Rework website with bulma instead of bootstrap #6
|
@ -47,7 +47,13 @@ in {
|
||||||
};
|
};
|
||||||
|
|
||||||
shell = pkgs.npmlock2nix.shell {
|
shell = pkgs.npmlock2nix.shell {
|
||||||
inherit buildInputs prePatch node_modules_attrs;
|
inherit prePatch node_modules_attrs;
|
||||||
|
|
||||||
|
buildInputs =
|
||||||
|
buildInputs
|
||||||
|
++ (with pkgs; [
|
||||||
|
clang-tools
|
||||||
|
]);
|
||||||
|
|
||||||
src = nix-filter {
|
src = nix-filter {
|
||||||
root = self;
|
root = self;
|
||||||
|
|
5
package-lock.json
generated
5
package-lock.json
generated
|
@ -7812,6 +7812,11 @@
|
||||||
"integrity": "sha512-Gvzk7OZpiqKSkxsQvO/mbTN1poglhmAV7gR/DdIrRrSMXraRQQlfikRJOr3Nb9GTMPC5kof948Zy6jJZIFtDvQ==",
|
"integrity": "sha512-Gvzk7OZpiqKSkxsQvO/mbTN1poglhmAV7gR/DdIrRrSMXraRQQlfikRJOr3Nb9GTMPC5kof948Zy6jJZIFtDvQ==",
|
||||||
"dev": true
|
"dev": true
|
||||||
},
|
},
|
||||||
|
"react-use-error-boundary": {
|
||||||
|
"version": "3.0.0",
|
||||||
|
"resolved": "https://registry.npmjs.org/react-use-error-boundary/-/react-use-error-boundary-3.0.0.tgz",
|
||||||
|
"integrity": "sha512-5urkfyU3ZzInEMSHe1gxtDzlQAHs0krTt0V6h8H2L5nXhDKq3OYXnCs9lGHDkEkYvLmsphw8ap5g8uYfvrkJng=="
|
||||||
|
},
|
||||||
"read-chunk": {
|
"read-chunk": {
|
||||||
"version": "1.0.1",
|
"version": "1.0.1",
|
||||||
"resolved": "https://registry.npmjs.org/read-chunk/-/read-chunk-1.0.1.tgz",
|
"resolved": "https://registry.npmjs.org/read-chunk/-/read-chunk-1.0.1.tgz",
|
||||||
|
|
|
@ -22,6 +22,7 @@ dependencies:
|
||||||
# React-redux stuff
|
# React-redux stuff
|
||||||
react: ^18.2.0
|
react: ^18.2.0
|
||||||
react-dom: ^18.2.0
|
react-dom: ^18.2.0
|
||||||
|
react-use-error-boundary: ^3.0.0 # TODO(tlater): Remove when react implement their own
|
||||||
redux: ^4.2.0
|
redux: ^4.2.0
|
||||||
'@reduxjs/toolkit': ^1.8.3
|
'@reduxjs/toolkit': ^1.8.3
|
||||||
react-redux: ^8.0.2
|
react-redux: ^8.0.2
|
||||||
|
|
|
@ -40,5 +40,7 @@ $content-heading-color: $text;
|
||||||
$hr-background-color: $grey-light;
|
$hr-background-color: $grey-light;
|
||||||
$hr-height: 1px;
|
$hr-height: 1px;
|
||||||
|
|
||||||
|
$pre-background: $grey-darker;
|
||||||
|
|
||||||
@import "~/node_modules/bulma";
|
@import "~/node_modules/bulma";
|
||||||
@import "./_navbar";
|
@import "./_navbar";
|
||||||
|
|
|
@ -1,13 +1,17 @@
|
||||||
import React from "react";
|
import React from "react";
|
||||||
|
|
||||||
import Controls from "../controls/Controls";
|
import Controls from "../controls/Controls";
|
||||||
|
import Visualizer from "../visualizer/Visualizer";
|
||||||
import { musicPlayer } from "./musicPlayerSlice";
|
import { musicPlayer } from "./musicPlayerSlice";
|
||||||
|
|
||||||
function MusicPlayer() {
|
function MusicPlayer() {
|
||||||
return (
|
return (
|
||||||
<div className="is-flex-grow-1 is-flex is-flex-direction-column">
|
<div className="is-flex-grow-1 is-flex is-flex-direction-column">
|
||||||
<div className="is-flex-grow-1 is-overflow-hidden">
|
<div className="is-flex-grow-1 is-overflow-hidden">
|
||||||
<div></div>
|
<Visualizer
|
||||||
|
audioContext={musicPlayer.audioContext}
|
||||||
|
audioNode={musicPlayer.audioNode}
|
||||||
|
/>
|
||||||
</div>
|
</div>
|
||||||
<div className="is-flex-grow-0">
|
<div className="is-flex-grow-0">
|
||||||
<Controls />
|
<Controls />
|
||||||
|
|
241
src/music/features/visualizer/Renderer.ts
Normal file
241
src/music/features/visualizer/Renderer.ts
Normal file
|
@ -0,0 +1,241 @@
|
||||||
|
import { Shader } from "./Shader";
|
||||||
|
import { mat4 } from "gl-matrix";
|
||||||
|
|
||||||
|
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: Uint8Array;
|
||||||
|
|
||||||
|
private time: number;
|
||||||
|
private buffers: {
|
||||||
|
indices?: WebGLBuffer;
|
||||||
|
positions?: WebGLBuffer;
|
||||||
|
normals?: WebGLBuffer;
|
||||||
|
fft?: WebGLBuffer;
|
||||||
|
};
|
||||||
|
|
||||||
|
constructor(
|
||||||
|
context: AudioContext,
|
||||||
|
node: AudioNode,
|
||||||
|
canvas: HTMLCanvasElement
|
||||||
|
) {
|
||||||
|
const analyser = context.createAnalyser();
|
||||||
|
analyser.fftSize = 2048;
|
||||||
|
analyser.smoothingTimeConstant = 0.8;
|
||||||
|
node.connect(analyser);
|
||||||
|
|
||||||
|
this.canvas = canvas;
|
||||||
|
this.analyser = analyser;
|
||||||
|
this.analyserData = new Uint8Array(analyser.frequencyBinCount);
|
||||||
|
|
||||||
|
this.time = 0;
|
||||||
|
this.buffers = {};
|
||||||
|
}
|
||||||
|
|
||||||
|
resize() {
|
||||||
|
this.canvas.width = this.canvas.parentElement!.clientWidth;
|
||||||
|
this.canvas.height = this.canvas.parentElement!.clientHeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
initializeScene() {
|
||||||
|
this.resize();
|
||||||
|
|
||||||
|
const gl = this.canvas.getContext("webgl2");
|
||||||
|
if (gl === null) {
|
||||||
|
throw new RendererError("WebGL (2) is unsupported on this browser");
|
||||||
|
}
|
||||||
|
|
||||||
|
const shader = Shader.builder(gl)
|
||||||
|
.addShader(vertexSource, gl.VERTEX_SHADER)
|
||||||
|
.addShader(fragmentSource, gl.FRAGMENT_SHADER)
|
||||||
|
.addAttribute("aVertexPosition")
|
||||||
|
.addAttribute("aVertexNormal")
|
||||||
|
.addAttribute("aHeight")
|
||||||
|
.addUniforms("uProjectionMatrix")
|
||||||
|
.addUniforms("uModelViewMatrix")
|
||||||
|
.addUniforms("uNormalMatrix")
|
||||||
|
.build();
|
||||||
|
|
||||||
|
this.initGL(gl, shader);
|
||||||
|
this.initBuffers(gl);
|
||||||
|
this.drawScene(gl, shader);
|
||||||
|
}
|
||||||
|
|
||||||
|
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();
|
||||||
|
|
||||||
|
if (positionBuffer === null) {
|
||||||
|
throw new Error("could not initialize position buffer");
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
|
||||||
|
gl.bufferData(gl.ARRAY_BUFFER, Cube.vertices, gl.STATIC_DRAW);
|
||||||
|
this.buffers.positions = positionBuffer;
|
||||||
|
|
||||||
|
// Index buffer
|
||||||
|
const indexBuffer = gl.createBuffer();
|
||||||
|
|
||||||
|
if (indexBuffer === null) {
|
||||||
|
throw new Error("could not initialize index buffer");
|
||||||
|
}
|
||||||
|
|
||||||
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
|
||||||
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, Cube.indices, gl.STATIC_DRAW);
|
||||||
|
this.buffers.indices = indexBuffer;
|
||||||
|
|
||||||
|
// Surface normal buffer
|
||||||
|
const normalBuffer = gl.createBuffer();
|
||||||
|
|
||||||
|
if (normalBuffer === null) {
|
||||||
|
throw new Error("could not initialize normal buffer");
|
||||||
|
}
|
||||||
|
|
||||||
|
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) {
|
||||||
|
gl.useProgram(shader.program);
|
||||||
|
gl.clearColor(0.0, 0.0, 0.0, 1.0);
|
||||||
|
gl.clearDepth(1.0);
|
||||||
|
gl.enable(gl.DEPTH_TEST);
|
||||||
|
gl.depthFunc(gl.LESS);
|
||||||
|
}
|
||||||
|
|
||||||
|
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();
|
||||||
|
mat4.translate(modelViewMatrix, modelViewMatrix, [0.0, 0.0, -1.5]);
|
||||||
|
mat4.rotateX(modelViewMatrix, modelViewMatrix, Math.PI / 6);
|
||||||
|
mat4.rotateY(
|
||||||
|
modelViewMatrix,
|
||||||
|
modelViewMatrix,
|
||||||
|
this.time * ROTATION_SPEED
|
||||||
|
);
|
||||||
|
mat4.translate(modelViewMatrix, modelViewMatrix, [-1.0, 0.0, 0.0]);
|
||||||
|
gl.uniformMatrix4fv(
|
||||||
|
shader.getUniform("uModelViewMatrix"),
|
||||||
|
false,
|
||||||
|
modelViewMatrix
|
||||||
|
);
|
||||||
|
|
||||||
|
const normalMatrix = mat4.create();
|
||||||
|
mat4.invert(normalMatrix, modelViewMatrix);
|
||||||
|
mat4.transpose(normalMatrix, normalMatrix);
|
||||||
|
gl.uniformMatrix4fv(
|
||||||
|
shader.getUniform("uNormalMatrix"),
|
||||||
|
false,
|
||||||
|
normalMatrix
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
drawScene(gl: WebGL2RenderingContext, shader: Shader) {
|
||||||
|
if (
|
||||||
|
this.buffers.indices === undefined ||
|
||||||
|
this.buffers.positions === undefined ||
|
||||||
|
this.buffers.normals === undefined ||
|
||||||
|
this.buffers.fft === undefined
|
||||||
|
) {
|
||||||
|
throw new Error("failed to create buffers before rendering");
|
||||||
|
}
|
||||||
|
|
||||||
|
this.updateMatrices(gl, shader);
|
||||||
|
|
||||||
|
// Update cube buffers
|
||||||
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.positions);
|
||||||
|
gl.vertexAttribPointer(
|
||||||
|
shader.getAttribute("aVertexPosition"),
|
||||||
|
3,
|
||||||
|
gl.FLOAT,
|
||||||
|
false,
|
||||||
|
0,
|
||||||
|
0
|
||||||
|
);
|
||||||
|
gl.enableVertexAttribArray(shader.getAttribute("aVertexPosition"));
|
||||||
|
|
||||||
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.buffers.indices);
|
||||||
|
|
||||||
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.normals);
|
||||||
|
gl.vertexAttribPointer(
|
||||||
|
shader.getAttribute("aVertexNormal"),
|
||||||
|
3,
|
||||||
|
gl.FLOAT,
|
||||||
|
false,
|
||||||
|
0,
|
||||||
|
0
|
||||||
|
);
|
||||||
|
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,
|
||||||
|
this.analyser.frequencyBinCount
|
||||||
|
);
|
||||||
|
|
||||||
|
requestAnimationFrame((time) => {
|
||||||
|
this.time = time;
|
||||||
|
this.drawScene(gl, shader);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export { Renderer, RendererError };
|
183
src/music/features/visualizer/Shader.ts
Normal file
183
src/music/features/visualizer/Shader.ts
Normal file
|
@ -0,0 +1,183 @@
|
||||||
|
type ShaderType =
|
||||||
|
| WebGLRenderingContext["VERTEX_SHADER"]
|
||||||
|
| WebGLRenderingContext["FRAGMENT_SHADER"];
|
||||||
|
|
||||||
|
interface ShaderSource {
|
||||||
|
source: string;
|
||||||
|
kind: ShaderType;
|
||||||
|
}
|
||||||
|
|
||||||
|
type ShaderAttributes = Map<string, number>;
|
||||||
|
type ShaderUniforms = Map<string, WebGLUniformLocation>;
|
||||||
|
|
||||||
|
class ShaderError extends Error {}
|
||||||
|
|
||||||
|
class Shader {
|
||||||
|
private program_: WebGLProgram;
|
||||||
|
private attributes_: ShaderAttributes;
|
||||||
|
private uniforms_: ShaderUniforms;
|
||||||
|
|
||||||
|
constructor(
|
||||||
|
program: WebGLProgram,
|
||||||
|
attributes: ShaderAttributes,
|
||||||
|
uniforms: ShaderUniforms
|
||||||
|
) {
|
||||||
|
this.program_ = program;
|
||||||
|
this.attributes_ = attributes;
|
||||||
|
this.uniforms_ = uniforms;
|
||||||
|
}
|
||||||
|
|
||||||
|
static builder(gl: WebGLRenderingContext): ShaderBuilder {
|
||||||
|
return new ShaderBuilder(gl);
|
||||||
|
}
|
||||||
|
|
||||||
|
get program(): WebGLProgram {
|
||||||
|
return this.program_;
|
||||||
|
}
|
||||||
|
|
||||||
|
public getAttribute(name: string): number {
|
||||||
|
const attribute = this.attributes_.get(name);
|
||||||
|
|
||||||
|
if (attribute === undefined) {
|
||||||
|
throw new ShaderError(`undefined shader attribute: ${name}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
return attribute;
|
||||||
|
}
|
||||||
|
|
||||||
|
public getUniform(name: string): WebGLUniformLocation {
|
||||||
|
const uniform = this.uniforms_.get(name);
|
||||||
|
|
||||||
|
if (uniform === undefined) {
|
||||||
|
throw new ShaderError(`undefined shader uniform: ${name}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
return uniform;
|
||||||
|
}
|
||||||
|
|
||||||
|
get uniforms(): ShaderUniforms {
|
||||||
|
return this.uniforms_;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class ShaderBuilder {
|
||||||
|
private gl: WebGLRenderingContext;
|
||||||
|
private sources: Array<ShaderSource>;
|
||||||
|
private attributes: Array<string>;
|
||||||
|
private uniforms: Array<string>;
|
||||||
|
|
||||||
|
public constructor(gl: WebGLRenderingContext) {
|
||||||
|
this.gl = gl;
|
||||||
|
this.sources = new Array<ShaderSource>();
|
||||||
|
this.attributes = new Array<string>();
|
||||||
|
this.uniforms = new Array<string>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public addShader(source: string, kind: ShaderType): ShaderBuilder {
|
||||||
|
this.sources.push({ source, kind });
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
public addAttribute(name: string): ShaderBuilder {
|
||||||
|
this.attributes.push(name);
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
public addUniforms(name: string): ShaderBuilder {
|
||||||
|
this.uniforms.push(name);
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
public build(): Shader {
|
||||||
|
// Load, compile and link shader sources
|
||||||
|
const shaders = this.sources.map(({ source, kind }) => {
|
||||||
|
return this.loadShader(source, kind);
|
||||||
|
});
|
||||||
|
|
||||||
|
const shaderProgram = this.gl.createProgram();
|
||||||
|
if (shaderProgram === null) {
|
||||||
|
throw new ShaderError("failed to create shader program");
|
||||||
|
}
|
||||||
|
|
||||||
|
for (const shader of shaders) {
|
||||||
|
this.gl.attachShader(shaderProgram, shader);
|
||||||
|
}
|
||||||
|
|
||||||
|
this.gl.linkProgram(shaderProgram);
|
||||||
|
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) {
|
||||||
|
message = `failed to link shader program: ${log}`;
|
||||||
|
}
|
||||||
|
|
||||||
|
throw new ShaderError(message);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Find attribute and uniform locations
|
||||||
|
const attributes = this.attributes.reduce((acc, attribute) => {
|
||||||
|
const attributeLocation = this.gl.getAttribLocation(
|
||||||
|
shaderProgram,
|
||||||
|
attribute
|
||||||
|
);
|
||||||
|
|
||||||
|
if (attributeLocation === -1) {
|
||||||
|
throw new ShaderError(
|
||||||
|
`shader attribute '${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,
|
"esModuleInterop": true,
|
||||||
"jsx": "react",
|
"jsx": "react",
|
||||||
"isolatedModules": true,
|
"isolatedModules": true,
|
||||||
"target": "es5",
|
"target": "es2015",
|
||||||
|
"moduleResolution": "node",
|
||||||
"plugins": [
|
"plugins": [
|
||||||
{
|
{
|
||||||
"name": "typescript-eslint-language-service"
|
"name": "typescript-eslint-language-service"
|
||||||
|
|
Reference in a new issue