This commit is contained in:
Tristan Daniël Maat 2022-08-09 00:40:27 +01:00
parent ced10cc09f
commit 615217b237
Signed by: tlater
GPG key ID: 49670FD774E43268
4 changed files with 74 additions and 19 deletions

View file

@ -5,19 +5,22 @@ import { Cube } from "./cube";
import vertexSource from "./vertices.glsl";
import fragmentSource from "./fragments.glsl";
const ROTATION_SPEED = 0.0005;
class RendererError extends Error {}
class Renderer {
private canvas: HTMLCanvasElement;
private analyser: AnalyserNode;
private analyserData: Float32Array;
private analyserData: Uint8Array;
private time: number;
private buffers: {
indices?: WebGLBuffer;
positions?: WebGLBuffer;
normals?: WebGLBuffer;
fft?: WebGLBuffer;
};
constructor(
@ -32,10 +35,10 @@ class Renderer {
this.canvas = canvas;
this.analyser = analyser;
this.analyserData = new Float32Array(analyser.frequencyBinCount);
this.analyserData = new Uint8Array(analyser.frequencyBinCount);
this.time = 0;
this.buffers = { indices: undefined, positions: undefined };
this.buffers = {};
}
resize() {
@ -56,6 +59,7 @@ class Renderer {
.addShader(fragmentSource, gl.FRAGMENT_SHADER)
.addAttribute("aVertexPosition")
.addAttribute("aVertexNormal")
.addAttribute("aHeight")
.addUniforms("uProjectionMatrix")
.addUniforms("uModelViewMatrix")
.addUniforms("uNormalMatrix")
@ -67,6 +71,11 @@ class Renderer {
}
initBuffers(gl: WebGLRenderingContext) {
// Scale down the unit cube before we use it
Cube.vertices = Cube.vertices.map(
(num: number) => num / this.analyser.frequencyBinCount
);
// Position buffer
const positionBuffer = gl.createBuffer();
@ -99,6 +108,17 @@ class Renderer {
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, Cube.normals, gl.STATIC_DRAW);
this.buffers.normals = normalBuffer;
// fft data buffer
const fftBuffer = gl.createBuffer();
if (fftBuffer === null) {
throw new Error("could not initialize fft buffer");
}
// No need to initialize this buffer here since we will be
// updating it as soon as we start rendering anyway.
this.buffers.fft = fftBuffer;
}
initGL(gl: WebGLRenderingContext, shader: Shader) {
@ -106,7 +126,7 @@ class Renderer {
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.depthFunc(gl.LESS);
}
updateMatrices(gl: WebGLRenderingContext, shader: Shader) {
@ -125,13 +145,14 @@ class Renderer {
);
const modelViewMatrix = mat4.create();
mat4.translate(modelViewMatrix, modelViewMatrix, [0.0, 1.0, -8.0]);
mat4.rotateY(modelViewMatrix, modelViewMatrix, this.time / 1000);
mat4.rotateX(
mat4.translate(modelViewMatrix, modelViewMatrix, [0.0, 0.0, -1.5]);
mat4.rotateX(modelViewMatrix, modelViewMatrix, Math.PI / 6);
mat4.rotateY(
modelViewMatrix,
modelViewMatrix,
(this.time / 1000) * 0.7
this.time * ROTATION_SPEED
);
mat4.translate(modelViewMatrix, modelViewMatrix, [-1.0, 0.0, 0.0]);
gl.uniformMatrix4fv(
shader.getUniform("uModelViewMatrix"),
false,
@ -152,7 +173,8 @@ class Renderer {
if (
this.buffers.indices === undefined ||
this.buffers.positions === undefined ||
this.buffers.normals === undefined
this.buffers.normals === undefined ||
this.buffers.fft === undefined
) {
throw new Error("failed to create buffers before rendering");
}
@ -184,8 +206,30 @@ class Renderer {
);
gl.enableVertexAttribArray(shader.getAttribute("aVertexNormal"));
// Update fft
this.analyser.getByteFrequencyData(this.analyserData);
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.fft);
gl.bufferData(gl.ARRAY_BUFFER, this.analyserData, gl.STREAM_DRAW);
gl.vertexAttribPointer(
shader.getAttribute("aHeight"),
1,
gl.UNSIGNED_BYTE,
false,
0,
0
);
gl.vertexAttribDivisor(shader.getAttribute("aHeight"), 1);
gl.enableVertexAttribArray(shader.getAttribute("aHeight"));
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawElementsInstanced(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0, 2);
gl.drawElementsInstanced(
gl.TRIANGLES,
36,
gl.UNSIGNED_SHORT,
0,
this.analyser.frequencyBinCount
);
requestAnimationFrame((time) => {
this.time = time;