Rework website with bulma instead of bootstrap #6
|
@ -47,7 +47,13 @@ in {
|
|||
};
|
||||
|
||||
shell = pkgs.npmlock2nix.shell {
|
||||
inherit buildInputs prePatch node_modules_attrs;
|
||||
inherit prePatch node_modules_attrs;
|
||||
|
||||
buildInputs =
|
||||
buildInputs
|
||||
++ (with pkgs; [
|
||||
clang-tools
|
||||
]);
|
||||
|
||||
src = nix-filter {
|
||||
root = self;
|
||||
|
|
5
package-lock.json
generated
5
package-lock.json
generated
|
@ -7812,6 +7812,11 @@
|
|||
"integrity": "sha512-Gvzk7OZpiqKSkxsQvO/mbTN1poglhmAV7gR/DdIrRrSMXraRQQlfikRJOr3Nb9GTMPC5kof948Zy6jJZIFtDvQ==",
|
||||
"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": {
|
||||
"version": "1.0.1",
|
||||
"resolved": "https://registry.npmjs.org/read-chunk/-/read-chunk-1.0.1.tgz",
|
||||
|
|
|
@ -22,6 +22,7 @@ dependencies:
|
|||
# React-redux stuff
|
||||
react: ^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
|
||||
'@reduxjs/toolkit': ^1.8.3
|
||||
react-redux: ^8.0.2
|
||||
|
|
|
@ -40,5 +40,7 @@ $content-heading-color: $text;
|
|||
$hr-background-color: $grey-light;
|
||||
$hr-height: 1px;
|
||||
|
||||
$pre-background: $grey-darker;
|
||||
|
||||
@import "~/node_modules/bulma";
|
||||
@import "./_navbar";
|
||||
|
|
|
@ -1,13 +1,17 @@
|
|||
import React from "react";
|
||||
|
||||
import Controls from "../controls/Controls";
|
||||
import Visualizer from "../visualizer/Visualizer";
|
||||
import { musicPlayer } from "./musicPlayerSlice";
|
||||
|
||||
function MusicPlayer() {
|
||||
return (
|
||||
<div className="is-flex-grow-1 is-flex is-flex-direction-column">
|
||||
<div className="is-flex-grow-1 is-overflow-hidden">
|
||||
<div></div>
|
||||
<Visualizer
|
||||
audioContext={musicPlayer.audioContext}
|
||||
audioNode={musicPlayer.audioNode}
|
||||
/>
|
||||
</div>
|
||||
<div className="is-flex-grow-0">
|
||||
<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,
|
||||
"jsx": "react",
|
||||
"isolatedModules": true,
|
||||
"target": "es5",
|
||||
"target": "es2015",
|
||||
"moduleResolution": "node",
|
||||
"plugins": [
|
||||
{
|
||||
"name": "typescript-eslint-language-service"
|
||||
|
|
Reference in a new issue