Re-implement music visualizer
This commit is contained in:
parent
3788e377d9
commit
ff39947b97
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@ -47,7 +47,13 @@ in {
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};
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shell = pkgs.npmlock2nix.shell {
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inherit buildInputs prePatch node_modules_attrs;
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inherit prePatch node_modules_attrs;
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buildInputs =
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buildInputs
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++ (with pkgs; [
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clang-tools
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]);
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src = nix-filter {
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root = self;
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5
package-lock.json
generated
5
package-lock.json
generated
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@ -7812,6 +7812,11 @@
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"integrity": "sha512-Gvzk7OZpiqKSkxsQvO/mbTN1poglhmAV7gR/DdIrRrSMXraRQQlfikRJOr3Nb9GTMPC5kof948Zy6jJZIFtDvQ==",
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"dev": true
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},
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"react-use-error-boundary": {
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"version": "3.0.0",
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"resolved": "https://registry.npmjs.org/react-use-error-boundary/-/react-use-error-boundary-3.0.0.tgz",
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"integrity": "sha512-5urkfyU3ZzInEMSHe1gxtDzlQAHs0krTt0V6h8H2L5nXhDKq3OYXnCs9lGHDkEkYvLmsphw8ap5g8uYfvrkJng=="
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},
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"read-chunk": {
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"version": "1.0.1",
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"resolved": "https://registry.npmjs.org/read-chunk/-/read-chunk-1.0.1.tgz",
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@ -22,6 +22,7 @@ dependencies:
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# React-redux stuff
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react: ^18.2.0
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react-dom: ^18.2.0
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react-use-error-boundary: ^3.0.0 # TODO(tlater): Remove when react implement their own
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redux: ^4.2.0
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'@reduxjs/toolkit': ^1.8.3
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react-redux: ^8.0.2
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@ -40,5 +40,7 @@ $content-heading-color: $text;
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$hr-background-color: $grey-light;
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$hr-height: 1px;
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$pre-background: $grey-darker;
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@import "~/node_modules/bulma";
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@import "./_navbar";
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@ -1,13 +1,17 @@
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import React from "react";
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import Controls from "../controls/Controls";
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import Visualizer from "../visualizer/Visualizer";
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import { musicPlayer } from "./musicPlayerSlice";
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function MusicPlayer() {
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return (
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<div className="is-flex-grow-1 is-flex is-flex-direction-column">
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<div className="is-flex-grow-1 is-overflow-hidden">
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<div></div>
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<Visualizer
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audioContext={musicPlayer.audioContext}
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audioNode={musicPlayer.audioNode}
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/>
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</div>
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<div className="is-flex-grow-0">
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<Controls />
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241
src/music/features/visualizer/Renderer.ts
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241
src/music/features/visualizer/Renderer.ts
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@ -0,0 +1,241 @@
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import { Shader } from "./Shader";
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import { mat4 } from "gl-matrix";
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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: 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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context: AudioContext,
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node: AudioNode,
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canvas: HTMLCanvasElement
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) {
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const analyser = context.createAnalyser();
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analyser.fftSize = 2048;
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analyser.smoothingTimeConstant = 0.8;
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node.connect(analyser);
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this.canvas = canvas;
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this.analyser = analyser;
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this.analyserData = new Uint8Array(analyser.frequencyBinCount);
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this.time = 0;
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this.buffers = {};
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}
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resize() {
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this.canvas.width = this.canvas.parentElement!.clientWidth;
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this.canvas.height = this.canvas.parentElement!.clientHeight;
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}
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initializeScene() {
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this.resize();
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const gl = this.canvas.getContext("webgl2");
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if (gl === null) {
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throw new RendererError("WebGL (2) is unsupported on this browser");
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}
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const shader = Shader.builder(gl)
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.addShader(vertexSource, gl.VERTEX_SHADER)
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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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.build();
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this.initGL(gl, shader);
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this.initBuffers(gl);
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this.drawScene(gl, shader);
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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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if (positionBuffer === null) {
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throw new Error("could not initialize position buffer");
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}
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, Cube.vertices, gl.STATIC_DRAW);
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this.buffers.positions = positionBuffer;
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// Index buffer
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const indexBuffer = gl.createBuffer();
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if (indexBuffer === null) {
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throw new Error("could not initialize index buffer");
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}
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, Cube.indices, gl.STATIC_DRAW);
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this.buffers.indices = indexBuffer;
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// Surface normal buffer
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const normalBuffer = gl.createBuffer();
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if (normalBuffer === null) {
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throw new Error("could not initialize normal buffer");
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}
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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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gl.useProgram(shader.program);
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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.LESS);
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}
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updateMatrices(gl: WebGLRenderingContext, shader: Shader) {
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const projectionMatrix = mat4.create();
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mat4.perspective(
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projectionMatrix,
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(45 * Math.PI) / 180,
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gl.canvas.clientWidth / gl.canvas.clientHeight,
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0.1,
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100.0
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);
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gl.uniformMatrix4fv(
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shader.getUniform("uProjectionMatrix"),
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false,
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projectionMatrix
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);
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const modelViewMatrix = mat4.create();
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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 * 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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modelViewMatrix
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);
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const normalMatrix = mat4.create();
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mat4.invert(normalMatrix, modelViewMatrix);
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mat4.transpose(normalMatrix, normalMatrix);
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gl.uniformMatrix4fv(
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shader.getUniform("uNormalMatrix"),
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false,
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normalMatrix
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);
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}
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drawScene(gl: WebGL2RenderingContext, shader: Shader) {
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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.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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this.updateMatrices(gl, shader);
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// Update cube buffers
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gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.positions);
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gl.vertexAttribPointer(
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shader.getAttribute("aVertexPosition"),
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3,
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gl.FLOAT,
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false,
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0,
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0
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);
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gl.enableVertexAttribArray(shader.getAttribute("aVertexPosition"));
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.buffers.indices);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.normals);
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gl.vertexAttribPointer(
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shader.getAttribute("aVertexNormal"),
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3,
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gl.FLOAT,
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false,
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0,
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0
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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(
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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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this.drawScene(gl, shader);
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});
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}
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}
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export { Renderer, RendererError };
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183
src/music/features/visualizer/Shader.ts
Normal file
183
src/music/features/visualizer/Shader.ts
Normal file
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type ShaderType =
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| WebGLRenderingContext["VERTEX_SHADER"]
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| WebGLRenderingContext["FRAGMENT_SHADER"];
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interface ShaderSource {
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source: string;
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kind: ShaderType;
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}
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type ShaderAttributes = Map<string, number>;
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type ShaderUniforms = Map<string, WebGLUniformLocation>;
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class ShaderError extends Error {}
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class Shader {
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private program_: WebGLProgram;
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private attributes_: ShaderAttributes;
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private uniforms_: ShaderUniforms;
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constructor(
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program: WebGLProgram,
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attributes: ShaderAttributes,
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uniforms: ShaderUniforms
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) {
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this.program_ = program;
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this.attributes_ = attributes;
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this.uniforms_ = uniforms;
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}
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static builder(gl: WebGLRenderingContext): ShaderBuilder {
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return new ShaderBuilder(gl);
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}
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get program(): WebGLProgram {
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return this.program_;
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}
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public getAttribute(name: string): number {
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const attribute = this.attributes_.get(name);
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if (attribute === undefined) {
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throw new ShaderError(`undefined shader attribute: ${name}`);
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}
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return attribute;
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}
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public getUniform(name: string): WebGLUniformLocation {
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const uniform = this.uniforms_.get(name);
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if (uniform === undefined) {
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throw new ShaderError(`undefined shader uniform: ${name}`);
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}
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return uniform;
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}
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get uniforms(): ShaderUniforms {
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return this.uniforms_;
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}
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}
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class ShaderBuilder {
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private gl: WebGLRenderingContext;
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private sources: Array<ShaderSource>;
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private attributes: Array<string>;
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private uniforms: Array<string>;
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public constructor(gl: WebGLRenderingContext) {
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this.gl = gl;
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this.sources = new Array<ShaderSource>();
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this.attributes = new Array<string>();
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this.uniforms = new Array<string>();
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}
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public addShader(source: string, kind: ShaderType): ShaderBuilder {
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this.sources.push({ source, kind });
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return this;
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}
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public addAttribute(name: string): ShaderBuilder {
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this.attributes.push(name);
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return this;
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}
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public addUniforms(name: string): ShaderBuilder {
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this.uniforms.push(name);
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return this;
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}
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public build(): Shader {
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// Load, compile and link shader sources
|
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const shaders = this.sources.map(({ source, kind }) => {
|
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return this.loadShader(source, kind);
|
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});
|
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|
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const shaderProgram = this.gl.createProgram();
|
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if (shaderProgram === null) {
|
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throw new ShaderError("failed to create shader program");
|
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}
|
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|
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for (const shader of shaders) {
|
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this.gl.attachShader(shaderProgram, shader);
|
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}
|
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|
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this.gl.linkProgram(shaderProgram);
|
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if (!this.gl.getProgramParameter(shaderProgram, this.gl.LINK_STATUS)) {
|
||||
let message = "failed to link shader program";
|
||||
const log = this.gl.getProgramInfoLog(shaderProgram);
|
||||
if (log !== null) {
|
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message = `failed to link shader program: ${log}`;
|
||||
}
|
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|
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throw new ShaderError(message);
|
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}
|
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|
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// Find attribute and uniform locations
|
||||
const attributes = this.attributes.reduce((acc, attribute) => {
|
||||
const attributeLocation = this.gl.getAttribLocation(
|
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shaderProgram,
|
||||
attribute
|
||||
);
|
||||
|
||||
if (attributeLocation === -1) {
|
||||
throw new ShaderError(
|
||||
`shader attribute '${attribute}' could not be found`
|
||||
);
|
||||
}
|
||||
|
||||
return new Map<string, number>([
|
||||
...acc,
|
||||
[attribute, attributeLocation],
|
||||
]);
|
||||
}, new Map<string, number>());
|
||||
|
||||
const uniforms = this.uniforms.reduce((acc, uniform) => {
|
||||
const uniformLocation = this.gl.getUniformLocation(
|
||||
shaderProgram,
|
||||
uniform
|
||||
);
|
||||
|
||||
if (uniformLocation === null) {
|
||||
throw new ShaderError(
|
||||
`shader uniform '${uniform}' could not be found`
|
||||
);
|
||||
}
|
||||
|
||||
return new Map<string, WebGLUniformLocation>([
|
||||
...acc,
|
||||
[uniform, uniformLocation],
|
||||
]);
|
||||
}, new Map<string, WebGLUniformLocation>());
|
||||
|
||||
// Build actual shader object
|
||||
return new Shader(shaderProgram, attributes, uniforms);
|
||||
}
|
||||
|
||||
private loadShader(source: string, kind: ShaderType): WebGLShader {
|
||||
const shader = this.gl.createShader(kind);
|
||||
if (shader === null) {
|
||||
throw new ShaderError(`failed to initialize shader "${source}"`);
|
||||
}
|
||||
|
||||
this.gl.shaderSource(shader, source);
|
||||
this.gl.compileShader(shader);
|
||||
|
||||
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
|
||||
let message = `failed to compile shader "${source}"`;
|
||||
const log = this.gl.getShaderInfoLog(shader);
|
||||
if (log !== null) {
|
||||
message = `failed to compile shader "${source}": ${log}`;
|
||||
}
|
||||
|
||||
this.gl.deleteShader(shader);
|
||||
|
||||
throw new ShaderError(message);
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
}
|
||||
|
||||
export { Shader, ShaderError };
|
87
src/music/features/visualizer/Visualizer.tsx
Normal file
87
src/music/features/visualizer/Visualizer.tsx
Normal file
|
@ -0,0 +1,87 @@
|
|||
import React, { useCallback, useState } from "react";
|
||||
import { Renderer, RendererError } from "./Renderer";
|
||||
import { ShaderError } from "./Shader";
|
||||
|
||||
function Visualizer({
|
||||
audioContext,
|
||||
audioNode,
|
||||
}: {
|
||||
audioContext: AudioContext;
|
||||
audioNode: AudioNode;
|
||||
}) {
|
||||
const [renderError, setRenderError] = useState<JSX.Element | null>(null);
|
||||
|
||||
const canvas = useCallback(
|
||||
(canvas: HTMLCanvasElement | null) => {
|
||||
// If we're rendering an error message, we won't be
|
||||
// setting a canvas.
|
||||
//
|
||||
// Also, nonintuitively, renderError will be null here on
|
||||
// subsequent iterations, so we can't rely on it to
|
||||
// identify errors.
|
||||
if (canvas === null) {
|
||||
return;
|
||||
}
|
||||
|
||||
const renderer = new Renderer(audioContext, audioNode, canvas);
|
||||
try {
|
||||
renderer.initializeScene();
|
||||
} catch (error) {
|
||||
// Log so we don't lose the stack trace
|
||||
console.log(error);
|
||||
|
||||
if (error instanceof ShaderError) {
|
||||
setRenderError(
|
||||
<span>
|
||||
Failed to compile shader; This is a bug, feel free
|
||||
to contact me with this error message:
|
||||
<pre>
|
||||
<code className="has-text-danger">
|
||||
{error.message}
|
||||
</code>
|
||||
</pre>
|
||||
</span>
|
||||
);
|
||||
} else if (error instanceof RendererError) {
|
||||
setRenderError(
|
||||
<span>
|
||||
This browser does not support WebGL 2, sadly. This
|
||||
demo uses WebGL and specifically instanced drawing,
|
||||
so unfortunately this means it can't run on your
|
||||
browser/device.
|
||||
</span>
|
||||
);
|
||||
} else if (error instanceof Error) {
|
||||
setRenderError(
|
||||
<span>
|
||||
Something went very wrong; apologies, either your
|
||||
browser is not behaving or there's a serious bug.
|
||||
You can contact me with this error message:
|
||||
<pre>
|
||||
<code className="has-text-danger">
|
||||
{error.message}
|
||||
</code>
|
||||
</pre>
|
||||
</span>
|
||||
);
|
||||
} else {
|
||||
setRenderError(
|
||||
<span>
|
||||
Something went very wrong; apologies, either your
|
||||
browser is not behaving or there's a serious bug.
|
||||
</span>
|
||||
);
|
||||
}
|
||||
}
|
||||
},
|
||||
[audioContext, audioNode]
|
||||
);
|
||||
|
||||
if (renderError === null) {
|
||||
return <canvas ref={canvas} style={{ display: "block" }}></canvas>;
|
||||
} else {
|
||||
return renderError;
|
||||
}
|
||||
}
|
||||
|
||||
export default Visualizer;
|
84
src/music/features/visualizer/cube.ts
Normal file
84
src/music/features/visualizer/cube.ts
Normal file
|
@ -0,0 +1,84 @@
|
|||
/** * A hand-written 3d model of a cube.
|
||||
*
|
||||
* If this ever needs to be more than this, consider moving it to a
|
||||
* proper .obj model.
|
||||
*/
|
||||
const Cube = {
|
||||
// prettier-ignore
|
||||
vertices: new Float32Array([
|
||||
-1.0, -1.0, 1.0,
|
||||
1.0, -1.0, 1.0,
|
||||
1.0, 1.0, 1.0,
|
||||
-1.0, 1.0, 1.0,
|
||||
|
||||
-1.0, -1.0, -1.0,
|
||||
-1.0, 1.0, -1.0,
|
||||
1.0, 1.0, -1.0,
|
||||
1.0, -1.0, -1.0,
|
||||
|
||||
-1.0, 1.0, -1.0,
|
||||
-1.0, 1.0, 1.0,
|
||||
1.0, 1.0, 1.0,
|
||||
1.0, 1.0, -1.0,
|
||||
|
||||
-1.0, -1.0, -1.0,
|
||||
1.0, -1.0, -1.0,
|
||||
1.0, -1.0, 1.0,
|
||||
-1.0, -1.0, 1.0,
|
||||
|
||||
1.0, -1.0, -1.0,
|
||||
1.0, 1.0, -1.0,
|
||||
1.0, 1.0, 1.0,
|
||||
1.0, -1.0, 1.0,
|
||||
|
||||
-1.0, -1.0, -1.0,
|
||||
-1.0, -1.0, 1.0,
|
||||
-1.0, 1.0, 1.0,
|
||||
-1.0, 1.0, -1.0,
|
||||
]),
|
||||
|
||||
// prettier-ignore
|
||||
indices: new Uint16Array([
|
||||
0, 1, 2, 0, 2, 3,
|
||||
4, 5, 6, 4, 6, 7,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
12, 13, 14, 12, 14, 15,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
20, 21, 22, 20, 22, 23,
|
||||
]),
|
||||
|
||||
// prettier-ignore
|
||||
normals: new Float32Array([
|
||||
0.0, 0.0, 1.0,
|
||||
0.0, 0.0, 1.0,
|
||||
0.0, 0.0, 1.0,
|
||||
0.0, 0.0, 1.0,
|
||||
|
||||
0.0, 0.0, -1.0,
|
||||
0.0, 0.0, -1.0,
|
||||
0.0, 0.0, -1.0,
|
||||
0.0, 0.0, -1.0,
|
||||
|
||||
0.0, 1.0, 0.0,
|
||||
0.0, 1.0, 0.0,
|
||||
0.0, 1.0, 0.0,
|
||||
0.0, 1.0, 0.0,
|
||||
|
||||
0.0, -1.0, 0.0,
|
||||
0.0, -1.0, 0.0,
|
||||
0.0, -1.0, 0.0,
|
||||
0.0, -1.0, 0.0,
|
||||
|
||||
1.0, 0.0, 0.0,
|
||||
1.0, 0.0, 0.0,
|
||||
1.0, 0.0, 0.0,
|
||||
1.0, 0.0, 0.0,
|
||||
|
||||
-1.0, 0.0, 0.0,
|
||||
-1.0, 0.0, 0.0,
|
||||
-1.0, 0.0, 0.0,
|
||||
-1.0, 0.0, 0.0
|
||||
]),
|
||||
};
|
||||
|
||||
export { Cube };
|
8
src/music/features/visualizer/fragments.glsl
Normal file
8
src/music/features/visualizer/fragments.glsl
Normal file
|
@ -0,0 +1,8 @@
|
|||
#version 300 es
|
||||
|
||||
precision highp float;
|
||||
|
||||
flat in vec4 vColor;
|
||||
out vec4 color;
|
||||
|
||||
void main() { color = vColor; }
|
2
src/music/features/visualizer/fragments.glsl.d.ts
vendored
Normal file
2
src/music/features/visualizer/fragments.glsl.d.ts
vendored
Normal file
|
@ -0,0 +1,2 @@
|
|||
declare const fragments: string;
|
||||
export default fragments;
|
40
src/music/features/visualizer/vertices.glsl
Normal file
40
src/music/features/visualizer/vertices.glsl
Normal file
|
@ -0,0 +1,40 @@
|
|||
#version 300 es
|
||||
|
||||
#define BASE_COLOR vec4(1.0, 1.0, 1.0, 1.0)
|
||||
#define AMBIENT_LIGHT vec3(0.3, 0.3, 0.3)
|
||||
#define LIGHT_DIRECTION normalize(vec3(0.85, 0.8, 0.75))
|
||||
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
|
||||
|
||||
precision highp float;
|
||||
|
||||
layout(location = 0) in vec4 aVertexPosition;
|
||||
layout(location = 1) in vec3 aVertexNormal;
|
||||
layout(location = 2) in float aHeight;
|
||||
flat out vec4 vColor;
|
||||
|
||||
uniform mat4 uModelViewMatrix;
|
||||
uniform mat4 uProjectionMatrix;
|
||||
uniform mat4 uNormalMatrix;
|
||||
|
||||
void main() {
|
||||
float instanceX =
|
||||
aVertexPosition.x + float(gl_InstanceID) * 2.0 * abs(aVertexPosition.x);
|
||||
float vertexY =
|
||||
aVertexPosition.y > 0.0 ? aVertexPosition.y * aHeight : aVertexPosition.y;
|
||||
|
||||
gl_Position = uProjectionMatrix * uModelViewMatrix *
|
||||
vec4(instanceX, vertexY, aVertexPosition.zw);
|
||||
|
||||
vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);
|
||||
float directionalLight =
|
||||
max(dot(transformedNormal.xyz, LIGHT_DIRECTION), 0.0);
|
||||
|
||||
if (aHeight == 0.0) {
|
||||
vColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
} else {
|
||||
vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);
|
||||
float directionalLight =
|
||||
max(dot(transformedNormal.xyz, LIGHT_DIRECTION), 0.0);
|
||||
vColor = vec4(AMBIENT_LIGHT + (directionalLight * LIGHT_COLOR), 1.0);
|
||||
}
|
||||
}
|
2
src/music/features/visualizer/vertices.glsl.d.ts
vendored
Normal file
2
src/music/features/visualizer/vertices.glsl.d.ts
vendored
Normal file
|
@ -0,0 +1,2 @@
|
|||
declare const vertices: string;
|
||||
export default vertices;
|
|
@ -5,7 +5,8 @@
|
|||
"esModuleInterop": true,
|
||||
"jsx": "react",
|
||||
"isolatedModules": true,
|
||||
"target": "es5",
|
||||
"target": "es2015",
|
||||
"moduleResolution": "node",
|
||||
"plugins": [
|
||||
{
|
||||
"name": "typescript-eslint-language-service"
|
||||
|
|
Reference in a new issue