three实现三维音频声音可视化频谱动画效果代码

代码语言:html

所属分类:多媒体

代码描述:three实现三维音频声音可视化频谱动画效果代码

代码标签: three 三维 音频 声音 可视化 频谱 动画

下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开

<!DOCTYPE html>
<html lang="en" >

<head>
 
<meta charset="UTF-8">
 

 
 
 
<style>
@import url('https://fonts.googleapis.com/css?family=Architects+Daughter|Orbitron');

* {
   
margin: 0;
   
padding: 0;
}

html
, body {
   
overflow: hidden;
   
font-family:'Orbitron',sans-serif;
   
font-size:14px;
}

/* dat.gui align to left */
.lil-gui.autoPlace{
   
right:auto !important;
   
left:15px !important;
 
}



.Experience {
   
position:relative;
   
width:100vw;
   
height:100vh;
}

.Experience > .Experience_Canvas {
   
top:0;
   
left:0;
   
position:absolute;
   
outline: none;
   
filter:grayscale(0%);
   
transition:filter 1s;
}

.Experience[loading = "true"] > .Experience_Canvas {
   
filter:grayscale(90%);
}


.Experience_Panel {
   
position:relative;
   
border:1px solid #000022;
   
background-color: rgba(30, 30, 90, 0.75);
   
color:#FFFFFF;
   
border-radius: 6px;
   
box-shadow:  5px  5px 5px rgba(0,0,0, 0.5);
}

.Experience > .Experience_Loading {
   
padding:0.6em;
/*    width:4em;*/
   
margin:auto;
   
top: calc(50vh - 10px);
   
height: 18px;
   
display:none;
   
font-family:'Orbitron',sans-serif;
   
font-size:max(1.5vw, 1.5vh);
}

.Experience[loading = "true"] > .Experience_Loading {
   
display:table;
}

/* Group of controls (fps, button logo, button full screen) */
.Experience_Controls {
   
position:fixed;
   
bottom :0;
   
right:0;
   
z-index:10000;
}

.Experience_Static, .Experience_Control {
   
user-select: none;
   
position:relative;
   
width:48px; /*max(3.2vw, 3.2vh);*/
   
height:48px; /*max(3.2vw, 3.2vh);*/
   
margin-bottom:max(0.5vw, 0.5vh);
   
margin-right:max(0.5vw, 0.5vh);
   
padding:6px;
/*    padding:max(0.4vw, 0.4vh);*/
   
text-align: center;
   
border:2px solid transparent;
   
display: block;
   
margin-left: auto;
   
transition:border 0.4s;
}

.Experience_FPS {
   
font-size:24px;
}

.Experience_TxtFPS {
   
font-size:14px;
}


.Experience_Control:hover {
   
border:2px solid rgb(234, 80, 78);
   
cursor:pointer;
}

.Experience_Control > img {
   
transition:transform 0.4s;
   
width:48px;
   
height:48px;
   
position:relative;    
}

.Experience_Control:hover > img {
   
transform: scale(1.5, 1.5);
}

#restoreScreen {
   
display:none;
}

#Logo {
   
display: block;
   
transition: width 0.33s ease-in;
}

/* Logo svg need to be fixed on the right, because of the letter logo animation */
#Logo img {
   
position:absolute;
   
right: 6px;
}

#Logo > * {
   
pointer-events: none;
}

#Logo:hover {
   
width:280px;
}

#Logo > #LogoText {
   
position:absolute;
   
bottom:14px;
   
margin-top:3px;
   
transition:0.4s;
   
width:230px; /* 12 caracters * 400px */                
   
font-size:24px;
}

#Logo > #LogoText > span {
   
transition:0.33s cubic-bezier(.17,-0.42,0,1.15);
   
opacity:0;
   
position: relative;
   
display: inline-block;
   
color:#FFF;
}            

#Logo:hover > #LogoText > span {                
   
position:relative;
   
opacity:1;
   
left:230px;
   
animation: LogoAnimation 0.33s 0.33s cubic-bezier(.17,-0.42,0,1.15);
   
animation-fill-mode:forwards;
}


/* Color rojo del 33 */
#Logo > #LogoText > span:nth-child(11), #Logo > #LogoText > span:nth-child(12) {
   
color: rgb(234, 80, 78);
}            


#Logo:hover > #LogoText > span:nth-child(1)  {    animation-delay: 0.55s;     }
#Logo:hover > #LogoText > span:nth-child(2)  {    animation-delay: 0.50s;     }
#Logo:hover > #LogoText > span:nth-child(3)  {    animation-delay: 0.45s;     }
#Logo:hover > #LogoText > span:nth-child(4)  {    animation-delay: 0.40s;     }
#Logo:hover > #LogoText > span:nth-child(5)  {    animation-delay: 0.35s;     }
#Logo:hover > #LogoText > span:nth-child(6)  {    animation-delay: 0.30s;     }
#Logo:hover > #LogoText > span:nth-child(7)  {    animation-delay: 0.25s;     }
#Logo:hover > #LogoText > span:nth-child(8)  {    animation-delay: 0.20s;     }
#Logo:hover > #LogoText > span:nth-child(9)  {    animation-delay: 0.15s;     }
#Logo:hover > #LogoText > span:nth-child(10) {    animation-delay: 0.10s;     }
#Logo:hover > #LogoText > span:nth-child(11) {    animation-delay: 0.05s;     }
#Logo:hover > #LogoText > span:nth-child(12) {    animation-delay: 0.0s;      }

@keyframes LogoAnimation {
   
0%   { left:230px;  }
   
100% { left:0px;  }
}  

/*
 * Audio controls
 */

.Experience_AudioControls {
   
user-select: none;
   
position:fixed;
   
display:flex;
   
flex-flow: row;
   
flex-direction:column;
/*    flex-wrap: wrap;*/
   
bottom:1vh;
/*    height:80px;*/
   
width:75vw;
   
left:12.5vw;
/*    padding:0 0 min(1vw, 1vh) 0 0;*/
   
pointer-events: none;
}

.Experience_AudioControls label, .Experience_AudioControls button {
   
font-size:14px !important;
   
font-family:'Orbitron',sans-serif;
}

.Experience_AC_Play {
/*    margin:max(0.5vw, 0.5vh);*/
   
flex-basis:32px;
}

   

.Experience_AC_Play > button {
   
width:62px;
   
height:62px;
   
border-radius: 100px;
   
background-color: rgba(30, 30, 150, 1.0);
   
cursor:pointer;
   
color:#fff;
   
transition:background-color 0.5s;
   
pointer-events:all;
}

.Experience_AC_Play > button:hover {
   
background-color: rgb(49, 49, 255);
}

.Experience_AC_Songs {
   
flex: 3 0 10%;
/*    margin:max(0.5vw, 0.5vh);*/
   
position:relative;
/*    top:6px;*/
   
/*    flex-basis:176px;*/
flex-basis:32px;
}

.Experience_AC_Songs > select {
   
position:relative;
   
left:5px;
   
height: 22px;
   
pointer-events:all;
}

.Experience_AC_Volume {
   
flex-basis:32px;
/*    margin:max(0.5vw, 0.5vh);*/
   
/*    flex-basis:150px;*/
}

.Experience_AC_Volume > input {
   
position:relative;
   
left:5px;
   
top:5px;
   
pointer-events:all;
}

.Experience_AC_Time {
   
flex-basis:32px;
/*    margin:max(0.5vw, 0.5vh);*/
}

.Experience_AC_Time > input {
   
position:relative;
   
left:5px;
   
top:5px;
   
width: calc(100% - 10px);
   
pointer-events:all;
}

.Experience td {
   
color:#ffffff;
   
text-shadow: 1px 1px #000000;
}




/* Pay & Pause buttons */
.Experience_Play, .Experience_Pause {
   
position: fixed;
   
margin-bottom: max(0.5vw, 0.5vh);
   
margin-left: max(0.5vw, 0.5vh);
   
bottom:0;
}

/* when play is true, play button is enabled, and pause button is disabled, when is false is the oposite */
.Experience_Play[play="false"], .Experience_Pause[play="true"] {
   
display:none;
}
 
.Experience_SongInfo {
   
position:fixed;
   
margin-bottom: max(0.5vw, 0.5vh);
   
margin-left: max(0.5vw, 0.5vh);    
   
bottom:70px;
   
padding:12px;
   
left:-500px;
   
transition:left 0.4s cubic-bezier(.17,-0.42,0,1.15);
}

.Experience_SongInfo[visible="false"] {
   
left:0px;
   
animation: SongInfoAnimation 0.4s 5s cubic-bezier(.17,-0.42,0,1.15);
   
animation-fill-mode:forwards;
}

.Experience_SongInfo td {
   
padding: 4px;
   
color:#CCCCCC;
}

.Experience_SongInfo a, .Experience_SongInfo a:visited {
   
color:#FFFFFF;
}

@keyframes SongInfoAnimation {
   
0%   { opacity:1; left:0px;     }
   
100% { opacity:0; left:-300px;  }
}
</style>

 
 
</head>

<body >
 
<!-- import THREE.js cdn -->
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/es-module-shims.1.6.2.js"></script>
<script type="importmap">
 
{
 
"imports": {      
     
"three": "//repo.bfw.wiki/bfwrepo/js/module/three/build/151/three.module.js",
     
"three/addons/": "//repo.bfw.wiki/bfwrepo/js/module/three/examples/151/jsm/"
   
}
 
}
</script>


<!-- Bars vertex shader-->
<script id="BarsVertexShader" type="x-shader/x-vertex">
uniform sampler2D uAudioTexture
;  // Linear texture (1024 * 1) to get audio values
uniform
float     uAudioStrength; // Strength multiplyer
attribute
float   aId;            // Its an unique ID for each bar (1.0 / totalBars * actualBar)
varying vec2      vUv
;

void main() {
   
    vec4 modelPosition      
= modelMatrix       * vec4(position , 1.0);
   
// If the point is from superior part
    vec4 data
= texture2D(uAudioTexture, vec2(aId, 0.0));
   
if (uv.y > 0.1) {
       
// Add the red channel intensity to the Y of the model
        modelPosition
.y +=  data.r * uAudioStrength;
   
}
   
else {
        modelPosition
.y -=  data.r * uAudioStrength;
   
}
 
    vec4 viewPosition      
= viewMatrix        * modelPosition;
    vec4 projectionPosition
= projectionMatrix  * viewPosition;

    gl_Position
= projectionPosition;

    vUv
= uv;
}
</script>

<!-- Bars fragment shader-->
<script id="BarsFragmentShader" type="x-shader/x-fragment">
varying vec2 vUv
;

void main() {
   
float dist = length(vUv - vec2(0.5));


   
// Fill the bar with red
    gl_FragColor
= vec4(0.75 + dist, 1.0 - dist, 0.0, 1.0);
}
</script>


<!-- Bars Depth vertex shader-->
<script id="BarsDepthVertexShader" type="x-shader/x-vertex">
uniform sampler2D uAudioTexture
;  // Linear texture (1024 * 1) to get audio values
uniform
float     uAudioStrength; // Strength multiplyer
attribute
float   aId;            // Its an unique ID for each bar (1.0 / totalBars * actualBar)


#include <common>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
varying vec2 vHighPrecisionZW
;
void main() {
       
#include <uv_vertex>
       
#include <skinbase_vertex>
       
#ifdef USE_DISPLACEMENTMAP
               
#include <beginnormal_vertex>
               
#include <morphnormal_vertex>
               
#include <skinnormal_vertex>
       
#endif
       
#include <begin_vertex>

//vec4 audioValue = vec4(1.0);
    vec4 audioValue
= texture2D(uAudioTexture, vec2(aId, 0.0));

   
if (uv.y > 0.5) {
       
// Add the red channel intensity to the Y of the model
        transformed
.y +=  audioValue.r * uAudioStrength;
   
}
   
else {
        transformed
.y -=  audioValue.r * uAudioStrength;
   
}
   

       
#include <morphtarget_vertex>
       
#include <skinning_vertex>
       
#include <displacementmap_vertex>
       
#include <project_vertex>
       
#include <logdepthbuf_vertex>
       
#include <clipping_planes_vertex>
        vHighPrecisionZW
= gl_Position.zw;
}
</script>



<!-- Floor Standard vertex shader-->
<script id="FloorStandardVertexShader" type="x-shader/x-vertex">
uniform sampler2D uAudioTexture
;
//uniform float uTime;
uniform
float uAudioStrength;
varying vec2  vUv
;



/*
 * Three.js globals
 */

#define STANDARD
varying vec3 vViewPosition
;
#ifdef USE_TRANSMISSION
        varying vec3 vWorldPosition
;
#endif
#include <common>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>

/*
 * Three.js main
 */

void main() {
   
#include <uv_vertex>
   
#include <color_vertex>
   
#include <morphcolor_vertex>
   
#include <beginnormal_vertex>
   
#include <morphnormal_vertex>
   
#include <skinbase_vertex>
   
#include <skinnormal_vertex>
   
#include <defaultnormal_vertex>
   
#include <normal_vertex>
   
#include <begin_vertex>

   
// Audio value on Y axis
    vec4 textureColor
= texture2D(uAudioTexture, uv);
    transformed
.z += textureColor.r * uAudioStrength;

    vUv
= uv;

   
/*
     * Three.js main end
     */



   
#include <morphtarget_vertex>
   
#include <skinning_vertex>
   
#include <displacementmap_vertex>
   
#include <project_vertex>
   
#include <logdepthbuf_vertex>
   
#include <clipping_planes_vertex>
    vViewPosition
= - mvPosition.xyz;
   
#include <worldpos_vertex>
   
#include <shadowmap_vertex>
   
#include <fog_vertex>
 
#ifdef USE_TRANSMISSION
    vWorldPosition
= worldPosition.xyz;
 
#endif
}
</script>






<!-- Floor Depth vertex shader-->
<script id="FloorDepthVertexShader" type="x-shader/x-vertex">
uniform sampler2D uAudioTexture
;
uniform
float     uAudioStrength;


#include <common>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
varying vec2 vHighPrecisionZW
;
void main() {
       
#include <uv_vertex>
       
#include <skinbase_vertex>
       
#ifdef USE_DISPLACEMENTMAP
               
#include <beginnormal_vertex>
               
#include <morphnormal_vertex>
               
#include <skinnormal_vertex>
       
#endif
       
#include <begin_vertex>

//vec4 audioValue = vec4(1.0);
    vec4 audioValue
= texture2D(uAudioTexture, uv);

   
if (uv.y > 0.5) {
       
// Add the red channel intensity to the Y of the model
        transformed
.y +=  audioValue.r * uAudioStrength;
   
}
   
else {
        transformed
.y -=  audioValue.r * uAudioStrength;
   
}
   

       
#include <morphtarget_vertex>
       
#include <skinning_vertex>
       
#include <displacementmap_vertex>
       
#include <project_vertex>
       
#include <logdepthbuf_vertex>
       
#include <clipping_planes_vertex>
        vHighPrecisionZW
= gl_Position.zw;
}
</script>

 
     
<script  type="module">
/* Experience created by Josep Antoni Bover for https://devildrey33.es.
 *  This Audio shader is a part of my Audio-PlayGround experience :
 *     https://github.com/devildrey33/Audio-PlayGround
 *
 *  #7 Floor and bars effect.
 *      - Play with Audio Strength, Line size, and radius to achieve different effects
 *      - This script creates an audio data texture with the getByteTimeFrequency values
 *        on the red channel and the getByteTimeByDomain on the green channel. (Its more easy than creating extra attributes, and looks better)
 *      - Then this texture is sent to the sunset shader and the sunset depth shader.
 *      - You can drag & drop any song of your computer to play it.
 *      - Song name   : Alone
 *        Song artist : Color Out
 *        URL         : https://www.jamendo.com/track/1886257/alone
 *
 *  Created on        : 16/05/2023
 *  Last modification : 16/05/2023
 */


import { OrbitControls } from 'three/addons/controls/OrbitControls.js'
import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js'
import * as THREE from 'three'


// Simple 2d buffer canvas
class BufferCanvas {
    constructor(width, height) {
        this.canvas  = document.createElement("canvas");
        this.canvas.setAttribute("width", width);
        this.canvas.setAttribute("height", height);
        this.context = this.canvas.getContext("2d", { willReadFrequently : true });
        this.width   = width;
        this.height  = height;
    }
}

export default class CodepenThreeAudio {
    // Default options
    options.........完整代码请登录后点击上方下载按钮下载查看

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