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pointCloud14.html
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pointCloud14.html
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<!DOCTYPE html>
<html>
<head>
<meta charset=utf-8>
<title>Point Cloud</title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="js/three.js"></script>
<script src="js/orbitControls.js"></script>
<script type="text/javascript" id='app'>
//Global vars
var simResolution = 2048; //Global resolution for all texture
var fftTex; // 1d tex for fft data
var dataTex; // texture holding past data
var hResolution = 256;
var fResolution = 1024;
var currentFrame = 0; //counter for Current Frame
var geoSizeFrequecy = 1024;
var geoSizeHistory = 1024;
var amplitude = 2.0;
</script>
<script type="text/javascript" id='Utils'>
var fractionToRadians = function(numerator, denominator){
return ((numerator * 2/denominator)-1) * Math.PI ;
};
// Converts from degrees to radians.
Math.toRadians = function(degrees) {
return degrees * Math.PI / 180;
};
// Converts from radians to degrees.
Math.toDegrees = function(radians) {
return radians * 180 / Math.PI;
};
</script>
<script type="text/javascript" id='audioDetector'>
var audioContext = new AudioContext();
var analyserContext;
var analyserNode;
var fftSize = simResolution*2;
var initAudio = function(){
console.log("initAudio");
if (!navigator.getUserMedia)
navigator.getUserMedia = navigator.webkitGetUserMedia || navigator.mozGetUserMedia;
if (!navigator.cancelAnimationFrame)
navigator.cancelAnimationFrame = navigator.webkitCancelAnimationFrame || navigator.mozCancelAnimationFrame;
if (!navigator.requestAnimationFrame)
navigator.requestAnimationFrame = navigator.webkitRequestAnimationFrame || navigator.mozRequestAnimationFrame;
navigator.getUserMedia({
"audio": {
"mandatory": {
"googEchoCancellation": "false",
"googAutoGainControl": "false",
"googNoiseSuppression": "false",
"googHighpassFilter": "false"
},
"optional": []
},
}, audioAnalyseInit, function(e) {
alert('Error getting audio');
console.log(e);
});
};
function audioAnalyseInit(stream) {
console.log('gotStream')
inputPoint = audioContext.createGain();
// Create an AudioNode from the stream.
realAudioInput = audioContext.createMediaStreamSource(stream);
audioInput = realAudioInput;
audioInput.connect(inputPoint);
//audioInput = convertToMono( input );
analyserNode = audioContext.createAnalyser();
analyserNode.fftSize = simResolution * 2;
inputPoint.connect( analyserNode );
//audioRecorder = new Recorder( inputPoint );
zeroGain = audioContext.createGain();
zeroGain.gain.value = 0.0;
inputPoint.connect( zeroGain );
zeroGain.connect( audioContext.destination );
init3d()
};
function updateAnalysers() {
var freqByteData = new Uint8Array(analyserNode.frequencyBinCount);
analyserNode.getByteFrequencyData(freqByteData);
return(freqByteData);
};
function bassHit(){
//bassHit = Math.max(extractFreqRange(100,500,freqByteData)-20,0);
};
function extractFreqRange(start,end, byteData){
var sampleRate = 44100;
var hzBandRange = sampleRate/(fftSize/2)
var value = 0
var numberOfValues=0
i = 0
while(i*hzBandRange <= end){
if(i*hzBandRange >= start){
value += byteData[i]
numberOfValues++
}
i++
}
return value/numberOfValues;
}
</script>
<!--sim shader -->
<script type="x-shader/x-vertex" id="basicVertexShader">
precision highp float;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix *modelViewMatrix * vec4(position, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="simFragmentShader">
precision highp float;
varying vec2 vUv;
uniform sampler2D fftArray;
uniform sampler2D dataTex;
void main(void) {
//float posSample = fftArray;
//vec4 posSample = texture2D(fftArray, vec2(vUv.s - 0.5, vUv.t + 0.5));
vec4 posSample2 = texture2D(fftArray, vUv);
//posSample = posSample + posSample2;
//posSample2 = fftArray;
gl_FragColor = vec4(0.0,0.0,0.0,0.0);
// gl_FragColor = posSample2; // enable for texture preview
}
</script>
<!--particle shader -->
<script type="x-shader/x-vertex" id="vertexShader">
#ifdef GL_ES
precision highp float;
#endif
attribute float alpha;
varying float vAlpha;
varying float vHres;
uniform sampler2D tPos;
uniform sampler2D dataTex;
uniform float frameNo;
uniform float hRes;
uniform float ampl;
varying vec2 vUvm;
varying vec2 vUv;
void main() {
float uvOffset = (frameNo+2.0)/hRes;
vUv = uv;
vHres = hRes;
vUvm = vec2(uv.s, uv.t + uvOffset);
vec4 posSample = texture2D(tPos, vec2(uv.s, vUvm.g));
//vUv = uv;
vAlpha = alpha;
float newPosition = position.z + (alpha * 0.3);
vec4 mvPosition = modelViewMatrix * vec4( position.x, position.y, posSample.g * 100.0 * ampl, 1.0 );
gl_PointSize = 2.0;
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentShader">
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D tPos;
uniform sampler2D dataTex;
uniform vec3 color;
varying float vHres;
varying float vAlpha;
varying vec3 vColor;
varying vec2 vUv;
varying vec2 vUvm;
void main() {
//colour for surface
vec4 posSample = texture2D(tPos, vUvm);
vec4 finalColour = vec4(0.0, 0.0, 0.0, 0.0);
finalColour.r = vUvm.t * (posSample.r*5.0);
finalColour.g = 0.5;//(1.0/sin(vUvm.s))-0.0;
finalColour.b = posSample.r;
finalColour.a = (0.2*posSample.r)+0.01;
float finalLuma = (max((1.0 - vUv.t) * - 1.0 + (20.0/vHres),0.0))*3.0;
gl_FragColor = vec4(finalColour.r + finalLuma, finalColour.b+finalLuma, finalColour.g+ finalLuma, finalColour.a + (finalLuma * (posSample.r*5.0) ))* vUv.t;
}
</script>
<script type="text/javascript" id='textureGen'>
function generateEmptyDataTexture(sizeX,sizeY, unitSize){
size = sizeX * sizeY
var data = new Uint8Array( 2048 * 2048 * 3);
for ( var i = 0; i < size ; i ++ ) {
data[ i ] = 0;
};
dataTexture = new THREE.DataTexture( data, sizeX, sizeY, THREE.RGBFormat, THREE.UnsignedByteType);
dataTexture.wrapT = THREE.RepeatWrapping;
return dataTexture;
};
function generateData(fftArray, emptyArray, previousArray){
var size = fftArray.length;
currentFrame++
for ( var i = 0; i < (size * 3) ; i ++ ) {
emptyArray[ i + ( (currentFrame%hResolution) * 2048*3) ] = fftArray[i];
};
//console.log(previousArray);
return emptyArray;
};
function quadArray(array){
outputArray = [];
i=0;
num = 0
while(i < array.length*3 ){
outputArray.push(array[num]);
if( i%3 == 0 ){
num ++
};
i++
};
return outputArray;
};
</script>
<script type="text/javascript" id='3D'>
var renderer, scene, camera, cloud, uniforms;
initAudio();
var data
function init3d() {
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
// scene
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 500;
// point cloud geometry
var geometry = new THREE.PlaneBufferGeometry(geoSizeFrequecy, geoSizeHistory, fResolution, hResolution);
var simState = new THREE.PlaneBufferGeometry( 300, 300, 45, 45);
fftTex = generateEmptyDataTexture(simResolution, hResolution, 4);
// fftTex2 = generateEmptyDataTexture(simResolution, 4, 4);
dataTex = generateEmptyDataTexture(simResolution,simResolution, 4)
// uniforms
uniforms = {
uColor1: { type: "v3", value: new THREE.Vector3(1.0, 1.0, 1.0) },
tPos: {type: "t", value: fftTex},
frameNo: {type:"f", value: currentFrame},
hRes:{type:"f", value: hResolution},
ampl:{type:"f", value: amplitude},
};
simUniforms= {
fftArray : {type: "t", value: fftTex},
dataTex : {type:"t", value: dataTex},
};
// sim material
var simShaderMaterial = new THREE.ShaderMaterial( {
uniforms: simUniforms,
vertexShader: document.getElementById( 'basicVertexShader' ).textContent,
fragmentShader: document.getElementById( 'simFragmentShader' ).textContent,
transparent: true,
// blending: THREE.AdditiveBlending
});
// point cloud material
var shaderMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
transparent: true,
blending: THREE.AdditiveBlending
});
// point cloud
cloud = new THREE.Points( geometry, shaderMaterial );
testPlane = new THREE.Mesh( simState, simShaderMaterial);
//control cloud
//cloud.applyMatrix( new THREE.Matrix4().makeTranslation(geoSizeFrequecy/2, 0.0, geoSizeHistory/2.0));
cloud.rotation.x = 3.14/2.0;
cloud.rotation.y = 3.14;
cloud.rotation.z = 3.14;
//cloud.translateX(-geoSizeFrequecy/2.0)
//.translateZ(geoSizeHistory/2.0)
//cloud.applyMatrix( new THREE.Matrix4().makeTranslation(0.0, 0.0, 0.0));
scene.add( testPlane );
//scene.add( cloud );
scene.add( cloud);
controls = new THREE.OrbitControls( camera, renderer.domElement );
//controls.addEventListener( 'change', render ); // add this only if there is no animation loop (requestAnimationFrame)
controls.enableDamping = true;
controls.dampingFactor = 0.7;
controls.enableZoom = true;
animate();
};
function animate() {
requestAnimationFrame( animate );
render();
};
var previousData = new Uint8Array( 3 * (2048*2048) );
var data = new Uint8Array( 3 * (2048*2048) );
function render() {
uniforms.frameNo.value = currentFrame;
testPlane.material.needsUpdate = true;
var freqData = updateAnalysers();
freqData = quadArray(freqData)
data = generateData(freqData, data, previousData);
fftTex.image.data = data;
testPlane.material.uniforms.fftArray.value = fftTex;
cloud.material.uniforms.tPos.value = fftTex;
//needs updates
cloud.material.needsUpdate = true;
testPlane.material.needsUpdate = true;
fftTex.needsUpdate = true;
renderer.render( scene, camera );
};
</script>
</body>
</html>