-
Notifications
You must be signed in to change notification settings - Fork 1
/
index.html
309 lines (255 loc) · 11.7 KB
/
index.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<link rel="stylesheet" href="css/style.css">
<script src="lib/glMatrix-0.9.5.min.js"></script>
<script type='text/javascript' src='./lib/webgl-obj-loader.js'></script>
<!-- for skybox -->
<script type="text/javascript" src="./js/webgl-utils.js"></script>
<!-- jquery -->
<script src="./lib/jquery.js"></script>
<!-- MIDI -->
<script src="./lib/jasmid/replayer.js"></script>
<script src="./lib/jasmid/midifile.js"></script>
<script src="./lib/jasmid/stream.js"></script>
<script src="./lib/midi/MIDI/MIDI.js"></script>
<script src="./lib/midi/Window/DOMLoader.script.js"></script>
<script src="./lib/midi/inc/Base64.js"></script>
<script src="./lib/midi/inc/base64binary.js"></script>
<!-- Own sources -->
<script src="./js/midi.js"></script>
<script src="js/core.js" type="text/javascript"></script>
<!-- SKYBOX -->
<script id="skyboxVertexShader" type="x-shader/x-vertex">
uniform mat4 projection;
uniform mat4 modelview;
attribute vec3 coords;
varying vec3 vCoords;
void main() {
vec4 eyeCoords = modelview * vec4(coords,1.0);
gl_Position = projection * eyeCoords;
vCoords = coords;//gl_Position.xyz;
}
</script>
<script id="skyboxFragmentShader" type="x-shader/x-fragment">
precision mediump float;
varying vec3 vCoords;
uniform samplerCube skybox;
void main() {
gl_FragColor = textureCube(skybox, vCoords);
}
</script>
<!-- TUNNEL -->
<script id="tunnel-shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix; // model-view matrix
uniform mat4 uPMatrix; // projection matrix
uniform mat3 uNMatrix; // normal matrix
varying vec2 vTextureCoord;
varying vec3 vTransformedNormal;
varying vec4 vPosition;
void main(void) {
vPosition = uMVMatrix * vec4(aVertexPosition, 1.0);
gl_Position = uPMatrix * vPosition;
vTextureCoord = aTextureCoord;
vTransformedNormal = uNMatrix * aVertexNormal;
}
</script>
<script id="tunnel-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vTextureCoord;
varying vec3 vTransformedNormal;
varying vec4 vPosition;
uniform vec3 uMaterialColor;
uniform float uMaterialAlpha;
uniform vec3 uPointLightingLocation; // light direction uniform
uniform vec3 uAmbientColor;
uniform vec3 uDiffuseColor; // difuse light color
uniform vec3 uSpecularColor; // specular light color
uniform float uShininess;
void main(void) {
vec3 lightWeight;
vec3 lightDirection = normalize(uPointLightingLocation - vPosition.xyz);
vec3 normal = normalize(vTransformedNormal);
// diffuese component
float diffuseLightWeight = max(dot(normal, lightDirection), 0.0);
// Specular component
float specularLightWeight = 0.0;
vec3 eyeDirection = normalize(-vPosition.xyz);
vec3 reflectionDirection = reflect(-lightDirection, normal);
specularLightWeight = pow(max(dot(reflectionDirection, eyeDirection), 0.0), uShininess);
lightWeight = uAmbientColor
+ uSpecularColor * specularLightWeight
+ uDiffuseColor * diffuseLightWeight;
gl_FragColor = vec4(uMaterialColor * lightWeight, uMaterialAlpha);
}
</script>
<!-- BALLS -->
<script id="shader-vs-balls" type="x-shader/x-vertex">
attribute vec2 aVertexPosition;
uniform float uAspectRatio;
varying vec2 vPos;
void main(void) {
vPos = aVertexPosition;
vPos.x *= uAspectRatio;
gl_Position = vec4(aVertexPosition, 0.0, 1.0);
}
</script>
<script id="shader-fs-balls" type="x-shader/x-fragment">
// inspired by https://www.shadertoy.com/view/MtXSzS
precision mediump float;
uniform float uTime;
uniform vec3 uCamera;
uniform vec3 uCenter;
uniform float uScale;
uniform float uNoiseFrequency;
varying vec2 vPos;
#define saturate(oo) clamp(oo, 0.0, 1.0)
#define MARCH_STEPS 8
#define RADIUS 2.0
#define NOISE_AMP 0.06
#define ANIMATION vec3(0.0, -3.0, 0.5)
#define ALPHA 0.85
#define C1 vec4(0.0, 0.0, 0.0, ALPHA)
#define C2 vec4(0.6, 0.2, 0.8, ALPHA)
#define C3 vec4(1.0, 0.55, 0.0, ALPHA)
#define C4 vec4(1.0, 1.0, 0.5, ALPHA)
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
}
float turbulence(vec3 position, float minFreq, float maxFreq, float qWidth) {
float cutoff = clamp(0.5 / qWidth, 0.0, maxFreq);
float fade = clamp(2.0 * (cutoff - minFreq) / cutoff, 0.0, 1.0);
float value = fade * abs(snoise(position * minFreq)) / minFreq;
return 1.0 - value;
}
float sphereDist(vec3 position, vec3 c, float r) {
return length(position - c) - r;
}
vec4 shade(float distance) {
float c1 = saturate(distance * 5.0 + 0.5);
float c2 = saturate(distance * 5.0);
float c3 = saturate(distance * 3.4 - 0.5);
vec4 a = mix(C1, C2, c1);
vec4 b = mix(a, C3, c2);
return mix(b, C4, c3);
}
float renderBall(vec3 position, vec3 c, float r, out float distance) {
float noise = turbulence(position * uNoiseFrequency + ANIMATION * uTime, 0.1, 1.5, 0.03) * NOISE_AMP;
noise = saturate(abs(noise));
distance = sphereDist(position, c, r) - noise;
return noise;
}
// Basic ray marching method.
vec4 march(vec3 rayOrigin, vec3 rayStep, vec3 c, float r) {
vec3 position = rayOrigin;
float distance;
float displacement;
for (int step = MARCH_STEPS; step >=0 ; --step) {
displacement = renderBall(position, c, r, distance);
if (distance < 0.05) break;
position += rayStep * distance;
}
return mix(shade(displacement), vec4(0.0), float(distance >= 0.5));
}
bool intersectSphere(vec3 ro, vec3 rd, vec3 pos, float radius, out vec3 intersectPoint) {
vec3 relDistance = (ro - pos);
float b = dot(relDistance, rd);
float c = dot(relDistance, relDistance) - radius*radius;
float d = b*b - c;
intersectPoint = ro + rd*(-b - sqrt(d));
return d >= 0.0;
}
void main(void) {
vec3 ww = normalize(vec3(0.0, 0.0, 0.0) - uCamera);
vec3 uu = normalize(cross(vec3(0.0, 1.0, 0.0), ww));
vec3 vv = normalize(cross(ww, uu));
vec3 direction = normalize(vPos.x * uu + vPos.y * vv + ww);
vec4 col = vec4(0.0);
vec3 intersection;
if (intersectSphere(uCamera, direction, uCenter, uScale * RADIUS + NOISE_AMP * 6.0, intersection)) {
col = march(intersection, direction, uCenter, uScale * RADIUS);
}
gl_FragColor = col;
}
</script>
<script>
function showNext(before, next) {
document.getElementById(before).style.display='none';
document.getElementById(next).style.display='inline';
}
</script>
</head>
<body onkeydown="mapKey(event, true)" onkeyup="mapKey(event, false)">
<img id="welcome" class="center" src="assets/img//intro.png" onclick="showNext('welcome', 'content');" style="margin: 0px; padding: 0px"/>
<h1>interactive music visualization</h1>
<div class="right">
<span>
<label>Load MIDI file:</label>
<input type="file" id="file_upload" class="upload"/>
</span>
<p id="midiFail"></p>
<button onclick="lowNote()" class="button">Send minimal available MIDI note</button><span id="midiLow" class="noMIDI">min = 0</span>
<button onclick="highNote()" class="button">Send maximal available MIDI note</button><span id="midiHigh" class="noMIDI">max = 127</span>
<label style="margin-top: 50px">MIDI on computer keyboard:</label>
<img src="assets/img/keyboardMIDImapping.png" height="15%" style="width: 100%">
</div>
<!-- <canvas id="glcanvas" width="1280px" height="720px"> -->
<canvas id="glcanvas" width="1024px" height="576px">
No <code><canvas></code> suppport in your browser.
</canvas>
</body>
</html>