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
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