audio-vis/out/js/scripts.js
VersusTune d1ae2059f7 WIP
2020-04-07 21:44:46 +02:00

431 lines
10 KiB
JavaScript

class VTUtils {
static random(min, max) {
let rand = Math.random();
if (typeof min === 'undefined') {
return rand;
} else if (typeof max === 'undefined') {
if (min instanceof Array) {
return min[Math.floor(rand * min.length)];
} else {
return rand * min;
}
} else {
if (min > max) {
let tmp = min;
min = max;
max = tmp;
}
return rand * (max - min) + min;
}
};
static randomInt(min, max) {
return Math.floor(VTUtils.random(min, max));
}
static normalize(val, max, min) {
return (val - min) / (max - min);
};
static distance(x, y, x2, y2) {
let a = x - x2;
let b = y - y2;
return Math.sqrt(a * a + b * b);
}
static map(n, start1, stop1, start2, stop2, withinBounds) {
let newVal = (n - start1) / (stop1 - start1) * (stop2 - start2) + start2;
if (!withinBounds) {
return newVal;
}
if (start2 < stop2) {
return this.constrain(newVal, start2, stop2);
} else {
return this.constrain(newVal, stop2, start2);
}
};
static constrain(n, low, high) {
return Math.max(Math.min(n, high), low);
}
static hsvToRgb(h, s, v) {
var r, g, b;
var i = Math.floor(h * 6);
var f = h * 6 - i;
var p = v * (1 - s);
var q = v * (1 - f * s);
var t = v * (1 - (1 - f) * s);
switch (i % 6) {
case 0:
r = v, g = t, b = p;
break;
case 1:
r = q, g = v, b = p;
break;
case 2:
r = p, g = v, b = t;
break;
case 3:
r = p, g = q, b = v;
break;
case 4:
r = t, g = p, b = v;
break;
case 5:
r = v, g = p, b = q;
break;
}
return {r: r, g: g, b: b};
}
static peakRGB(peak) {
return {
r: peak,
g: 1 - peak,
b: 0
};
}
}
class VTVector {
constructor(x, y, z) {
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
}
//helper
static createRandom(x, y, z) {
x = x || 1;
y = y || 1;
z = z || 0;
return new VTVector(VTUtils.random(-x, x), VTUtils.random(-y, y), VTUtils.random(-z, z));
}
mult(times) {
this.x *= times;
this.y *= times;
this.z *= times;
}
set(vector) {
this.x = vector.x;
this.y = vector.y;
this.z = vector.z;
}
add(vector) {
this.x = this.x + vector.x;
this.y = this.y + vector.y;
this.z = this.z + vector.z;
}
addXYZ(x, y, z) {
this.x += x;
this.y += y;
this.z += z;
}
setXYZ(x, y, z) {
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
}
clone() {
return new VTVector(this.x, this.y, this.z);
}
}
class TDUtils {
static multiply(a, b) {
let b00 = b[0 * 4 + 0];
let b01 = b[0 * 4 + 1];
let b02 = b[0 * 4 + 2];
let b03 = b[0 * 4 + 3];
let b10 = b[1 * 4 + 0];
let b11 = b[1 * 4 + 1];
let b12 = b[1 * 4 + 2];
let b13 = b[1 * 4 + 3];
let b20 = b[2 * 4 + 0];
let b21 = b[2 * 4 + 1];
let b22 = b[2 * 4 + 2];
let b23 = b[2 * 4 + 3];
let b30 = b[3 * 4 + 0];
let b31 = b[3 * 4 + 1];
let b32 = b[3 * 4 + 2];
let b33 = b[3 * 4 + 3];
let a00 = a[0 * 4 + 0];
let a01 = a[0 * 4 + 1];
let a02 = a[0 * 4 + 2];
let a03 = a[0 * 4 + 3];
let a10 = a[1 * 4 + 0];
let a11 = a[1 * 4 + 1];
let a12 = a[1 * 4 + 2];
let a13 = a[1 * 4 + 3];
let a20 = a[2 * 4 + 0];
let a21 = a[2 * 4 + 1];
let a22 = a[2 * 4 + 2];
let a23 = a[2 * 4 + 3];
let a30 = a[3 * 4 + 0];
let a31 = a[3 * 4 + 1];
let a32 = a[3 * 4 + 2];
let a33 = a[3 * 4 + 3];
let dst = [];
dst[0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30;
dst[1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31;
dst[2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32;
dst[3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33;
dst[4] = b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30;
dst[5] = b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31;
dst[6] = b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32;
dst[7] = b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33;
dst[8] = b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30;
dst[9] = b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31;
dst[10] = b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32;
dst[11] = b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33;
dst[12] = b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30;
dst[13] = b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31;
dst[14] = b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32;
dst[15] = b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33;
return dst;
}
static xRotation(angleInRadians) {
let c = Math.cos(angleInRadians);
let s = Math.sin(angleInRadians);
return [
1, 0, 0, 0,
0, c, s, 0,
0, -s, c, 0,
0, 0, 0, 1,
];
}
static yRotation(angleInRadians) {
let c = Math.cos(angleInRadians);
let s = Math.sin(angleInRadians);
return [
c, 0, -s, 0,
0, 1, 0, 0,
s, 0, c, 0,
0, 0, 0, 1,
];
}
static zRotation(angleInRadians) {
let c = Math.cos(angleInRadians);
let s = Math.sin(angleInRadians);
return [
c, s, 0, 0,
-s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
];
}
static degToRad(d) {
return d * Math.PI / 180;
}
}
function $(sel, s) {
return $$(sel, s)[0];
}
function $$(sel, s) {
s = s || document;
return s.querySelectorAll(sel);
}
Node.prototype.addDelegatedEventListener = function (type, aim, cb) {
this.addEventListener(type, (event) => {
let target = event.target;
if (target.matches(aim)) {
cb(event, target);
} else {
let parent = target.closest(aim);
if (parent) {
cb(event, parent);
}
}
})
};
function create(name, content) {
let d = document.createElement(name);
if (content) {
d.innerHTML = content;
}
return d;
}
function append(to, array) {
for (let item in array) {
to.appendChild(array[item]);
}
}
class ShaderHandler {
constructor(gl) {
this.gl = gl;
this.shaderNames = [];
this.shaders = {};
this.programs = {};
}
setGL(gl) {
this.gl = gl;
}
async loadShader(name, path) {
this.shaderNames.push(name);
await this.load(name, path + name + ".vert", this.gl.VERTEX_SHADER);
await this.load(name, path + name + ".frag", this.gl.FRAGMENT_SHADER);
}
async load(name, url, type) {
let realName = name + "_" + type;
if (!this.shaders[realName]) {
let data = await fetch(url);
let shader = this.createShader(await data.text(), type);
if (shader) {
this.shaders[realName] = shader;
}
}
return !!this.shaders[realName];
}
getShader(name, type) {
let realName = name + "_" + type;
return this.shaders[realName];
}
getAllShaders() {
return this.shaderNames;
}
async createProgramForEach(arr) {
arr = arr || this.shaderNames;
for (let i = 0; i < arr.length; i++) {
let shader = arr[i];
let v = await shaderHandler.createProgram(shader, [shader])
if (!v) {
return false;
}
}
return true;
}
createShader(source, type) {
let gl = this.gl;
let shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
return shader;
}
console.error(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
createProgram(name, shaders) {
let gl = this.gl;
let pro = gl.createProgram();
for (let i = 0; i < shaders.length; i++) {
gl.attachShader(pro, this.getShader(shaders[i], gl.VERTEX_SHADER));
gl.attachShader(pro, this.getShader(shaders[i], gl.FRAGMENT_SHADER));
}
gl.linkProgram(pro);
var success = gl.getProgramParameter(pro, gl.LINK_STATUS);
if (success) {
this.programs[name] = pro;
return pro;
}
console.log(gl.getProgramInfoLog(pro));
gl.deleteProgram(pro);
return null;
}
getProgram(name) {
return this.programs[name];
}
async loadArray(list, path) {
let self = this;
for (const e of list) {
await self.loadShader(e, path)
}
await self.createProgramForEach(list)
}
}
class AudioHandler {
async init() {
this.audioFile = new Audio();
}
}
class Player {
async init() {
}
}
class GUI {
init() {
}
}
class Visual {
constructor() {
this.data = []; //for drawing
this.dataArray = [];
}
draw() {
}
setup() {
}
}
class VisualDrawer {
}
class Sphere extends Visual {
draw() {
}
setup() {
}
}
const shaderHandler = new ShaderHandler(null),
audioHandler = new AudioHandler(),
gui = new GUI(),
player = new Player();
async function startUP() {
let c = document.body.querySelector('#c'),
gl = c.getContext("webgl2");
if (!gl) {
alert("SORRY THE BROWSER DOESN'T SUPPORT WEBGL2");
return false;
}
shaderHandler.setGL(gl)
await shaderHandler.loadArray(["wave", "sphere"], 'shaders/');
await audioHandler.init();
await player.init();
gui.init();
}
startUP().then(r => {
setTimeout(e => {
$('.loading-screen').remove();
}, 100)
});