three实现三维音频可视化频谱动画效果代码
代码语言:html
所属分类:三维
代码描述:three实现三维音频可视化频谱动画效果代码,通过lil-gui可调节视觉参数,实现其他的动态效果。
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>
<script>
window.console = window.console || function(t) {};
</script>
</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>
<!-- lil.gui -->
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/lil-gui.umd.min.js"></script>
<link type="text/css" rel="stylesheet" href="//repo.bfw.wiki/bfwrepo/css/lil-gui.min.css">
<!-- Basic depth vertex shader with varying vUv -->
<script id="DepthVertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
#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>
vUv = uv;
#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>
<!-- Perlin Sun Depth fragment shader-->
<script id="SSPerlinSunDepthFragmentShader" type="x-shader/x-fragment">
uniform sampler2D uAudioTexture;
uniform float uAudioStrengthFreq;
uniform float uAudioStrengthSin;
uniform float uRadiusFreq;
uniform float uRadiusSin;
uniform float uTime;
//uniform float uHover;
uniform float uNoiseStrength;
uniform float uNoiseSpeed;
//uniform vec3 uColorFrequency;
//uniform vec3 uColorSin;
varying vec2 vUv; // Coordenadas UV del fragmento
#define NPI 3.14159265 // idk what happens with THREE js PI, and im finishing for today...
#define TAU PI * 2.0
// Classic Perlin 3D Noise
// by Stefan Gustavson
//
vec4 permute(vec4 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
vec3 fade(vec3 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); }
float cnoise(vec3 P){
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod(Pi0, 289.0);
Pi1 = mod(Pi1, 289.0);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 / 7.0;
vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 / 7.0;
vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
// Function to make a round rectangle when the 2d plane is hover
/*vec4 borderRoundRect(vec4 currentColor, vec2 size, float radius) {
vec2 position = vUv * size;
vec2 rounded = vec2(clamp(position.x, radius, size.x - radius), clamp(position.y, radius, size.y - radius));
vec2 difference = position - rounded;
float dist = length(difference);
vec4 color = vec4(1.0, 1.0, 1.0, uHover); // Border color
float borderSize = 0.015; // Border size
float alpha = step(0.2, smoothstep(radius - borderSize, radius- borderSize, dist) - smoothstep(radius, radius + borderSize, dist));
color.a = alpha * uHover;
// Its inside
if (dist > radius - borderSize) {
return color;
}
// Its outside
return currentColor;
}*/
// Make a circle with the frequency data
vec4 circleFreq(vec4 currentColor, vec2 center, vec3 color) {
vec2 pos = vec2(0.55, 0.5);
float dist = length(vUv - pos);
float rad = atan(vUv.y - pos.y, vUv.x - pos.x);
float normAngle = 0.0;
if (rad < 0.0) {
normAngle = ((rad + NPI) / NPI);
} else {
normAngle = 1.0 - (1.0 + ((rad - NPI) / NPI));
}
float audioValue = (texture2D(uAudioTexture, vec2(normAngle, 0.0)).r - 0.5) * .25 * uAudioStrengthFreq;
// Perlin noise
float strength = cnoise(vec3(rad * 2.0, dist * uNoiseStrength, uTime * uNoiseSpeed)) * uRadiusFreq * 0.1;
if (dist - audioValue + strength < uRadiusFreq) {
color.r += audioValue * 0.5;
color.b += audioValue * 0.5;
return vec4(color, 1.0);
}
return currentColor;
}
// // Make a circle with the time domain data
vec4 circleSin(vec4 currentColor, vec2 center, vec3 color) {
vec2 pos1 = vec2(0.4, 0.5);
float dist = length(vUv - center);
float rad = atan(vUv.y - center.y, vUv.x - center.x);
float normAngle = 0.0;
if (rad < 0.0) {
normAngle = ((rad + NPI) / NPI);
} else {
normAngle = (1.0 + ((rad - NPI) / NPI));
}
float audioValue = (texture2D(uAudioTexture, vec2(normAngle, 0.0)).g - 0.5) * .5 * uAudioStrengthSin;
// Perlin noise
float strength = 0.0; //cnoise(vec3(rad * TAU * 5.0, dist * 100.0, uTime + color.b)) * radius * 0.1;
if (dist - audioValue + strength < uRadiusSin) {
color.g += 1.0 - audioValue;
return vec4(color, 1.0);
}
return currentColor;
}
#if DEPTH_PACKING == 3200
uniform float opacity;
#endif
#include <common>
#include <packing>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
varying vec2 vHighPrecisionZW;
void main() {
#include <clipping_planes_fragment>
vec4 diffuseColor = vec4( 1.0 );
#if DEPTH_PACKING == 3200
diffuseColor.a = opacity;
#endif
// Center of the plane
vec2 center = vec2(0.5, 0.5);
// Base color
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
color = circleFreq(color, center, vec3(1.0));
color = circleSin(color, center, vec3(1.0));
diffuseColor = color;
if (color.a == 0.0) discard;
#include <map_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <logdepthbuf_fragment>
float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;
#if DEPTH_PACKING == 3200
gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );
#elif DEPTH_PACKING == 3201
gl_FragColor = packDepthToRGBA( fragCoordZ );
#endif
}
</script>
<!-- Perlin Sun fragment shader-->
<script id="SSPerlinSunFragmentShader" type="x-shader/x-fragment">
uniform sampler2D uAudioTexture;
uniform float uAudioStrengthFreq;
uniform float uAudioStrengthSin;
uniform float uRadiusFreq;
uniform float uRadiusSin;
uniform float uTime;
uniform float uNoiseStrength;
uniform float uNoiseSpeed;
varying vec2 vUv; // Coordenadas UV del fragmento
#define PI 3.14159265
#define TAU PI * 2.0
// Classic Perlin 3D Noise
// by Stefan Gustavson
//
vec4 permute(vec4 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
vec3 fade(vec3 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); }
float cnoise(vec3 P){
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod(Pi0, 289.0);
Pi1 = mod(Pi1, 289.0);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 / 7.0;
vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 / 7.0;
vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
v.........完整代码请登录后点击上方下载按钮下载查看
网友评论0