Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using it's URL and the proper URL extention.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <div id ="Spectrogram"></div>
              
            
!

CSS

              
                /* Remove overflow */
body{
  margin: 0px; background-color: #222222; overflow: hidden;
}

              
            
!

JS

              
                "use strict";
import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r122/build/three.module.js';
// Initialize Scene parameters
let frequency_samples = 512; // Y resolution
let DATA = new Uint8Array(frequency_samples); // for later
let camera, scene, renderer;
let heights, mesh;
let time_samples = 1200; // X resolution
let n_vertices = (frequency_samples+1) * (time_samples+1);
let xsegments = time_samples;
let ysegments = frequency_samples;
let xsize = 35; 
let ysize = 20;
let xhalfSize = xsize/2;
let yhalfSize = ysize / 2;
let xsegmentSize = xsize / xsegments; //Size of one square
let ysegmentSize = ysize / ysegments;

init();

function init() {
	// Place the camera in space
	camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 1000 );
	camera.position.z = 64;
	scene = new THREE.Scene();
	let geometry = new THREE.BufferGeometry();
	let indices = [];
	heights = [];
	let vertices = [];

	// generate vertices for a simple grid geometry
	for (let i = 0; i <= xsegments; i ++ ) {
		let x = ( i * xsegmentSize ) - xhalfSize; //midpoint of mesh is 0,0
		for ( let j = 0; j <= ysegments; j ++ ) {
			let y = (j * ysegmentSize) - yhalfSize;
			vertices.push( x, y, 0);
			heights.push(0); // for now our mesh is flat, so heights are zero
		}
	}
	// Add the position data to the geometry buffer
	geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );

	// generate indices (data for element buffer). This says where each triangle goes
	// the code might look complex, but it is essentially the way you tile the plane with 
	// triangles. Each square segment has 4 vertices, a, b, c, d. Which make 2 triangles.
	// a  b
	// d  c
	// Looking above, we can make a triangle by connecting a b d
	// a-b
	// d
	// and similarly for b c d. These make the two faces of our mesh segment.

	for (let i = 0; i < xsegments; i ++ ) {
		for ( let j = 0; j < ysegments; j ++ ) {
			let a = i * ( ysegments + 1 ) + ( j + 1 );
			let b = i * ( ysegments + 1 ) + j;
			let c = ( i + 1 ) * ( ysegments + 1 ) + j;
			let d = ( i + 1 ) * ( ysegments + 1 ) + ( j + 1 );
			// generate two faces (triangles) per iteration
			indices.push( a, b, d ); // face one
			indices.push( b, c, d ); // face two
		}
	}
	geometry.setIndex( indices );

	// Initialize the renderer and connect it to the DIV
	renderer = new THREE.WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	let container = document.getElementById( 'Spectrogram' );
	container.appendChild( renderer.domElement );

	// Give the mesh a material with color (Purple)
	let material = new THREE.MeshBasicMaterial({color:"#433F81"});
	mesh = new THREE.Mesh( geometry, material );
	scene.add( mesh );

	// Render the scene!
	renderer.render(scene, camera);
}
              
            
!
999px

Console