WIP: 인스트루먼트 UI 시도 (DS 컴포넌트 + CRT 셰이더)

- DS 컴포넌트: CrtDisplay, InstrumentPanel, Led, PhysicalButton, MetalCard, PhosphorText
- Dashboard: CRT WebGL 셰이더 + 물리 버튼 + LED 클러스터
- 사이드바: 72px 미니 네비게이션
- 문제: SSOT 위반(매직넘버 41곳), 시안 A 정체성 부족, 모달/팝업 방치
- 다음: 디자인 근본 재설계 필요
This commit is contained in:
Yun Chan 2026-04-05 09:20:40 +09:00
parent 3f4d0c5828
commit 85d626b922
13 changed files with 930 additions and 746 deletions

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// src/renderer/components/ds/CrtDisplay.tsx
// 시안 A: CRT 디스플레이 — WebGL 셰이더 (스캔라인, 비네팅, 노이즈, 글리치, 파형)
import { useRef, useEffect, useCallback } from 'react'
import { Box } from '@mui/material'
// ── WebGL 유틸 ─────────────────────────────────────────
function createShader(gl: WebGLRenderingContext, type: number, source: string): WebGLShader | null {
const shader = gl.createShader(type)
if (!shader) return null
gl.shaderSource(shader, source)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
gl.deleteShader(shader)
return null
}
return shader
}
function createProgram(gl: WebGLRenderingContext, vsSource: string, fsSource: string): WebGLProgram | null {
const vs = createShader(gl, gl.VERTEX_SHADER, vsSource)
const fs = createShader(gl, gl.FRAGMENT_SHADER, fsSource)
if (!vs || !fs) return null
const prog = gl.createProgram()
if (!prog) return null
gl.attachShader(prog, vs)
gl.attachShader(prog, fs)
gl.linkProgram(prog)
return prog
}
const VERTEX_SHADER = `
attribute vec2 position;
varying vec2 vUv;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
vUv = position * 0.5 + 0.5;
}
`
const FRAGMENT_SHADER = `
precision highp float;
varying vec2 vUv;
uniform float u_time;
uniform float u_glitch;
uniform float u_amp;
uniform float u_freq;
float random(vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123); }
void main() {
vec2 uv = vUv;
// Glitch displacement
if (u_glitch > 0.0) {
float gOffset = (random(vec2(uv.y * 5.0, u_time)) - 0.5) * u_glitch * 0.1;
uv.x += gOffset;
}
// Base phosphor background
vec3 color = vec3(0.02, 0.015, 0.01);
// Background Grid
float gridX = step(0.98, fract(uv.x * 15.0));
float gridY = step(0.98, fract(uv.y * 10.0));
color += vec3(0.1, 0.04, 0.02) * max(gridX, gridY) * (1.0 - u_glitch);
// Oscilloscope Waveform
float t = u_time * 0.5 + u_glitch * random(uv) * 0.1;
float waveY = sin((uv.x * u_freq) + t) * u_amp;
float waveDist = abs((uv.y - 0.5) - waveY);
float lineThick = 0.005 + (u_glitch * 0.02);
float waveGlow = smoothstep(lineThick * 4.0, 0.0, waveDist);
float waveCore = smoothstep(lineThick, 0.0, waveDist);
// Amber wave (#f25b29)
vec3 waveColor = vec3(0.95, 0.35, 0.16);
color += waveColor * waveCore;
color += waveColor * 0.4 * waveGlow;
// Scanlines
float scanline = sin(uv.y * 800.0 - u_time * 10.0) * 0.04;
color -= scanline;
// Noise
float noise = random(uv + u_time) * 0.08;
color += noise;
// Vignette
float dist = distance(vUv, vec2(0.5));
float vig = smoothstep(0.8, 0.4, dist);
color *= vig;
// Edge darkening
color *= smoothstep(0.0, 0.02, vUv.x) * smoothstep(1.0, 0.98, vUv.x);
color *= smoothstep(0.0, 0.05, vUv.y) * smoothstep(1.0, 0.95, vUv.y);
gl_FragColor = vec4(color, 1.0);
}
`
const QUAD = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1])
// ── Props ──────────────────────────────────────────────
interface CrtDisplayProps {
/** 파형 진폭 (0.0 ~ 1.0) */
amplitude?: number
/** 파형 주파수 */
frequency?: number
/** 글리치 트리거 (변경 시 글리치 발생) */
glitchTrigger?: number
/** 오버레이 콘텐츠 (인광 텍스트 등) */
children?: React.ReactNode
/** 높이 (기본 280px) */
height?: number | string
}
export function CrtDisplay({
amplitude = 0.1,
frequency = 8.0,
glitchTrigger = 0,
children,
height = 280,
}: CrtDisplayProps): React.ReactElement {
const canvasRef = useRef<HTMLCanvasElement>(null)
const glRef = useRef<{
gl: WebGLRenderingContext
uTime: WebGLUniformLocation | null
uGlitch: WebGLUniformLocation | null
uAmp: WebGLUniformLocation | null
uFreq: WebGLUniformLocation | null
} | null>(null)
const animRef = useRef<number>(0)
const startTimeRef = useRef(Date.now())
const glitchRef = useRef(0)
const ampRef = useRef(amplitude)
const freqRef = useRef(frequency)
const currentAmpRef = useRef(amplitude)
const currentFreqRef = useRef(frequency)
// amplitude/frequency 변경 추적
useEffect(() => {
ampRef.current = amplitude
freqRef.current = frequency
}, [amplitude, frequency])
// 글리치 트리거
useEffect(() => {
if (glitchTrigger > 0) {
glitchRef.current = 1.0
}
}, [glitchTrigger])
const render = useCallback(() => {
const ctx = glRef.current
if (!ctx) return
const { gl, uTime, uGlitch, uAmp, uFreq } = ctx
// Smoothing
currentAmpRef.current += (ampRef.current - currentAmpRef.current) * 0.1
currentFreqRef.current += (freqRef.current - currentFreqRef.current) * 0.1
glitchRef.current *= 0.85
gl.uniform1f(uTime, (Date.now() - startTimeRef.current) / 1000)
gl.uniform1f(uGlitch, glitchRef.current)
gl.uniform1f(uAmp, currentAmpRef.current)
gl.uniform1f(uFreq, currentFreqRef.current)
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)
animRef.current = requestAnimationFrame(render)
}, [])
useEffect(() => {
const canvas = canvasRef.current
if (!canvas) return
const gl = canvas.getContext('webgl', { alpha: true })
if (!gl) return
canvas.width = canvas.clientWidth * 2
canvas.height = canvas.clientHeight * 2
gl.viewport(0, 0, canvas.width, canvas.height)
const prog = createProgram(gl, VERTEX_SHADER, FRAGMENT_SHADER)
if (!prog) return
gl.useProgram(prog)
const buffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
gl.bufferData(gl.ARRAY_BUFFER, QUAD, gl.STATIC_DRAW)
const posLoc = gl.getAttribLocation(prog, 'position')
gl.enableVertexAttribArray(posLoc)
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0)
glRef.current = {
gl,
uTime: gl.getUniformLocation(prog, 'u_time'),
uGlitch: gl.getUniformLocation(prog, 'u_glitch'),
uAmp: gl.getUniformLocation(prog, 'u_amp'),
uFreq: gl.getUniformLocation(prog, 'u_freq'),
}
startTimeRef.current = Date.now()
animRef.current = requestAnimationFrame(render)
return () => {
cancelAnimationFrame(animRef.current)
}
}, [render])
return (
<Box
sx={{
position: 'relative',
height,
bgcolor: '#1a1a1c',
borderRadius: '8px',
boxShadow: 'inset 0 4px 12px rgba(0,0,0,0.9), inset 0 0 0 1px #000, 0 1px 1px rgba(255,255,255,0.1)',
overflow: 'hidden',
}}
>
{/* Glass surface */}
<Box
sx={{
position: 'absolute',
inset: '2px',
borderRadius: '6px',
bgcolor: '#050605',
overflow: 'hidden',
boxShadow: 'inset 0 0 20px rgba(0,0,0,0.8)',
}}
>
<canvas
ref={canvasRef}
style={{ position: 'absolute', inset: 0, width: '100%', height: '100%' }}
/>
{/* Glass reflection */}
<Box
sx={{
position: 'absolute',
top: 0, left: 0, right: 0, bottom: '50%',
background: 'linear-gradient(180deg, rgba(255,255,255,0.03) 0%, rgba(255,255,255,0) 100%)',
pointerEvents: 'none',
zIndex: 10,
}}
/>
</Box>
{/* Content overlay (phosphor text) */}
<Box
sx={{
position: 'absolute',
inset: '16px',
zIndex: 2,
display: 'flex',
flexDirection: 'column',
justifyContent: 'space-between',
color: '#f25b29',
textShadow: '0 0 6px rgba(242, 91, 41, 0.4)',
pointerEvents: 'none',
fontFamily: 'ui-monospace, SFMono-Regular, Menlo, Consolas, monospace',
}}
>
{children}
</Box>
</Box>
)
}

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// src/renderer/components/ds/InstrumentPanel.tsx
// 시안 A: 메탈 섀시 컨테이너 — 노이즈 텍스처, 각인 텍스트, 물리적 존재감
import { Box, Typography } from '@mui/material'
interface InstrumentPanelProps {
children: React.ReactNode
/** 상단 좌측 각인 */
engravingLeft?: string
/** 상단 우측 각인 */
engravingRight?: string
/** 하단 중앙 각인 */
engravingBottom?: string
}
export function InstrumentPanel({
children,
engravingLeft = 'D3RO-VOICE SYS.',
engravingRight = 'MOD-01 / TERMINAL',
engravingBottom = 'LOCAL AI VOICE ASSISTANT',
}: InstrumentPanelProps): React.ReactElement {
return (
<Box
sx={{
position: 'relative',
bgcolor: '#242528',
borderRadius: '24px',
p: 3,
boxShadow:
'0 60px 100px -20px rgba(0,0,0,0.8), 0 12px 0 #111112, 0 13px 4px rgba(0,0,0,0.5), inset 0 1px 1px rgba(255,255,255,0.15), inset 0 -1px 2px rgba(0,0,0,0.4)',
// 메탈 노이즈는 CSS로 시뮬레이션
'&::before': {
content: '""',
position: 'absolute',
inset: 0,
borderRadius: '24px',
backgroundImage: `url("data:image/svg+xml,%3Csvg viewBox='0 0 256 256' xmlns='http://www.w3.org/2000/svg'%3E%3Cfilter id='n'%3E%3CfeTurbulence type='fractalNoise' baseFrequency='0.65' numOctaves='3' stitchTiles='stitch'/%3E%3C/filter%3E%3Crect width='100%25' height='100%25' filter='url(%23n)'/%3E%3C/svg%3E")`,
opacity: 0.04,
mixBlendMode: 'overlay',
pointerEvents: 'none',
zIndex: 1,
},
}}
>
{/* 각인 텍스트 */}
<Engraving sx={{ top: 12, left: 24 }}>{engravingLeft}</Engraving>
<Engraving sx={{ top: 12, right: 24 }}>{engravingRight}</Engraving>
<Engraving sx={{ bottom: 12, left: '50%', transform: 'translateX(-50%)' }}>{engravingBottom}</Engraving>
{/* 콘텐츠 (z-index 5로 노이즈 위) */}
<Box sx={{ position: 'relative', zIndex: 5 }}>
{children}
</Box>
</Box>
)
}
function Engraving({ children, sx }: { children: string; sx: Record<string, unknown> }): React.ReactElement {
return (
<Typography
sx={{
position: 'absolute',
fontSize: '9px',
letterSpacing: '1.5px',
color: '#1a1a1c',
textShadow: '0 1px 0 rgba(255,255,255,0.08)',
fontWeight: 700,
fontFamily: 'ui-monospace, SFMono-Regular, Menlo, Consolas, monospace',
zIndex: 2,
userSelect: 'none',
...sx,
}}
>
{children}
</Typography>
)
}

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// src/renderer/components/ds/Led.tsx
// 시안 A: LED 인디케이터 — 물리적 LED, 활성 시 glow + pulse
import { Box } from '@mui/material'
type LedColor = 'amber' | 'green' | 'red' | 'orange' | 'off'
const LED_COLORS: Record<LedColor, { bg: string; glow: string }> = {
amber: { bg: '#f25b29', glow: 'rgba(242, 91, 41, 0.6)' },
green: { bg: '#22c55e', glow: 'rgba(34, 197, 94, 0.6)' },
red: { bg: '#ef4444', glow: 'rgba(239, 68, 68, 0.6)' },
orange: { bg: '#f59e0b', glow: 'rgba(245, 158, 11, 0.6)' },
off: { bg: '#111', glow: 'transparent' },
}
interface LedProps {
color?: LedColor
pulse?: boolean
size?: number
}
export function Led({ color = 'off', pulse = false, size = 8 }: LedProps): React.ReactElement {
const c = LED_COLORS[color]
const isActive = color !== 'off'
return (
<Box
sx={{
width: size,
height: size,
borderRadius: '50%',
bgcolor: c.bg,
flexShrink: 0,
boxShadow: isActive
? `inset 0 1px 2px rgba(255,255,255,0.5), 0 0 10px ${c.glow}`
: 'inset 0 1px 3px rgba(0,0,0,0.9), 0 1px 0 rgba(255,255,255,0.05)',
transition: 'all 0.1s',
...(pulse && isActive
? {
animation: 'led-pulse 1.5s ease-in-out infinite',
'@keyframes led-pulse': {
'0%, 100%': { opacity: 1 },
'50%': { opacity: 0.5 },
},
}
: {}),
}}
/>
)
}

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// src/renderer/components/ds/MetalCard.tsx
// 시안 A+B 융합: 메탈 카드 컨테이너 — 섀시 느낌의 인셋 패널
import { Box } from '@mui/material'
interface MetalCardProps {
children: React.ReactNode
inset?: boolean
}
export function MetalCard({ children, inset = false }: MetalCardProps): React.ReactElement {
return (
<Box
sx={{
bgcolor: inset ? '#1b1c1e' : '#242427',
borderRadius: inset ? '12px' : '22px',
borderTop: inset ? 'none' : '1px solid rgba(255,255,255,0.04)',
boxShadow: inset
? 'inset 0 2px 6px rgba(0,0,0,0.6), 0 1px 1px rgba(255,255,255,0.05)'
: '0 8px 30px rgba(0,0,0,0.3)',
p: inset ? '6px' : 3,
transition: 'background-color 0.2s ease',
'&:hover': inset ? {} : { bgcolor: '#2a2a2d' },
}}
>
{children}
</Box>
)
}

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// src/renderer/components/ds/PhosphorText.tsx
// 시안 A: 인광 텍스트 — 앰버 glow, 모노 폰트, CRT 느낌
import { Typography, type TypographyProps } from '@mui/material'
type PhosphorVariant = 'hero' | 'value' | 'label' | 'dim'
const VARIANTS: Record<PhosphorVariant, { fontSize: string; color: string; glow: string; fontWeight: number }> = {
hero: { fontSize: '42px', color: '#f25b29', glow: 'rgba(242, 91, 41, 0.4)', fontWeight: 300 },
value: { fontSize: '20px', color: '#f25b29', glow: 'rgba(242, 91, 41, 0.3)', fontWeight: 400 },
label: { fontSize: '10px', color: '#5c2615', glow: 'none', fontWeight: 700 },
dim: { fontSize: '10px', color: '#77797c', glow: 'none', fontWeight: 400 },
}
interface PhosphorTextProps extends Omit<TypographyProps, 'variant'> {
variant?: PhosphorVariant
}
export function PhosphorText({ variant = 'value', sx, ...props }: PhosphorTextProps): React.ReactElement {
const v = VARIANTS[variant]
return (
<Typography
{...props}
sx={{
fontFamily: 'ui-monospace, SFMono-Regular, Menlo, Consolas, monospace',
fontSize: v.fontSize,
fontWeight: v.fontWeight,
color: v.color,
textShadow: v.glow !== 'none' ? `0 0 6px ${v.glow}` : 'none',
letterSpacing: variant === 'label' ? '2px' : variant === 'hero' ? '-2px' : '0.02em',
lineHeight: 1,
fontVariantNumeric: 'tabular-nums',
textTransform: variant === 'label' ? 'uppercase' : 'none',
...sx,
}}
/>
)
}

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// src/renderer/components/ds/PhysicalButton.tsx
// 시안 A: 물리 버튼 — 돌출 그림자, 눌림 피드백, 선택 상태
import { Button, type ButtonProps } from '@mui/material'
interface PhysicalButtonProps extends Omit<ButtonProps, 'variant'> {
selected?: boolean
}
export function PhysicalButton({ selected = false, sx, ...props }: PhysicalButtonProps): React.ReactElement {
return (
<Button
{...props}
sx={{
height: 44,
bgcolor: selected ? '#1a1a1c' : '#242528',
border: 'none',
borderRadius: '6px',
color: selected ? '#f25b29' : '#77797c',
fontFamily: 'ui-monospace, SFMono-Regular, Menlo, Consolas, monospace',
fontSize: '12px',
fontWeight: 600,
cursor: 'pointer',
boxShadow: selected
? 'inset 0 2px 6px rgba(0,0,0,0.8), inset 0 0 0 1px #000'
: '0 3px 6px rgba(0,0,0,0.4), inset 0 1px 1px rgba(255,255,255,0.1), inset 0 -1px 2px rgba(0,0,0,0.2)',
transform: selected ? 'translateY(1px)' : 'none',
transition: 'all 0.05s linear',
'&:active': {
transform: 'translateY(2px)',
boxShadow: '0 1px 2px rgba(0,0,0,0.4), inset 0 2px 4px rgba(0,0,0,0.3)',
},
'&:hover': {
bgcolor: selected ? '#1a1a1c' : '#2a2b2e',
},
textTransform: 'uppercase',
letterSpacing: '0.5px',
minWidth: 0,
...sx,
}}
/>
)
}

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// src/renderer/components/ds/index.ts
// 디자인 시스템 컴포넌트 SSOT barrel export
export { CrtDisplay } from './CrtDisplay'
export { InstrumentPanel } from './InstrumentPanel'
export { Led } from './Led'
export { PhysicalButton } from './PhysicalButton'
export { MetalCard } from './MetalCard'
export { PhosphorText } from './PhosphorText'