242 lines
7.1 KiB
TypeScript
242 lines
7.1 KiB
TypeScript
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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