Files
pivoine.art/assets/js/visualizer/waveform.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

142 lines
3.6 KiB
JavaScript

/**
* Waveform Circle Visualizer
* Audio waveform wrapped in a circle - classic visualizer style
*/
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 aAngle;
attribute float aRing;
varying float vAlpha;
varying float vRing;
void main() {
// Base radius for each ring
float baseRadius = 15.0 + aRing * 12.0;
// Waveform displacement based on angle and audio
float waveFreq = 8.0 + aRing * 4.0;
float wave = sin(aAngle * waveFreq + uTime * 3.0) * (uMid * 8.0 + 2.0);
wave += cos(aAngle * waveFreq * 0.5 - uTime * 2.0) * (uLow * 6.0);
wave += sin(aAngle * waveFreq * 2.0 + uTime * 5.0) * (uHigh * 4.0);
float radius = baseRadius + wave;
// Calculate position
float x = cos(aAngle) * radius;
float y = sin(aAngle) * radius;
float z = sin(aAngle * 3.0 + uTime) * 3.0 + uLow * 8.0;
// Slow rotation
float rotAngle = uTime * 0.1;
float cosR = cos(rotAngle);
float sinR = sin(rotAngle);
float newX = x * cosR - y * sinR;
float newY = x * sinR + y * cosR;
x = newX;
y = newY;
// Mouse offset
x -= uMouseX * 5.0;
y -= uMouseY * 4.0;
vec3 pos = vec3(x, y, z);
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
// Size based on audio intensity
float size = 2.5 + uLow * 1.5 + abs(wave) * 0.1;
gl_PointSize = size * (300.0 / -mvPosition.z);
// Alpha - outer rings slightly dimmer
vAlpha = 0.8 - aRing * 0.15 + uLow * 0.2;
vRing = aRing;
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
varying float vAlpha;
varying float vRing;
void main() {
float dist = length(gl_PointCoord - vec2(0.5));
if (dist > 0.5) discard;
float alpha = 1.0 - smoothstep(0.1, 0.5, dist);
alpha *= vAlpha;
vec3 color = vec3(1.0);
gl_FragColor = vec4(color, alpha);
}
`;
export class WaveformVisualizer extends BaseVisualizer {
static name = 'Waveform';
constructor(scene) {
super(scene);
this.rings = 4;
this.pointsPerRing = 200;
this.init();
}
init() {
const count = this.rings * this.pointsPerRing;
const positions = new Float32Array(count * 3);
const angles = new Float32Array(count);
const rings = new Float32Array(count);
let idx = 0;
for (let ring = 0; ring < this.rings; ring++) {
for (let i = 0; i < this.pointsPerRing; i++) {
const angle = (i / this.pointsPerRing) * Math.PI * 2;
positions[idx * 3] = 0;
positions[idx * 3 + 1] = 0;
positions[idx * 3 + 2] = 0;
angles[idx] = angle;
rings[idx] = ring;
idx++;
}
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('aAngle', new THREE.BufferAttribute(angles, 1));
geometry.setAttribute('aRing', new THREE.BufferAttribute(rings, 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 WaveformVisualizer;