + 1] + yi];
const bb = PERM[PERM[xi + 1] + yi + 1];
const x1 = lerpI(gradI(aa, xf, yf), gradI(ba, xf - 1, yf), u);
const x2 = lerpI(gradI(ab, xf, yf - 1), gradI(bb, xf - 1, yf - 1), u);
return (lerpI(x1, x2, v) + 1) / 2;
}
function PRECOMPUTE() {
PERM = buildPerm(SEED_NOISE);
const iw = cv!.width;
const ih = cv!.height;
dataA = bctxA!.getImageData(0, 0, iw, ih).data;
dataB = bctxB!.getImageData(0, 0, iw, ih).data;
outImg = ctx!.createImageData(iw, ih);
const rng = makeLcg(SEED_SEED);
const drops: number[][] = [];
for (let i = 0; i < INK_DROPS; i++) drops.push([rng() * iw, rng() * ih]);
const maxDist = Math.hypot(iw, ih);
distField = new Float32Array(iw * ih);
let lo = Infinity;
let hi = -Infinity;
for (let y = 0; y < ih; y++) {
for (let x = 0; x < iw; x++) {
let md = Infinity;
for (let d = 0; d < drops.length; d++) {
const dd = Math.hypot(x - drops[d][0], y - drops[d][1]);
if (dd < md) md = dd;
}
const n = noiseI(x * 0.02, y * 0.02) - 0.5;
const v = md / maxDist + n * NOISE_AMT;
distField[y * iw + x] = v;
if (v < lo) lo = v;
if (v > hi) hi = v;
}
}
// 실제 값 범위로 재정규화 — 점 배치에 따라 거리장이 0~1 을 다 못 채우면
// progress 스윕의 절반 이상이 아무 변화 없이 지나간다(고정 시드라 매번 같은 쏠림).
const span = Math.max(1e-6, hi - lo);
for (let i2 = 0; i2 < distField.length; i2++) distField[i2] = Math.max(0, Math.min(1, (distField[i2] - lo) / span));
}
function RENDER(p: number) {
const o = outImg!.data;
const a = dataA!;
const b = dataB!;
const df = distField!;
for (let i = 0, n = df.length; i < n; i++) {
const t = df[i];
const k = i * 4;
let reveal: number;
if (t <= p) reveal = 1;
else if (t <= p + EDGE_SOFT) reveal = 1 - (t - p) / EDGE_SOFT;
else reveal = 0;
o[k] = b[k] + (a[k] - b[k]) * reveal;
o[k + 1] = b[k + 1] + (a[k + 1] - b[k + 1]) * reveal;
o[k + 2] = b[k + 2] + (a[k + 2] - b[k + 2]) * reveal;
o[k + 3] = 255;
}
ctx!.putImageData(outImg!, 0, 0);
}
function fit() {
const r = panel!.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);
bufA.width = bufB.width = cv!.width;
bufA.height = bufB.height = cv!.height;
bctxA!.setTransform(dpr, 0, 0, dpr, 0, 0);
bctxB!.setTransform(dpr, 0, 0, dpr, 0, 0);
paintScene(bctxA!, W, H, SEED_A, true);
paintScene(bctxB!, W, H, SEED_B, false);
PRECOMPUTE();
}
function human() {
if (isDemo) {
root!.classList.remove("is-demo");
isDemo = false;
}
}
let progress = 0;
let target = 0;
let playT0 = 0;
let playFrom = 0;
let playing = false;
function easeInOut(t: number) {
return t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2;
}
function play() {
// 실사용 경로 — 클릭·Enter·Space 로 두 장면을 다시 전환한다.
human();
playFrom = progress;
target = progress < 0.5 ? 1 : 0;
playT0 = 0;
playing = true;
}
function stepPlay(now: number) {
if (!playing) return;
if (!playT0) playT0 = now;
const t = Math.min(1, (now - playT0) / PLAY_MS);
progress = playFrom + (target - playFrom) * easeInOut(t);
if (t >= 1) {
playing = false;
progress = target;
}
}
const DRIVE_PERIOD_MS = 2000; // 렌더 캐처 창(설정 초=2.0)과 같은 주기 — 시연 전용
let driveStart = 0;
let rafFrame = 0;
let rafDrive = 0;
function triangle(frac: number) {
return frac < 0.5 ? frac * 2 : 2 - frac * 2;
}
function driveTick(now: number) {
if (!driveStart) driveStart = now;
if (isDemo) {
// .is-demo && !reduce 경로에서만 실행된다(아래 reduce 분기)
const frac = ((now - driveStart) % DRIVE_PERIOD_MS) / DRIVE_PERIOD_MS;
progress = triangle(frac);
}
rafDrive = requestAnimationFrame(driveTick);
}
function frame(now: number) {
stepPlay(now);
RENDER(progress);
rafFrame = requestAnimationFrame(frame);
}
function onClick() {
play();
}
function onKeyDown(e: Event) {
const ke = e as KeyboardEvent;
if (ke.key === "Enter" || ke.key === " ") {
ke.preventDefault();
play();
}
}
function onClickReduce() {
human();
progress = progress < 0.5 ? 1 : 0;
RENDER(progress);
}
function onKeyDownReduce(e: Event) {
const ke = e as KeyboardEvent;
if (ke.key === "Enter" || ke.key === " ") {
ke.preventDefault();
human();
progress = progress < 0.5 ? 1 : 0;
RENDER(progress);
}
}
window.addEventListener("resize", fit);
fit();
if (reduce) {
// reduce — 자동 루프 없음, 계산은 그대로 두고 즉시 전환만 허용한다.
root.classList.add("is-still");
progress = 0.5;
RENDER(progress);
panel.addEventListener("click", onClickReduce);
panel.addEventListener("keydown", onKeyDownReduce);
} else {
panel.addEventListener("click", onClick);
panel.addEventListener("keydown", onKeyDown);
rafFrame = requestAnimationFrame(frame);
rafDrive = requestAnimationFrame(driveTick);
}
return () => {
window.removeEventListener("resize", fit);
cancelAnimationFrame(rafFrame);
cancelAnimationFrame(rafDrive);
if (reduce) {
panel.removeEventListener("click", onClickReduce);
panel.removeEventListener("keydown", onKeyDownReduce);
} else {
panel.removeEventListener("click", onClick);
panel.removeEventListener("keydown", onKeyDown);
}
};
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.root} is-demo`} ref={rootRef}>
<p className={styles.hint}>
<span>클릭하거나 Enter 를 누르면 잉크가 번지듯 얼룩 경계가 퍼지며 다음 장면을 드러냅니다</span>
</p>
<div
className={styles.panel}
ref={panelRef}
tabIndex={0}
role="button"
aria-label="거리 필드로 번짐 반경을 계산하는 잉크 리빌 다시 재생"
>
<canvas className={styles.cv} ref={cvRef} aria-hidden="true" />
</div>
</div>
</main>
);
}07 거리 필드로 번짐 반경을 계산하는 잉크 리빌 — 측정 누적면적 48.568% · 움직인 프레임 23/23GODRICH 원작 · zip 에 SCSS·React 포함 · 이미지 전환 효과 9종 — 캔버스 픽셀 계산으로 완성되는 리빌
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