audio-vis/raw/javascript/visuals/wave.js
2020-08-07 19:31:30 +02:00

89 lines
2.9 KiB
JavaScript

// 3D Audio-Waves -> maybe also 2D?
class Wave extends Visual {
constructor() {
super();
this.name = "3D 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] = 0;
//second
this.data[outerLoop + 3] = x;
//third
this.data[outerLoop + 6] = x;
this.data[outerLoop + 8] = data[i + 1] || 0;
outerLoop += 9;
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.TRIANGLES), 0, this.data.length / 3);
this.afterDraw();
}
rotate(program) {
let aspect = c.width / c.height,
matrix = [
1 / aspect, 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", 10)));
matrix = TDUtils.multiply(matrix, TDUtils.yRotation(vConf.get("rotation-y", 50)));
matrix = TDUtils.multiply(matrix, TDUtils.zRotation(vConf.get("rotation-z", -30)));
let rotate = gl.getUniformLocation(program, "u_matrix");
gl.uniformMatrix4fv(rotate, false, matrix);
}
setup() {
this.updateFFT(vConf.get('fftSize', 4096));
vConf.get("rotation-z", -30);
vConf.get("rotation-y", 50);
vConf.get("rotation-x", 10);
}
updateFFT(fftSize) {
audioHandler.fftSize(fftSize);
this.data = new Float32Array(fftSize * 9);
}
prepare(program) {
this.position = gl.getAttribLocation(program, "a_position");
this.color = gl.getUniformLocation(program, "u_color");
let lightPos = gl.getUniformLocation(program, "u_lightPos"),
light = gl.getUniformLocation(program, "u_light");
gl.uniform3fv(lightPos, [
vConf.get("light-x", 0),
vConf.get("light-y", 5),
vConf.get("light-z", -56)
]);
gl.uniform1f(light, parseFloat(vConf.get("light-strength", 0.3)));
}
afterDraw() {
TDUtils.updateRotate('rotation-x', 10);
TDUtils.updateRotate('rotation-y', 50);
TDUtils.updateRotate('rotation-z', -30);
vConf.save();
}
}