three实现实时麦克风声音驱动三维空间粒子动画效果代码
代码语言:html
所属分类:粒子
代码描述:three实现实时麦克风声音驱动三维空间粒子动画效果代码
代码标签: three 实时 麦克风 声音 驱动 三维 空间 粒子 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/css2?family=Quicksand:wght@300..700&display=swap'); body { font-family: "Quicksand", sans-serif; font-optical-sizing: auto; font-weight: 700; font-style: normal; margin: 0; overflow: hidden; } .hide{ display:none; } #info { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); border: none; background-color:#111; padding: 16px 24px 16px; color: #ccc; border-radius:4px; z-index: 100; } .debug-panel { position: fixed; top: 20px; left: 20px; background: rgba(0,0,0,0.7); padding: 15px; border-radius: 5px; color: #fff; font-family: 'Quicksand', sans-serif; z-index: 1000; } .debug-item { margin: 5px 0; display: flex; align-content:left; gap: 10px; } .value { color: #b0a; text-align:left; } </style> </head> <body translate="no"> <button id="info">Click to use audio</button> <div class="debug-panel"> <div class="debug-item"> Low Freq: <span class="value" id="lowFreq">0</span> </div> <div class="debug-item"> Mid Freq: <span class="value" id="midFreq">0</span> </div> <div class="debug-item"> High Freq: <span class="value" id="highFreq">0</span> </div> </div> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.128.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/dat.gui-min.js"></script> <script id="vertexShader" type="x-shader/x-vertex"> uniform float uTime; uniform float uAudioLow; uniform float uAudioMid; uniform float uAudioHigh; varying vec3 vColor; varying float vAudioMid; // Basic noise helper functions vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } // Simplex noise implementation float snoise(vec3 v) { const vec2 C = vec2(1.0/6.0, 1.0/3.0); const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); vec3 i = floor(v + dot(v, C.yyy)); vec3 x0 = v - i + dot(i, C.xxx); vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min(g.xyz, l.zxy); vec3 i2 = max(g.xyz, l.zxy); vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; vec3 x3 = x0 - D.yyy; i = mod289(i); vec4 p = permute(permute(permute( i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y + vec4(0.0, i1.y, i2.y, 1.0)) + i.x + vec4(0.0, i1.x, i2.x, 1.0)); float n_ = 0.142857142857; vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_); vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4(x.xy, y.xy); vec4 b1 = vec4(x.zw, y.zw); vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww; vec3 p0 = vec3(a0.xy, h.x); vec3 p1 = vec3(a0.zw, h.y); vec3 p2 = vec3(a1.xy, h.z); vec3 p3 = vec3(a1.zw, h.w); vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3))); } // Vector noise function vec3 snoiseVec3(vec3 x) { float s = snoise(vec3(x)); float s1 = snoise(vec3(x.y - 19.1, x.z + 33.4, x.x + 47.2)); float s2 = snoise(vec3(x.z + 74.2, x.x - 124.5, x.y + 99.4)); return vec3(s, s1, s2); } // Curl noise implementation vec3 curlNoise(vec3 p) { const float e = .1; vec3 dx = vec3(e, 0.0, 0.0); vec3 dy = vec3(0.0, e, 0.0); vec3 dz = vec3(0.0, 0.0, e); vec3 p_x0 = snoiseVec3(p - dx); vec3 p_x1 = snoiseVec3(p + dx); vec3 p_y0 = snoiseVec3(p - dy); vec3 p_y1 = snoiseVec3(p + dy); vec3 p_z0 = snoiseVec3(p - dz); vec3 p_z1 = snoiseVec3(p + dz); float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y; float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z; float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x; return normalize(vec3(x, y, z)); } void main() { vec3 curl = curlNoise(position * 0.5 + uTime * 0.1); float noise = snoise(position * 0.5 + uTime * 0.2); float chaos = uAudioLow + uAudioMid + uAudioHigh; vec3 randomOffset = vec3( snoise(position + vec3(uTime * 2.0, 0.0, 0.0)), snoise(position + vec3(0.0, uTime * 2.0, 0.0)), snoise(position + vec3(0.0, 0.0, uTime * 2.0)) ); float expansion = 1.0 + uAudioLow * 0.5; vec3 basePosition = position * expansion; vec3 orderedMovement = curl * (0.3 + uAudioMid * 2.0) + normal * (noise * 0.2); vec3 chaoticMovement = randomOffset * chaos * 2.0; vec3 displaced = basePosition + mix(orderedMovement, chaoticMovement, chaos * 0.7); displaced += curl * sin(uTime * 10.0) * uAudioHigh * 0.2; vec3 baseColor = vec3( 0.5 + 0.5 * sin( curl.y + 2.0), 0.5 + 0.5 * sin(uTi.........完整代码请登录后点击上方下载按钮下载查看
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