Shop integration

This commit is contained in:
2026-01-14 17:47:58 +01:00
parent be7f7b7bf7
commit 21b78f8d17
52 changed files with 5288 additions and 198 deletions

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@@ -0,0 +1,10 @@
varying vec2 vUv;
varying float vDisplacement;
uniform sampler2D tImage;
void main() {
vec4 color = texture2D(tImage, vUv);
gl_FragColor = color;
}

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@@ -89,8 +89,21 @@
</div>
</section>
<!-- Parallax Section -->
<section class="parallax-section">
<div class="parallax-sticky">
<canvas id="parallax-canvas"></canvas>
<div class="product-reveal">
<img src="pottery-vase.png" alt="Finished Product" id="final-product-img">
</div>
</div>
<div class="parallax-trigger"></div>
</section>
</div>
<!-- Three.js from CDN -->
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="script.js"></script>
</body>
</html>

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@@ -27,7 +27,7 @@ video.addEventListener("loadedmetadata", () => {
async function startBuffering() {
video.currentTime = 0;
video.playbackRate = 1; // Standard speed for better capture quality
video.playbackRate = 4.0; // Increased speed for faster loading
await video.play();
function capture() {
@@ -135,3 +135,151 @@ function initScrollAnimation() {
}
});
}
// --- 3D Parallax Implementation ---
async function initParallax() {
// Wait for generic window load to ensure Three.js is ready
if (typeof THREE === 'undefined') {
console.warn("Three.js not loaded yet. Retrying...");
requestAnimationFrame(initParallax);
return;
}
const parallaxCanvas = document.querySelector("#parallax-canvas");
if (!parallaxCanvas) return;
// SCENE SETUP
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ canvas: parallaxCanvas, alpha: true, antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
// TEXTURE LOADER
const textureLoader = new THREE.TextureLoader();
// Load textures
// Note: Assuming these files exist in the same directory/public folder
const [originalTexture, depthTexture] = await Promise.all([
new Promise(resolve => textureLoader.load('workshop.jpg', resolve)),
new Promise(resolve => textureLoader.load('workshop_depth.png', resolve))
]);
// GEOMETRY & MATERIAL
const geometry = new THREE.PlaneGeometry(16, 9, 128, 128); // Increased segments for smoother displacement
const material = new THREE.ShaderMaterial({
uniforms: {
tImage: { value: originalTexture },
tDepth: { value: depthTexture },
uDepthScale: { value: 3.0 }, // Exaggerated depth
uMouse: { value: new THREE.Vector2(0, 0) },
uScroll: { value: 0 }
},
vertexShader: `
varying vec2 vUv;
varying float vDisplacement;
uniform sampler2D tDepth;
uniform float uDepthScale;
uniform vec2 uMouse;
void main() {
vUv = uv;
float depth = texture2D(tDepth, uv).r;
vDisplacement = depth;
vec3 newPosition = position;
// Displace along Z
newPosition.z += depth * uDepthScale;
// Mouse Parallax (Simulate perspective shift)
// Closer objects (light depth) move more than far objects
newPosition.x += (uMouse.x * depth * 0.5);
newPosition.y += (uMouse.y * depth * 0.5);
gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
}
`,
fragmentShader: `
varying vec2 vUv;
uniform sampler2D tImage;
void main() {
gl_FragColor = texture2D(tImage, vUv);
}
`,
side: THREE.DoubleSide
});
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
camera.position.z = 5;
// MOUSE INTERACTION
window.addEventListener("mousemove", (e) => {
const x = (e.clientX / window.innerWidth) * 2 - 1;
const y = -(e.clientY / window.innerHeight) * 2 + 1;
// Smooth lerp could be better, but direct set for responsiveness
gsap.to(material.uniforms.uMouse.value, {
x: x * 0.5, // Sensitivity
y: y * 0.5,
duration: 1,
ease: "power2.out"
});
});
// RESIZE HANDLER
function handleResize() {
const videoAspect = 16 / 9;
const windowAspect = window.innerWidth / window.innerHeight;
camera.aspect = windowAspect;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
// Cover logic
if (windowAspect < videoAspect) {
mesh.scale.set(videoAspect / windowAspect, 1, 1);
} else {
mesh.scale.set(1, windowAspect / videoAspect, 1);
}
}
window.addEventListener('resize', handleResize);
handleResize(); // Initial call
// SCROLL ANIMATION (GSAP)
const tl = gsap.timeline({
scrollTrigger: {
trigger: ".parallax-section",
start: "top top",
end: "bottom bottom",
scrub: true
}
});
tl.to(camera.position, {
z: 3.5,
ease: "none"
}, 0);
// Fade out to reveal product
tl.to(".product-reveal", { opacity: 1, duration: 0.2 }, 0.9);
tl.to(parallaxCanvas, { opacity: 0, duration: 0.2 }, 0.95);
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate();
}
// Start
initParallax();

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@@ -0,0 +1,20 @@
varying vec2 vUv;
varying float vDisplacement;
uniform sampler2D tDepth;
uniform float uDepthScale;
void main() {
vUv = uv;
// Read depth from texture
float depth = texture2D(tDepth, uv).r;
vDisplacement = depth;
// Displace z position based on depth
vec3 newPosition = position;
newPosition.z += depth * uDepthScale;
gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
}

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@@ -0,0 +1,96 @@
import cv2
import numpy as np
import os
from rembg import remove
from PIL import Image
def process_video(input_path, output_path):
# Check if input exists
if not os.path.exists(input_path):
print(f"Error: Input file '{input_path}' not found.")
return
print(f"Processing video: {input_path}")
cap = cv2.VideoCapture(input_path)
# Get video properties
width = int(cap.get(cv2.CAP_PROP_FRAME_WIDTH))
height = int(cap.get(cv2.CAP_PROP_FRAME_HEIGHT))
fps = cap.get(cv2.CAP_PROP_FPS)
total_frames = int(cap.get(cv2.CAP_PROP_FRAME_COUNT))
print(f"Resolution: {width}x{height}, FPS: {fps}, Total Frames: {total_frames}")
# Initialize video writer
# Using 'mp4v' codec for MP4. Note that standard MP4 does not support alpha channel easily.
# For web transparency, we usually need WebM with VP9 or a specific MOV codec (ProRes 4444).
# Here we will try to create a WebM file (VP9) which supports alpha.
fourcc = cv2.VideoWriter_fourcc(*'VP90')
output_ext = os.path.splitext(output_path)[1].lower()
if output_ext == '.mp4':
print("Warning: MP4 container often doesn't support alpha transparency widely. Switching codec might be needed.")
# Try mp4v just in case, but alpha might be lost or black
fourcc = cv2.VideoWriter_fourcc(*'mp4v')
elif output_ext == '.webm':
fourcc = cv2.VideoWriter_fourcc(*'VP90')
out = cv2.VideoWriter(output_path, fourcc, fps, (width, height))
frame_count = 0
try:
while True:
ret, frame = cap.read()
if not ret:
break
# Convert BGR (OpenCV) to RGB (PIL/rembg)
frame_rgb = cv2.cvtColor(frame, cv2.COLOR_BGR2RGB)
pil_im = Image.fromarray(frame_rgb)
# Remove background using rembg
output_pil = remove(pil_im)
# Convert back to numpy
output_np = np.array(output_pil)
# Convert RGB to BGR for OpenCV handling (if we were saving a normal video)
# But wait, OpenCV VideoWriter expects BGR.
# If we want transparency, we need a 4-channel write.
# Standard cv2.VideoWriter might struggle with 4 channels depending on backend.
# Let's check if the output has alpha
if output_np.shape[2] == 4:
# If we are writing to a format that supports alpha (like VP9 WebM), we should pass the alpha.
# However, basic cv2 VideoWriter might not support 4 channels.
# A safer bet for a simple script is to save as a sequence of PNGs or find a writer that supports it.
# For this PoC, let's try writing the frame.
# If VideoWriter fails with 4 channels, we fallback to black background.
frame_bgr_alpha = cv2.cvtColor(output_np, cv2.COLOR_RGBA2BGRA)
out.write(frame_bgr_alpha)
else:
frame_bgr = cv2.cvtColor(output_np, cv2.COLOR_RGBA2BGR)
out.write(frame_bgr)
frame_count += 1
if frame_count % 10 == 0:
print(f"Processed {frame_count}/{total_frames} frames...")
except Exception as e:
print(f"Error processing frames: {e}")
finally:
cap.release()
out.release()
print("Done.")
if __name__ == "__main__":
# Ensure dependencies: pip install rembg opencv-python pillow numpy
input_file = "cup_spin.mp4"
output_file = "cup_spin_no_bg.webm" # using webm for transparency support
process_video(input_file, output_file)

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