Rework website with bulma instead of bootstrap #6
|
@ -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;
|
||||||
|
|
Reference in a new issue