Files
pivoine.art/assets/js/visualizer/tunnel.js
Sebastian Krüger e50c8a2503 feat(visualizer): add multiple visualizers with mouse tracking and beat response
- Add BaseVisualizer class for shared visualizer logic
- Add Helix visualizer (DNA helix with rungs, beat compression/bounce)
- Add Tunnel visualizer (ring tunnel with depth parallax)
- Refactor SphereVisualizer to extend BaseVisualizer
- Add mouse tracking to all visualizers (canvas-relative, centered)
- Add visualizer switching via logo click (persisted to localStorage)
- Add beat-responsive bouncing and compression effects

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 21:11:38 +01:00

147 lines
4.0 KiB
JavaScript

/**
* Waveform Tunnel Visualizer
* Infinite tunnel of pulsing rings
*/
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 aRingIndex;
attribute float aAngle;
varying float vAlpha;
varying float vRingIndex;
void main() {
vec3 pos = position;
// Ring depth position (z movement for tunnel effect)
float depth = mod(pos.z + uTime * 12.0, 200.0) - 100.0;
pos.z = depth;
// Distance from camera affects ring behavior
float depthFactor = 1.0 - (depth + 100.0) / 200.0;
// Bass expands rings - stronger pulse
float bassExpand = 1.0 + uLow * 0.8 * depthFactor;
pos.x *= bassExpand;
pos.y *= bassExpand;
// Bounce toward viewer on bass
pos.z += uLow * 15.0;
// Mid creates wave distortion on ring
float wave = sin(aAngle * 4.0 + uTime * 3.0) * uMid * 2.0 * depthFactor;
float waveRadius = 1.0 + wave * 0.3;
pos.x *= waveRadius;
pos.y *= waveRadius;
// High adds subtle jitter
pos.x += sin(aAngle * 8.0 + uTime * 5.0) * uHigh * 0.5;
pos.y += cos(aAngle * 8.0 + uTime * 5.0) * uHigh * 0.5;
// Mouse offset - stronger for closer rings
pos.x -= uMouseX * 5.0 * depthFactor;
pos.y -= uMouseY * 4.0 * depthFactor;
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
// Point size based on depth - larger for more coverage
float size = 4.5 * (1.0 + uLow * 0.4);
gl_PointSize = size * (250.0 / -mvPosition.z);
// Alpha fades with depth
vAlpha = 0.8 * depthFactor + uHigh * 0.2;
vRingIndex = aRingIndex;
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
varying float vAlpha;
varying float vRingIndex;
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;
// Slight color variation based on ring
vec3 color = vec3(1.0, 1.0, 1.0);
gl_FragColor = vec4(color, alpha);
}
`;
export class TunnelVisualizer extends BaseVisualizer {
static name = 'Tunnel';
constructor(scene) {
super(scene);
this.ringCount = 100;
this.pointsPerRing = 128;
this.init();
}
init() {
const totalPoints = this.ringCount * this.pointsPerRing;
const positions = new Float32Array(totalPoints * 3);
const ringIndices = new Float32Array(totalPoints);
const angles = new Float32Array(totalPoints);
let idx = 0;
for (let ring = 0; ring < this.ringCount; ring++) {
const z = (ring / this.ringCount) * 200 - 100; // -100 to 100
const radius = 28 + Math.sin(ring * 0.25) * 5; // Larger varying radius
for (let p = 0; p < this.pointsPerRing; p++) {
const angle = (p / this.pointsPerRing) * Math.PI * 2;
positions[idx * 3] = Math.cos(angle) * radius;
positions[idx * 3 + 1] = Math.sin(angle) * radius;
positions[idx * 3 + 2] = z;
ringIndices[idx] = ring / this.ringCount;
angles[idx] = angle;
idx++;
}
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('aRingIndex', new THREE.BufferAttribute(ringIndices, 1));
geometry.setAttribute('aAngle', new THREE.BufferAttribute(angles, 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 TunnelVisualizer;