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MovingParticle.ts
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MovingParticle.ts
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import Component, {IContainer} from "../Component";
import IMain from "../IMain";
import { BlendMode, Color, parseColorNorm, WebGLVarType } from "../utils";
import Buffer from "../webgl/Buffer";
import { circleGeometry } from "../webgl/geometries";
import RenderingContext from "../webgl/RenderingContext";
import ShaderProgram from "../webgl/ShaderProgram";
export interface IMovingParticleOpts {
color: string;
distance: number;
particleSize: number;
onBeatSizeChange: boolean;
onBeatParticleSize: number;
blendMode: string;
}
// A particle that moves around depending on beat changes
export default class MovingParticle extends Component {
public static componentName: string = "MovingParticle";
public static componentTag: string = "render";
protected static optUpdateHandlers = {
blendMode: "updateBlendMode",
color: "updateColor",
};
protected static defaultOptions: IMovingParticleOpts = {
blendMode: "REPLACE",
color: "#FFFFFF",
distance: 0.7,
onBeatParticleSize: 10,
onBeatSizeChange: false,
particleSize: 10,
};
protected opts: IMovingParticleOpts;
private centerX: number;
private centerY: number;
private velocityX: number;
private velocityY: number;
private posX: number;
private posY: number;
private program: ShaderProgram;
private blendMode: BlendMode;
private color: Color;
constructor(main: IMain, parent: IContainer, opts: any) {
super(main, parent, opts);
}
public init() {
this.centerX = 0;
this.centerY = 0;
this.velocityX = 0;
this.velocityY = 0;
this.posX = 0;
this.posY = 0;
this.updateBlendMode();
const gl = this.main.getRctx().getGl();
this.program = new ShaderProgram(this.main.getRctx(), {
bindings: {
attribs: {
points: { name: "a_points", drawMode: gl.TRIANGLE_FAN },
},
uniforms: {
color: { name: "u_color", valueType: WebGLVarType._3FV },
position: { name: "u_position", valueType: WebGLVarType._2FV },
scale: { name: "u_scale", valueType: WebGLVarType._2FV },
},
},
copyOnSwap: true,
dynamicBlend: true,
fragmentShader: `
uniform vec3 u_color;
void main() {
setFragColor(vec4(u_color, 1));
}
`,
vertexShader: `
attribute vec2 a_point;
uniform vec2 u_position;
uniform vec2 u_scale;
void main() {
setPosition((a_point*u_scale)+u_position);
}
`,
});
this.updateColor();
}
public draw() {
if (this.main.getAnalyser().isBeat()) {
this.centerX = (Math.random() * 2 - 1) * 0.3;
this.centerY = (Math.random() * 2 - 1) * 0.3;
}
this.velocityX -= 0.004 * (this.posX - this.centerX);
this.velocityY -= 0.004 * (this.posY - this.centerY);
this.posX += this.velocityX;
this.posY += this.velocityY;
this.velocityX *= 0.991;
this.velocityY *= 0.991;
const x = this.posX * this.opts.distance;
const y = this.posY * this.opts.distance;
let scaleX;
let scaleY;
if (this.opts.onBeatSizeChange && this.main.getAnalyser().isBeat()) {
scaleX = this.opts.onBeatParticleSize;
scaleY = this.opts.onBeatParticleSize;
} else {
scaleX = this.opts.particleSize;
scaleY = this.opts.particleSize;
}
const gl = this.main.getRctx().getGl();
scaleX = 2 * scaleX / gl.drawingBufferWidth;
scaleY = 2 * scaleY / gl.drawingBufferHeight;
this.program.run(
this.parent.getTSM(),
{
color: this.color,
points: circleGeometry(this.main.getRctx()),
position: [x, y],
scale: [scaleX, scaleY],
},
this.blendMode,
);
}
public updateBlendMode() {
this.blendMode = BlendMode[this.opts.blendMode];
}
public updateColor() {
this.color = parseColorNorm(this.opts.color);
}
public destroy() {
super.destroy();
this.program.destroy();
}
}