Files
pivoine.art/assets/js/visualizer/starfield.js
Sebastian Krüger 8d9d47cea7 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>
2025-11-30 10:10:54 +01:00

134 lines
3.6 KiB
JavaScript

/**
* Starfield Visualizer
* Flying through stars that streak and pulse with the beat
*/
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 aSize;
attribute float aSpeed;
varying float vAlpha;
varying float vStreak;
void main() {
vec3 pos = position;
// Stars fly toward camera (positive Z)
float speed = (10.0 + uLow * 30.0) * aSpeed;
float z = mod(pos.z + uTime * speed, 200.0) - 100.0;
pos.z = z;
// Depth factor - stars closer are brighter and larger
float depthFactor = (z + 100.0) / 200.0;
// Slight drift based on position
pos.x += sin(uTime * 0.5 + position.x * 0.1) * 2.0;
pos.y += cos(uTime * 0.5 + position.y * 0.1) * 2.0;
// Mouse parallax - closer stars move more
pos.x -= uMouseX * 10.0 * (1.0 - depthFactor);
pos.y -= uMouseY * 8.0 * (1.0 - depthFactor);
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
// Size increases as stars approach
float size = aSize * (1.0 - depthFactor) * 3.0;
size *= (1.0 + uLow * 0.5);
gl_PointSize = size * (300.0 / -mvPosition.z);
// Alpha and streak based on depth and speed
vAlpha = (1.0 - depthFactor) * 0.9 + uHigh * 0.2;
vStreak = speed * 0.02; // For potential streak effect
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
varying float vAlpha;
varying float vStreak;
void main() {
vec2 uv = gl_PointCoord - vec2(0.5);
float dist = length(uv);
if (dist > 0.5) discard;
// Core glow
float alpha = 1.0 - smoothstep(0.0, 0.5, dist);
alpha *= vAlpha;
// Add slight elongation effect for speed
float streak = 1.0 - smoothstep(0.0, 0.3, abs(uv.y));
alpha *= mix(1.0, streak, min(vStreak, 0.5));
vec3 color = vec3(1.0);
gl_FragColor = vec4(color, alpha);
}
`;
export class StarfieldVisualizer extends BaseVisualizer {
static name = 'Starfield';
constructor(scene) {
super(scene);
this.starCount = 2000;
this.init();
}
init() {
const positions = new Float32Array(this.starCount * 3);
const sizes = new Float32Array(this.starCount);
const speeds = new Float32Array(this.starCount);
for (let i = 0; i < this.starCount; i++) {
// Distribute stars in a cylinder around the camera
const angle = Math.random() * Math.PI * 2;
const radius = 10 + Math.random() * 60;
positions[i * 3] = Math.cos(angle) * radius;
positions[i * 3 + 1] = Math.sin(angle) * radius;
positions[i * 3 + 2] = Math.random() * 200 - 100; // -100 to 100
sizes[i] = 1.0 + Math.random() * 3.0;
speeds[i] = 0.5 + Math.random() * 1.0;
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('aSize', new THREE.BufferAttribute(sizes, 1));
geometry.setAttribute('aSpeed', new THREE.BufferAttribute(speeds, 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 StarfieldVisualizer;