feat: add 6 new audio visualizers

- Vortex: spiral particles pulled toward center, speed reacts to beat
- Starfield: flying through stars with depth parallax and streak effects
- Grid: 3D wave plane with ripple effects from mouse and audio
- Galaxy: 3-arm spiral galaxy with tilted perspective
- Waveform: circular audio waveform in concentric rings
- Kaleidoscope: 8-segment mirrored geometric patterns

All visualizers include:
- GLSL shaders with audio reactivity (low/mid/high frequencies)
- Mouse tracking for interactive parallax
- Beat-synchronized animations

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-11-30 10:10:54 +01:00
parent 25008e3385
commit 8d9d47cea7
7 changed files with 869 additions and 1 deletions

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/**
* Galaxy Visualizer
* Spiral arm formation with rotating particles
*/
import * as THREE from 'three';
import { BaseVisualizer } from './base-visualizer.js';
const vertexShader = `
uniform float uTime;
uniform float uLow;
uniform float uMid;
uniform float uHigh;
uniform float uMouseX;
uniform float uMouseY;
attribute float aArm;
attribute float aOffset;
attribute float aRadius;
varying float vAlpha;
varying float vArm;
void main() {
// Spiral arm parameters
float arms = 3.0;
float armAngle = aArm * (6.28318 / arms);
// Radius with some variation
float radius = aRadius * (1.0 + uLow * 0.3);
// Spiral: angle increases with radius
float spiralTightness = 0.15;
float angle = armAngle + aRadius * spiralTightness + uTime * (0.2 + uMid * 0.5);
// Add offset for thickness
angle += aOffset * 0.3;
float radiusOffset = aOffset * 3.0;
// Calculate position
float x = cos(angle) * (radius + radiusOffset);
float y = sin(angle) * (radius + radiusOffset);
// Height variation - thicker disk toward center
float z = sin(aOffset * 3.0 + aRadius * 0.1) * (3.0 - aRadius * 0.05);
z += uLow * 5.0; // Bounce with bass
// High frequencies add sparkle
x += sin(aOffset * 20.0 + uTime * 5.0) * uHigh * 2.0;
y += cos(aOffset * 20.0 + uTime * 5.0) * uHigh * 2.0;
// Tilt the galaxy
float tiltX = 0.3;
float cosX = cos(tiltX);
float sinX = sin(tiltX);
float newY = y * cosX - z * sinX;
float newZ = y * sinX + z * cosX;
y = newY;
z = newZ;
// Mouse offset
x -= uMouseX * 5.0;
y -= uMouseY * 4.0;
vec3 pos = vec3(x, y, z);
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
// Size - larger toward center, pulses with bass
float size = 2.5 * (1.0 - aRadius / 60.0) + uLow * 1.0;
gl_PointSize = size * (300.0 / -mvPosition.z);
// Alpha - brighter toward center and in arm cores
vAlpha = (0.7 - aRadius / 80.0) * (1.0 - abs(aOffset) * 0.3) + uLow * 0.2;
vArm = aArm;
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
varying float vAlpha;
varying float vArm;
void main() {
float dist = length(gl_PointCoord - vec2(0.5));
if (dist > 0.5) discard;
float alpha = 1.0 - smoothstep(0.0, 0.5, dist);
alpha *= vAlpha;
vec3 color = vec3(1.0);
gl_FragColor = vec4(color, alpha);
}
`;
export class GalaxyVisualizer extends BaseVisualizer {
static name = 'Galaxy';
constructor(scene) {
super(scene);
this.particleCount = 4000;
this.arms = 3;
this.init();
}
init() {
const positions = new Float32Array(this.particleCount * 3);
const armIndices = new Float32Array(this.particleCount);
const offsets = new Float32Array(this.particleCount);
const radii = new Float32Array(this.particleCount);
for (let i = 0; i < this.particleCount; i++) {
// Assign to an arm
const arm = Math.floor(Math.random() * this.arms);
// Radius - more particles toward center
const radius = Math.pow(Math.random(), 0.5) * 50;
// Offset from arm center
const offset = (Math.random() - 0.5) * 2;
positions[i * 3] = 0;
positions[i * 3 + 1] = 0;
positions[i * 3 + 2] = 0;
armIndices[i] = arm;
offsets[i] = offset;
radii[i] = radius;
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('aArm', new THREE.BufferAttribute(armIndices, 1));
geometry.setAttribute('aOffset', new THREE.BufferAttribute(offsets, 1));
geometry.setAttribute('aRadius', new THREE.BufferAttribute(radii, 1));
this.material = this.createShaderMaterial(vertexShader, fragmentShader, {
uMouseX: { value: 0 },
uMouseY: { value: 0 }
});
this.mesh = new THREE.Points(geometry, this.material);
}
update(bands, time, mouse = { x: 0, y: 0 }) {
if (!this.material) return;
this.material.uniforms.uTime.value = time;
this.material.uniforms.uLow.value = bands.low || 0;
this.material.uniforms.uMid.value = bands.mid || 0;
this.material.uniforms.uHigh.value = bands.high || 0;
this.material.uniforms.uMouseX.value = mouse.x;
this.material.uniforms.uMouseY.value = mouse.y;
}
}
export default GalaxyVisualizer;