Rework website with bulma instead of bootstrap #6

Manually merged
tlater merged 43 commits from tlater/bulma2 into master 2022-08-14 00:26:49 +01:00
Showing only changes of commit a1cf0d753b - Show all commits

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@ -24,6 +24,8 @@ class Renderer {
positions?: WebGLBuffer; positions?: WebGLBuffer;
normals?: WebGLBuffer; normals?: WebGLBuffer;
fft?: WebGLBuffer; fft?: WebGLBuffer;
velocitiesRead?: WebGLBuffer;
velocitiesWrite?: WebGLBuffer;
}; };
constructor( constructor(
@ -72,10 +74,27 @@ class Renderer {
.build(); .build();
this.initGL(gl, shader); this.initGL(gl, shader);
this.initMatrices(gl, shader);
this.initBuffers(gl); this.initBuffers(gl);
this.drawScene(gl, shader); this.drawScene(gl, shader);
} }
initMatrices(gl: WebGLRenderingContext, shader: Shader) {
const projectionMatrix = mat4.create();
mat4.perspective(
projectionMatrix,
(45 * Math.PI) / 180,
gl.canvas.clientWidth / gl.canvas.clientHeight,
0.1,
100.0
);
gl.uniformMatrix4fv(
shader.getUniform("uProjectionMatrix"),
false,
projectionMatrix
);
}
initBuffers(gl: WebGLRenderingContext) { initBuffers(gl: WebGLRenderingContext) {
// Scale down the unit cube before we use it // Scale down the unit cube before we use it
Cube.vertices = Cube.vertices.map( Cube.vertices = Cube.vertices.map(
@ -136,20 +155,6 @@ class Renderer {
} }
updateMatrices(gl: WebGLRenderingContext, shader: Shader) { updateMatrices(gl: WebGLRenderingContext, shader: Shader) {
const projectionMatrix = mat4.create();
mat4.perspective(
projectionMatrix,
(45 * Math.PI) / 180,
gl.canvas.clientWidth / gl.canvas.clientHeight,
0.1,
100.0
);
gl.uniformMatrix4fv(
shader.getUniform("uProjectionMatrix"),
false,
projectionMatrix
);
const modelViewMatrix = mat4.create(); const modelViewMatrix = mat4.create();
mat4.translate(modelViewMatrix, modelViewMatrix, [0.0, 0.0, -1.5]); mat4.translate(modelViewMatrix, modelViewMatrix, [0.0, 0.0, -1.5]);
mat4.rotateX(modelViewMatrix, modelViewMatrix, Math.PI / 6); mat4.rotateX(modelViewMatrix, modelViewMatrix, Math.PI / 6);
@ -175,18 +180,18 @@ class Renderer {
); );
} }
drawScene(gl: WebGL2RenderingContext, shader: Shader) { updateBuffers(gl: WebGL2RenderingContext, shader: Shader) {
if ( if (
this.buffers.indices === undefined || this.buffers.indices === undefined ||
this.buffers.positions === undefined || this.buffers.positions === undefined ||
this.buffers.normals === undefined || this.buffers.normals === undefined ||
this.buffers.fft === undefined this.buffers.fft === undefined
// this.buffers.velocitiesRead === undefined ||
// this.buffers.velocitiesWrite === undefined
) { ) {
throw new Error("failed to create buffers before rendering"); throw new Error("failed to create buffers before rendering");
} }
this.updateMatrices(gl, shader);
// Update cube buffers // Update cube buffers
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.positions); gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.positions);
gl.vertexAttribPointer( gl.vertexAttribPointer(
@ -214,6 +219,7 @@ class Renderer {
// Update fft // Update fft
this.analyser.getByteFrequencyData(this.analyserData); this.analyser.getByteFrequencyData(this.analyserData);
// this.analyserData.fill(255);
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.fft); gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.fft);
gl.bufferData(gl.ARRAY_BUFFER, this.analyserData, gl.STREAM_DRAW); gl.bufferData(gl.ARRAY_BUFFER, this.analyserData, gl.STREAM_DRAW);
@ -227,8 +233,16 @@ class Renderer {
); );
gl.vertexAttribDivisor(shader.getAttribute("aHeight"), 1); gl.vertexAttribDivisor(shader.getAttribute("aHeight"), 1);
gl.enableVertexAttribArray(shader.getAttribute("aHeight")); gl.enableVertexAttribArray(shader.getAttribute("aHeight"));
}
const cpuTime = Math.round(performance.now() - this.lastFrameTime); drawScene(gl: WebGL2RenderingContext, shader: Shader) {
this.updateMatrices(gl, shader);
this.updateBuffers(gl, shader);
let cpuTime = 0;
if (process.env.NODE_ENV === "development") {
cpuTime = Math.round(performance.now() - this.lastFrameTime);
}
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.drawElementsInstanced( gl.drawElementsInstanced(
@ -239,11 +253,12 @@ class Renderer {
this.analyser.frequencyBinCount this.analyser.frequencyBinCount
); );
const gpuTime = Math.round(performance.now() - this.lastFrameTime); if (process.env.NODE_ENV === "development") {
const gpuTime = Math.round(performance.now() - this.lastFrameTime);
const dTime = Math.round(this.dTime);
this.overlay.innerText = `${Math.round( this.overlay.innerText = `${dTime}ms (${cpuTime}ms / ${gpuTime}ms)`;
this.dTime }
)}ms (${cpuTime}ms / ${gpuTime}ms)`;
requestAnimationFrame((time) => { requestAnimationFrame((time) => {
this.dTime = time - this.lastFrameTime; this.dTime = time - this.lastFrameTime;