By: Mayne
https://www.thewayofcode.com/#5
import React, { useEffect, useRef, useCallback } from 'react'
import * as THREE from 'three'
const EmptyParticles = ({ count = 45000 }) => {
const mountRef = useRef(null)
const animationRef = useRef(null)
const sceneRef = useRef(null)
const rendererRef = useRef(null)
const cameraRef = useRef(null)
const geometryRef = useRef(null)
const materialRef = useRef(null)
const pointsRef = useRef(null)
const resizeObserverRef = useRef(null)
const timeoutsRef = useRef([])
useEffect(() => {
if (!mountRef.current) return
// Get container dimensions
const container = mountRef.current
const width = container.clientWidth
const height = container.clientHeight
const scene = new THREE.Scene()
sceneRef.current = scene
const camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000)
cameraRef.current = camera
const renderer = new THREE.WebGLRenderer({
antialias: true,
powerPreference: "high-performance",
alpha: false,
stencil: false,
depth: true
})
rendererRef.current = renderer
renderer.setSize(width, height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
container.appendChild(renderer.domElement)
camera.position.z = 5
scene.background = new THREE.Color('#F0EEE6')
const particleMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
opacity: { value: 0.4 }
},
vertexShader: `
uniform float time;
attribute float size;
attribute vec3 customColor;
varying vec3 vColor;
// Optimized vertex shader - pre-compute constants and minimize operations
void main() {
vColor = customColor;
vec3 pos = position;
// Calculate radial distance and angle with optimized math
float radius = length(pos.xz);
float angle = atan(pos.z, pos.x);
float height = pos.y;
// Pre-compute common calculations
float vessel = smoothstep(0.3, 0.7, radius) * smoothstep(1.0, 0.7, radius);
// Simplified rotation
angle += time * 0.08;
// Simplified space calculation
float space = sin(time * 0.3 + radius * 3.0) * 0.1;
// Combine calculations with fewer temporary variables
float newRadius = (radius + space) * vessel;
vec3 newPos;
newPos.x = cos(angle) * newRadius;
newPos.z = sin(angle) * newRadius;
newPos.y = height * vessel - 1.2;
// Scale for canvas size
newPos *= 2.75;
vec4 mvPosition = modelViewMatrix * vec4(newPos, 1.0);
gl_PointSize = size * (128.0 / -mvPosition.z);
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform float opacity;
varying vec3 vColor;
void main() {
// Optimized circle calculation with early exit
vec2 center = gl_PointCoord - vec2(0.5);
float dist = dot(center, center); // Use squared distance to avoid sqrt
if (dist > 0.25) discard; // dist*dist > 0.5*0.5
float alpha = (1.0 - smoothstep(0.2025, 0.25, dist)) * opacity; // Pre-computed squared values
gl_FragColor = vec4(vColor, alpha);
}
`,
transparent: true,
depthWrite: false,
blending: THREE.NormalBlending,
side: THREE.DoubleSide,
vertexColors: true
})
materialRef.current = particleMaterial
// Pre-allocate typed arrays for better memory management
const positions = new Float32Array(count * 3)
const colors = new Float32Array(count * 3)
const sizes = new Float32Array(count)
// Generate particles - defining the vessel through stillness and movement
let i3 = 0
for (let i = 0; i < count; i++) {
// Create vessel-like distribution - empty space holding infinite potential
const t = i / count
const radius = Math.pow(t, 0.5)
const angle = t * Math.PI * 40
// Pre-calculate height
const vesselHeight = Math.sin(t * Math.PI) * 1.8
// Add randomness
const randRadius = radius + (Math.random() - 0.5) * 0.05
const randAngle = angle + (Math.random() - 0.5) * 0.1
// Directly write to typed arrays
positions[i3] = Math.cos(randAngle) * randRadius
positions[i3 + 1] = vesselHeight
positions[i3 + 2] = Math.sin(randAngle) * randRadius
// Simplified color calculation
const shade = 0.1 + Math.sqrt(radius) * 0.1 + Math.random() * 0.02
colors[i3] = shade
colors[i3 + 1] = shade
colors[i3 + 2] = shade
// Optimized size calculation
sizes[i] = (1.0 - Math.abs(vesselHeight * 0.5)) * 0.2 + 0.1
i3 += 3
}
const geometry = new THREE.BufferGeometry()
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3))
geometry.setAttribute('customColor', new THREE.BufferAttribute(colors, 3))
geometry.setAttribute('size', new THREE.BufferAttribute(sizes, 1))
geometry.computeBoundingBox()
geometry.computeBoundingSphere()
geometryRef.current = geometry
const points = new THREE.Points(geometry, particleMaterial)
pointsRef.current = points
scene.add(points)
// Optimized animation loop with requestAnimationFrame control
const clock = new THREE.Clock()
let lastTime = 0
const targetFPS = 60
const targetInterval = 1000 / targetFPS
const animate = (currentTime) => {
animationRef.current = requestAnimationFrame(animate)
const deltaTime = currentTime - lastTime
if (deltaTime < targetInterval) return
lastTime = currentTime - (deltaTime % targetInterval)
const time = clock.getElapsedTime()
particleMaterial.uniforms.time.value = time
renderer.render(scene, camera)
}
animationRef.current = requestAnimationFrame(animate)
let resizeTimeout = null
const handleResize = () => {
if (resizeTimeout) clearTimeout(resizeTimeout)
resizeTimeout = setTimeout(() => {
if (!mountRef.current) return
const container = mountRef.current
const width = container.clientWidth
const height = container.clientHeight
camera.aspect = width / height
camera.updateProjectionMatrix()
renderer.setSize(width, height)
}, 100)
}
window.addEventListener('resize', handleResize, { passive: true })
let observerTimeout = null
const resizeObserverCallback = () => {
if (observerTimeout) clearTimeout(observerTimeout)
observerTimeout = setTimeout(handleResize, 100)
}
const resizeObserver = new ResizeObserver(resizeObserverCallback)
resizeObserverRef.current = resizeObserver
if (mountRef.current) {
resizeObserver.observe(mountRef.current)
}
timeoutsRef.current.push(() => {
if (resizeTimeout) clearTimeout(resizeTimeout)
if (observerTimeout) clearTimeout(observerTimeout)
})
return () => {
timeoutsRef.current.forEach(clearFn => clearFn())
timeoutsRef.current = []
if (animationRef.current) {
cancelAnimationFrame(animationRef.current)
animationRef.current = null
}
window.removeEventListener('resize', handleResize)
if (resizeObserverRef.current) {
resizeObserverRef.current.disconnect()
resizeObserverRef.current = null
}
if (sceneRef.current && pointsRef.current) {
sceneRef.current.remove(pointsRef.current)
}
if (geometryRef.current) {
geometryRef.current.dispose()
geometryRef.current = null
}
if (materialRef.current) {
materialRef.current.dispose()
materialRef.current = null
}
if (rendererRef.current) {
rendererRef.current.dispose()
if (mountRef.current && rendererRef.current.domElement) {
mountRef.current.removeChild(rendererRef.current.domElement)
}
rendererRef.current.forceContextLoss()
rendererRef.current = null
}
sceneRef.current = null
cameraRef.current = null
pointsRef.current = null
}
}, [count])
return <div ref={mountRef} style={{ width: '100vw', height: '100vh' }} />
}
const ParticleVessel = () => {
return <EmptyParticles />
}
const metadata = {
themes: "impartiality, empty potential, stillness as power",
visualization: "Particles define a vessel through their movement around emptiness, showing how stillness contains infinite possibility",
promptSuggestion: "1. Add subtle void variations\n2. Create empty vessel patterns\n3. Vary spatial definitions naturally\n4. Introduce gentle utility waves\n5. Make emptiness follow natural forms"
}
ParticleVessel.metadata = metadata
export default ParticleVessel