audio-vis/raw/javascript/visuals/wave2d.js

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JavaScript
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2020-08-06 23:44:37 +02:00
class Wave2D extends Visual {
constructor() {
super();
this.name = "2D Wave";
}
updateData() {
let data = audioHandler.getFloatArray();
let add = 2 / data.length,
x = -1;
let outerLoop = 0;
for (let i = 0; i < data.length; i++) {
//first
this.data[outerLoop] = x;
this.data[outerLoop + 1] = data[i];
this.data[outerLoop + 2] = data[i];
outerLoop += 3;
x += add;
}
}
draw(program) {
this.prepare(program);
let position = this.position,
positionBuffer = gl.createBuffer();
this.rotate(program);
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.data), gl.DYNAMIC_DRAW);
let vao = gl.createVertexArray();
gl.bindVertexArray(vao);
gl.enableVertexAttribArray(position);
gl.vertexAttribPointer(position, 3, gl.FLOAT, true, 0, 0);
gl.drawArrays(vConf.get("waveForm", gl.LINE_STRIP), 0, this.data.length / 3);
this.afterDraw();
}
rotate(program) {
let matrix = [
1, 0, 0, 0,
0, 0.6, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]
matrix = TDUtils.multiply(matrix, TDUtils.xRotation(vConf.get("rotation-x", 0)));
matrix = TDUtils.multiply(matrix, TDUtils.yRotation(vConf.get("rotation-y", 0)));
matrix = TDUtils.multiply(matrix, TDUtils.zRotation(vConf.get("rotation-z", 0)));
let rotate = gl.getUniformLocation(program, "u_matrix");
gl.uniformMatrix4fv(rotate, false, matrix);
}
setup() {
this.updateFFT(vConf.get('fftSize', 16384));
}
updateFFT(fftSize) {
audioHandler.fftSize(fftSize);
this.data = new Float32Array(fftSize * 3);
}
prepare(program) {
this.position = gl.getAttribLocation(program, "a_position");
this.color = gl.getUniformLocation(program, "u_color");
let lightPos = gl.getUniformLocation(program, "u_lightPos");
gl.uniform3fv(lightPos, vConf.get("light", [0, 5, -56]));
}
afterDraw() {
TDUtils.updateRotate('rotation-x', 0);
TDUtils.updateRotate('rotation-y', 0);
TDUtils.updateRotate('rotation-z', 0);
vConf.save();
}
}