tlaternet-webserver/templates/src/music/features/visualizer/Renderer.ts

343 lines
11 KiB
TypeScript

import { Shader } from "./Shader";
import { mat4 } from "gl-matrix";
import { Cube } from "./cube";
import vertexSource from "./shaders/vertices.glsl";
import fragmentSource from "./shaders/fragments.glsl";
const ROTATION_SPEED = 0.0;
const BACKGROUND_COLOR = [0.0588235294118, 0.0588235294118, 0.0588235294118];
class RendererError extends Error {}
class Renderer {
private canvas: HTMLCanvasElement;
private overlay: HTMLSpanElement;
private analyser: AnalyserNode;
private analyserData: Uint8Array;
private lastFrameTime: number;
private dTime: number;
private nextAnimationFrame?: number;
private rotation: number;
private buffers: {
indices?: WebGLBuffer;
positions?: WebGLBuffer;
normals?: WebGLBuffer;
fft?: WebGLBuffer;
velocitiesRead?: WebGLBuffer;
velocitiesWrite?: WebGLBuffer;
};
constructor(
analyser: AnalyserNode,
canvas: HTMLCanvasElement,
overlay: HTMLSpanElement
) {
this.canvas = canvas;
this.overlay = overlay;
this.analyser = analyser;
this.analyserData = new Uint8Array(analyser.frequencyBinCount);
this.lastFrameTime = 0;
this.dTime = 0;
this.rotation = 0;
this.buffers = {};
}
resizeAndDraw(
gl: WebGL2RenderingContext,
shader: Shader,
observerData: ResizeObserverEntry | null
) {
if (this.canvas.parentElement === null) {
throw new Error("renderer has been removed from dom");
}
if (this.nextAnimationFrame) {
cancelAnimationFrame(this.nextAnimationFrame);
}
// Note: For this to work, it's *incredibly important* for the
// canvas to be overflowable by its parent, and its parent to
// have `overflow: hidden` set. If using a flexbox, this means
// that the canvas has to be `position: absolute`.
let width: number;
let height: number;
if (observerData !== null && observerData.devicePixelContentBoxSize) {
width = observerData.devicePixelContentBoxSize[0].inlineSize;
height = observerData.devicePixelContentBoxSize[0].blockSize;
} else {
// Fallback; the above API is even newer than
// ResizeObserver, and by setting the observerData to null
// we can manually resize at least once without going
// through the API.
if (this.canvas.parentElement === null) {
throw new Error("canvas parent disappeared");
}
// Note: This *requires* `box-sizing: border-box`
({ width, height } =
this.canvas.parentElement.getBoundingClientRect());
}
this.canvas.width = width;
this.canvas.height = height;
gl.viewport(0, 0, this.canvas.clientWidth, this.canvas.clientHeight);
this.updateProjection(gl, shader);
// ResizeObserver will call when we should draw, so do our own
// time calculation and draw the scene.
this.updateTime(performance.now());
this.drawScene(gl, shader);
}
updateTime(time: number) {
this.dTime = time - this.lastFrameTime;
this.lastFrameTime = time;
}
initializeScene() {
if (this.canvas.parentElement === null) {
throw new Error("canvas was not added to page");
}
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.updateProjection(gl, shader);
this.initBuffers(gl);
try {
const observer = new ResizeObserver((elements) => {
// We only observe one element
const element = elements[0];
this.resizeAndDraw(gl, shader, element);
});
observer.observe(this.canvas.parentElement);
} catch (error) {
// If the browser does not support ResizeObserver, we
// simply don't resize. Resizing is hard enough, just use
// a modern browser.
if (error instanceof ReferenceError) {
console.warn(
"Browser does not support `ResizeObserver`. Canvas resizing will be disabled."
);
} else throw error;
}
this.resizeAndDraw(gl, shader, null);
}
updateProjection(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) {
// 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(
BACKGROUND_COLOR[0],
BACKGROUND_COLOR[1],
BACKGROUND_COLOR[2],
1.0
);
gl.clearDepth(1.0);
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LESS);
}
updateMatrices(gl: WebGLRenderingContext, shader: Shader) {
this.rotation += (this.dTime / 1000.0) * ROTATION_SPEED;
const modelViewMatrix = mat4.create();
mat4.translate(modelViewMatrix, modelViewMatrix, [
0.0,
0.025,
-((this.analyser.frequencyBinCount / gl.canvas.clientWidth) * 3),
]);
mat4.rotateX(modelViewMatrix, modelViewMatrix, Math.PI / 16);
mat4.rotateY(modelViewMatrix, modelViewMatrix, this.rotation);
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
);
}
updateBuffers(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");
}
// 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"));
}
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.drawElementsInstanced(
gl.TRIANGLES,
36,
gl.UNSIGNED_SHORT,
0,
this.analyser.frequencyBinCount
);
if (process.env.NODE_ENV === "development") {
const gpuTime = Math.round(performance.now() - this.lastFrameTime);
const dTime = Math.round(this.dTime);
this.overlay.innerText = `${dTime}ms (${cpuTime}ms / ${gpuTime}ms)`;
}
this.nextAnimationFrame = requestAnimationFrame((time) => {
this.updateTime(time);
this.drawScene(gl, shader);
});
}
}
export { Renderer, RendererError };