temp
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ced10cc09f
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615217b237
4 changed files with 74 additions and 19 deletions
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@ -36,7 +36,7 @@ document.addEventListener("DOMContentLoaded", () => {
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// Get the containing <span> element
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const block = flash.parentNode;
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// flash.parentNode.parentNode.removeChild(block);
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flash.parentNode.parentNode.removeChild(block);
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}
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});
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});
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@ -5,19 +5,22 @@ import { Cube } from "./cube";
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import vertexSource from "./vertices.glsl";
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import fragmentSource from "./fragments.glsl";
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const ROTATION_SPEED = 0.0005;
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class RendererError extends Error {}
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class Renderer {
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private canvas: HTMLCanvasElement;
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private analyser: AnalyserNode;
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private analyserData: Float32Array;
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private analyserData: Uint8Array;
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private time: number;
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private buffers: {
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indices?: WebGLBuffer;
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positions?: WebGLBuffer;
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normals?: WebGLBuffer;
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fft?: WebGLBuffer;
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};
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constructor(
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@ -32,10 +35,10 @@ class Renderer {
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this.canvas = canvas;
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this.analyser = analyser;
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this.analyserData = new Float32Array(analyser.frequencyBinCount);
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this.analyserData = new Uint8Array(analyser.frequencyBinCount);
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this.time = 0;
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this.buffers = { indices: undefined, positions: undefined };
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this.buffers = {};
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}
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resize() {
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@ -56,6 +59,7 @@ class Renderer {
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.addShader(fragmentSource, gl.FRAGMENT_SHADER)
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.addAttribute("aVertexPosition")
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.addAttribute("aVertexNormal")
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.addAttribute("aHeight")
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.addUniforms("uProjectionMatrix")
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.addUniforms("uModelViewMatrix")
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.addUniforms("uNormalMatrix")
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@ -67,6 +71,11 @@ class Renderer {
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}
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initBuffers(gl: WebGLRenderingContext) {
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// Scale down the unit cube before we use it
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Cube.vertices = Cube.vertices.map(
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(num: number) => num / this.analyser.frequencyBinCount
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);
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// Position buffer
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const positionBuffer = gl.createBuffer();
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@ -99,6 +108,17 @@ class Renderer {
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gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, Cube.normals, gl.STATIC_DRAW);
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this.buffers.normals = normalBuffer;
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// fft data buffer
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const fftBuffer = gl.createBuffer();
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if (fftBuffer === null) {
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throw new Error("could not initialize fft buffer");
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}
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// No need to initialize this buffer here since we will be
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// updating it as soon as we start rendering anyway.
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this.buffers.fft = fftBuffer;
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}
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initGL(gl: WebGLRenderingContext, shader: Shader) {
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@ -106,7 +126,7 @@ class Renderer {
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clearDepth(1.0);
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gl.enable(gl.DEPTH_TEST);
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gl.depthFunc(gl.LEQUAL);
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gl.depthFunc(gl.LESS);
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}
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updateMatrices(gl: WebGLRenderingContext, shader: Shader) {
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@ -125,13 +145,14 @@ class Renderer {
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);
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const modelViewMatrix = mat4.create();
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mat4.translate(modelViewMatrix, modelViewMatrix, [0.0, 1.0, -8.0]);
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mat4.rotateY(modelViewMatrix, modelViewMatrix, this.time / 1000);
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mat4.rotateX(
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mat4.translate(modelViewMatrix, modelViewMatrix, [0.0, 0.0, -1.5]);
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mat4.rotateX(modelViewMatrix, modelViewMatrix, Math.PI / 6);
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mat4.rotateY(
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modelViewMatrix,
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modelViewMatrix,
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(this.time / 1000) * 0.7
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this.time * ROTATION_SPEED
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);
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mat4.translate(modelViewMatrix, modelViewMatrix, [-1.0, 0.0, 0.0]);
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gl.uniformMatrix4fv(
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shader.getUniform("uModelViewMatrix"),
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false,
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@ -152,7 +173,8 @@ class Renderer {
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if (
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this.buffers.indices === undefined ||
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this.buffers.positions === undefined ||
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this.buffers.normals === undefined
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this.buffers.normals === undefined ||
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this.buffers.fft === undefined
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) {
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throw new Error("failed to create buffers before rendering");
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}
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@ -184,8 +206,30 @@ class Renderer {
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);
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gl.enableVertexAttribArray(shader.getAttribute("aVertexNormal"));
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// Update fft
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this.analyser.getByteFrequencyData(this.analyserData);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.fft);
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gl.bufferData(gl.ARRAY_BUFFER, this.analyserData, gl.STREAM_DRAW);
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gl.vertexAttribPointer(
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shader.getAttribute("aHeight"),
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1,
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gl.UNSIGNED_BYTE,
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false,
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0,
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0
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);
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gl.vertexAttribDivisor(shader.getAttribute("aHeight"), 1);
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gl.enableVertexAttribArray(shader.getAttribute("aHeight"));
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.drawElementsInstanced(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0, 2);
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gl.drawElementsInstanced(
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gl.TRIANGLES,
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36,
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gl.UNSIGNED_SHORT,
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0,
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this.analyser.frequencyBinCount
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);
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requestAnimationFrame((time) => {
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this.time = time;
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@ -2,7 +2,7 @@
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precision highp float;
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flat in vec3 vColor;
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flat in vec4 vColor;
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out vec4 color;
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void main() { color = vec4(vColor, 1.0); }
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void main() { color = vColor; }
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@ -9,21 +9,32 @@ precision highp float;
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layout(location = 0) in vec4 aVertexPosition;
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layout(location = 1) in vec3 aVertexNormal;
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flat out vec3 vColor;
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layout(location = 2) in float aHeight;
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flat out vec4 vColor;
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uniform mat4 uModelViewMatrix;
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uniform mat4 uProjectionMatrix;
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uniform mat4 uNormalMatrix;
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void main() {
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vec4 instancePosition =
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vec4(float(gl_InstanceID) * aVertexPosition.x + aVertexPosition.x,
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aVertexPosition.yzw);
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gl_Position = uProjectionMatrix * uModelViewMatrix * instancePosition;
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float instanceX =
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aVertexPosition.x + float(gl_InstanceID) * 2.0 * abs(aVertexPosition.x);
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float vertexY =
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aVertexPosition.y > 0.0 ? aVertexPosition.y * aHeight : aVertexPosition.y;
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gl_Position = uProjectionMatrix * uModelViewMatrix *
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vec4(instanceX, vertexY, aVertexPosition.zw);
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vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);
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float directionalLight =
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max(dot(transformedNormal.xyz, LIGHT_DIRECTION), 0.0);
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vColor = AMBIENT_LIGHT + (directionalLight * LIGHT_COLOR);
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if (aHeight == 0.0) {
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vColor = vec4(0.0, 0.0, 0.0, 0.0);
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} else {
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vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);
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float directionalLight =
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max(dot(transformedNormal.xyz, LIGHT_DIRECTION), 0.0);
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vColor = vec4(AMBIENT_LIGHT + (directionalLight * LIGHT_COLOR), 1.0);
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}
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}
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