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legacy_patchbox_visualizer_osc.js
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legacy_patchbox_visualizer_osc.js
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const canvasSketch = require('canvas-sketch');
const createRegl = require('regl');
const createQuad = require('primitive-quad');
const math = require('canvas-sketch-util/math');
const glslify = require('glslify');
const path = require('path');
const Tone = require('tone');
const createTouchListener = require('touches');
const { Console, debug } = require('console');
const OSC = require('osc-js');
const { GUI } = require("dat.gui");
const suncalc = require('suncalc');
let osc_bridge_ip = window.location.hostname;
// grab params from the url
const queryString = window.location.search;
const urlParams = new URLSearchParams(queryString);
let gui_url_param = urlParams.has('gui');
let auto_url_param = urlParams.has('auto');
let init_with_precip_url_param = urlParams.has('init_with_precip');
let allow_touch_url_param = urlParams.has('allow_touch');
let socket;
let interval;
// this should be const? not sure how to define it globally as a const tho
let osc, gui;
let osc_connected = false;
let touchx = 0.0;
let touchy = 0.0;
let osc_updates = 0;
let osc_samples = 0;
let osc_update_timer = 0;
let waveform_update_timer = 0;
const waveformResolution = 512;
let waveformRms = [0,0,0];
let waveformRmsAccum = [0.0,0.0,0.0];
let effectParams0 = [0,0,0,0];
let effectParams1 = [0,0,0,0];
let waveformTexture0 = {};
let waveformArray0 = [];
waveformArray0.length = waveformResolution;
let waveformArray1 = [];
waveformArray1.length = waveformResolution;
// rename this now that i'm using it for history
let waveformArray = new Float32Array(waveformResolution * 3);
// PARAMS
let params = {
"reverbMix": 0.5,
"distortionPreGain": 1.0,
"delayMix": 0.1,
"delayTime": 0.1,
"delayFeedback": 5.0,
};
let distortionPreset = {
"reverbMix": 0.2,
"distortionPreGain": 40.0,
"delayMix": 0.02,
"delayTime": 0.1,
"delayFeedback": 1.0,
}
let heavyDistortionPreset = {
"reverbMix": 0.3,
"distortionPreGain": 200.0,
"delayMix": 0.8,
"delayTime": 0.1,
"delayFeedback": 3.0,
}
let cleanPreset = {
"reverbMix": 0.3,
"distortionPreGain": 1.0,
"delayMix": 0.02,
"delayTime": 0.1,
"delayFeedback": 1.0,
}
let delayPreset = {
"reverbMix": 0.3,
"distortionPreGain": 1.0,
"delayMix": 1.0,
"delayTime": 0.3,
"delayFeedback": 6.0,
}
let heavyDelayPreset = {
"reverbMix": 0.3,
"distortionPreGain": 1.0,
"delayMix": 1.0,
"delayTime": 0.1,
"delayFeedback": 8.0,
}
let reverbPreset = {
"reverbMix": 1.0,
"distortionPreGain": 1.0,
"delayMix": 0.02,
"delayTime": 0.1,
"delayFeedback": 1.0,
}
// very experimental
async function initPrecip() {
const response = await fetch('https://api.open-meteo.com/v1/forecast?latitude=47.61&longitude=-122.33&hourly=temperature_2m,precipitation&temperature_unit=fahrenheit&timeformat=unixtime&timezone=auto');
const data = await response.json();
const currentUnixTime = Math.floor(Date.now() / 1000);
// find the closest time in data.hourly.time
let closestTime = 0;
let closestTimeIndex = 0;
for (let i = 0; i < data.hourly.time.length; i++) {
if (Math.abs(data.hourly.time[i] - currentUnixTime) < Math.abs(closestTime - currentUnixTime)) {
closestTime = data.hourly.time[i];
closestTimeIndex = i;
}
}
//console.log("closest time: " + closestTime);
//console.log("closest time index: " + closestTimeIndex);
const currentPrecipitation = data.hourly.precipitation[closestTimeIndex];
console.log("current precipitation: " + currentPrecipitation);
const currentTemperature = data.hourly.temperature_2m[closestTimeIndex];
console.log("current temperature: " + currentTemperature);
let precipBlend = math.smoothstep(0, 0.5, currentPrecipitation);
console.log("precip blend: " + precipBlend);
let tempBlend = math.smoothstep(30, 80, currentTemperature);
console.log("temp blend: " + tempBlend);
//
// amount of daylight does stuff
//
const now = new Date(Date.now());
// construct a fake now for testing
//const now = new Date(2022, 12, 23, 15, 0, 0, 0);
const latitude = 47.42; // seattle
const longitude = -122.08;
const times = suncalc.getTimes(now, latitude, longitude);
const sunrise = times.sunrise;
const sunset = times.sunset;
const nowMilliseconds = now.getTime();
const sunriseMilliseconds = sunrise.getTime();
const sunsetMilliseconds = sunset.getTime();
const fractionOfDaylightPassed = (nowMilliseconds - sunriseMilliseconds) / (sunsetMilliseconds - sunriseMilliseconds);
const daylight = Math.max(Math.sin(fractionOfDaylightPassed * 3.14159),0.0);
console.log("daylight blend: " + daylight);
blendParams(reverbPreset, cleanPreset, daylight); // reverb at night
blendParams(heavyDelayPreset, params, tempBlend); // delay when cold
//blendParams(params, heavyDistortionPreset, precipBlend); // distortion when wet
onParamChanged('reverbMix');
onParamChanged('distortionPreGain');
onParamChanged('delayMix');
onParamChanged('delayTime');
onParamChanged('delayFeedback');
}
function blendParams(param1, param2, blend)
{
for (const key in params) {
// hard code some smoothness
if (key == "delayTime" || key == "delayFeedback") {
let newValue = math.lerp(param1[key], param2[key], blend);
params[key] = math.lerp(params[key], newValue, 0.01);
} else {
params[key] = math.lerp(param1[key], param2[key], blend);
}
}
}
function onParamChanged(name) {
if (osc_connected ) {
osc.send(new OSC.Message('/' + name, params[name]));
//console.log("sending osc message: " + name + " " + params[name]);
}
}
// start an OSC connection to the node server running osc-js.
// this server will pass messages between any browsers running this page, and supercollider
function initOSC() {
const options = {
host: osc_bridge_ip, // @param {string} Hostname of WebSocket server
port: 8080 // @param {number} Port of WebSocket server
}
osc = new OSC({ plugin: new OSC.WebsocketClientPlugin(options) })
osc.on('*', message =>
{
let args = message.args;
if (message.address == "/waveform0")
{
// add new waveform array elements to the end of the array.
waveformArray0 = waveformArray0.concat(args);
waveformArray0.splice(0, args.length);
osc_updates += 1;
osc_samples += args.length;
} else if (message.address == "/waveform1")
{
waveformArray1 = waveformArray1.concat(args);
waveformArray1.splice(0, args.length);
} else {
console.log("non waveform message:", message.address, message.args); //"message length: " + args.length);
}
})
osc.on('/{foo,bar}/*/param', message =>
{
console.log(message.args)
})
osc.on('open', () =>
{
//const message = new OSC.Message('/test', 12.221, 'hello')
//osc.send(message)
osc_connected = true;
// initialize osc values
for (const key in params) {
osc.send(new OSC.Message('/' + key, params[key]) );
}
})
osc.open( )
}
function initShaderGlobals(regl)
{
// From a flat array
waveformTexture0 = regl.texture({
shape: [waveformResolution, 1],
format: 'rgb',
//type: 'float32',
});
}
function initGUI()
{
gui = new GUI();
let ip_label = { ip: osc_bridge_ip + ":3000" };
gui.add(params, "reverbMix", 0, 1).onChange(function(value) {
onParamChanged('reverbMix');
}).listen();
gui.add(params, "distortionPreGain", 1, 200).onChange(function(value) {
onParamChanged('distortionPreGain');
}).listen();
gui.add(params, "delayMix", 0, 1).onChange(function(value) {
onParamChanged('delayMix');
}).listen();
gui.add(params, "delayTime", 0, 1).onChange(function(value) {
onParamChanged('delayTime');
}).listen();
gui.add(params, "delayFeedback", 0, 10).onChange(function(value) {
onParamChanged('delayFeedback');
}).listen();
gui.add(ip_label, 'ip').listen();
// populate the ip label
if (gui_url_param) {
gui.show();
gui.close();
} else {
gui.hide();
}
}
function updateWaveformData() {
// make an array that concatenates the waveform with itself
// so that we can draw a line between the two
waveformRms = [0,0,0];
// if waveformRmsAccum contains a NaN, set to 0
// this is from NaN RMS values at startup
if (isNaN(waveformRmsAccum[0])) {
waveformRmsAccum = [0,0,0];
} else if (isNaN(waveformRmsAccum[1])) {
waveformRmsAccum = [0,0,0];
}
for (let i = 0; i < waveformResolution; i++)
{
// for FFT waveformArray[i * 4 + 1] = math.lerp(waveformArray[i * 4 + 1], Math.abs(waveformArray1[i]) * .02, 0.3);
waveformArray[i * 3] = waveformArray0[i];
waveformArray[i * 3 + 1] = waveformArray1[i];
waveformArray[i * 3 + 2] = waveformArray1[i];
//RMS
waveformRms[0] += waveformArray[i * 3] * waveformArray[i * 3];
waveformRms[1] += waveformArray[i * 3 + 1] * waveformArray[i * 3 + 1];
waveformRms[2] += waveformArray[i * 3 + 2] * waveformArray[i * 3 + 2];
}
waveformRms[0] = Math.sqrt(waveformRms[0]/waveformResolution);
waveformRms[1] = Math.sqrt(waveformRms[1]/waveformResolution);
waveformRms[2] = Math.sqrt(waveformRms[2]/waveformResolution);
waveformRmsAccum[0] += waveformRms[0] ;
waveformRmsAccum[1] += waveformRms[1] ;
waveformRmsAccum[2] += waveformRms[2] ;
}
function updateWaveformTexture()
{
updateWaveformData();
// this is probably real slow. I wonder if there's a better way?
waveformTexture0({
shape: [waveformResolution, 1],
format: 'rgb',
//type: 'float32',
data: waveformArray
});
}
// Setup our sketch
const settings = {
animate: true,
scaleToView: true,
context: 'webgl',
//fps: 60,
canvas: document.querySelector('.background-canvas')
};
// web sockets currently unused
function startConnection()
{
socket = new WebSocket(serverURL);
socket.binaryType = 'arraybuffer';
// Connection opened
socket.addEventListener('open', function (event)
{
socket.send('Hello Server from canvas sketch!');
});
// Listen for messages
socket.addEventListener('message', function (event)
{
// check if the data is of type bytes
if (event.data instanceof ArrayBuffer)
{
// convert the data to a float32 array
let float32Array = new Float32Array(event.data);
waveformArray0 = float32Array;
}
});
}
function onTouchMove(ev, clientPosition)
{
// normalize the position
let x = clientPosition[0] / window.innerWidth;
let y = clientPosition[1] / window.innerHeight;
touchx = x;
touchy = y;
if (allow_touch_url_param) {
updateInput();
}
}
function updateAutoInput(time) {
blendParams(cleanPreset, heavyDistortionPreset, math.smoothstep(0,.3, Math.sin(time)));
onParamChanged('reverbMix');
onParamChanged('distortionPreGain');
onParamChanged('delayMix');
onParamChanged('delayTime');
onParamChanged('delayFeedback');
}
function updateInput() {
let x = touchx;
let y = touchy;
x -= .5;
y -= .5;
// TODO ADD HEAVY DISTORTION UP
// turn the x,y coordinate into polar coordinates
let r = Math.sqrt(x*x + y*y);
// as we go out from center, crank distortion
blendParams(cleanPreset, distortionPreset, math.smoothstep(0,.3, -y));
// blow out distortion at outer edges
let upperEdge = math.smoothstep(0.3, 0.5, -y);
blendParams(params, heavyDistortionPreset, upperEdge);
// delay is up top
// calculate the dot product of (x,y) and the up vector
let down = y;
down = math.smoothstep(0.0, 0.5, down);
blendParams(params, delayPreset, down);
let right = x;
right = math.smoothstep(0.0, .5, right);
blendParams(params, heavyDelayPreset, right);
let left = -x;
left = math.smoothstep(0.0, .5, left);
blendParams(params, reverbPreset, left);
// get some clean in the center
let center = math.smoothstep(0.1, 0.0, r);
blendParams(params, cleanPreset, center);
onParamChanged('reverbMix');
onParamChanged('distortionPreGain');
onParamChanged('delayMix');
onParamChanged('delayTime');
onParamChanged('delayFeedback');
}
// renderer & canvas-sketch setup //
const sketch = ({ canvas, gl, update, render, pause }) =>
{
initGUI();
initOSC();
if (init_with_precip_url_param) {
initPrecip();
}
// Create regl for handling GL stuff
const regl = createRegl({ gl, extensions: ['OES_standard_derivatives', 'OES_texture_float'] });//, optionalExtensions: ['OES_texture_float_linear'] });
// A mesh for a flat plane
const quad = createQuad();
initShaderGlobals(regl);
// Let's use this handy utility to handle mouse/touch taps
const touchMove = createTouchListener(canvas).on('move', onTouchMove);
const drawQuad = regl({
// Fragment & Vertex shaders
//frag: glslify(path.resolve(__dirname, 'assets/shaders/sunrise_realistic.frag')),
frag: glslify(path.resolve(__dirname, 'assets/shaders/multi_waveform.frag')),
vert: glslify(path.resolve(__dirname, 'assets/shaders/default.vert')),
// Pass down props from javascript
uniforms: {
aspect: regl.prop('aspect'),
iTime: regl.prop('iTime'),
time: regl.prop('time'), // no idea why this is still needed :O
iResolution: regl.prop('iResolution'),
iWaveformRms: regl.prop('iWaveformRms'),
iWaveformRmsAccum: regl.prop('iWaveformRmsAccum'),
iWaveformTexture0: regl.prop('iWaveformTexture0'),
iEffectParams0: regl.prop('iEffectParams0'),
iEffectParams1: regl.prop('iEffectParams1'),
},
// Setup transparency blending
blend: {
enable: false,
func: {
srcRGB: 'one',
srcAlpha: 1,
dstRGB: 'one',
dstAlpha: 1
}
},
// Send mesh vertex attributes to shader
attributes: {
position: quad.positions
},
// The indices for the quad mesh
elements: regl.elements(quad.cells)
});
return {
render({ context, time, deltaTime, width, height, canvas })
{
osc_update_timer += deltaTime;
waveform_update_timer+= deltaTime;
if (osc_update_timer > 1.0) {
console.log("OSC SAMPLES: " + osc_samples);
console.log("OSC FPS: " + osc_updates / osc_update_timer);
osc_update_timer = 0;
osc_updates = 0;
osc_samples = 0;
}
if (auto_url_param) {
updateAutoInput(time);
}
// update UI input
if (waveform_update_timer > 0) {
waveform_update_timer = 0;
updateWaveformTexture();
}
//updateWaveformTexture();
// map params to shader globals
// update visual params
effectParams0[0] = math.smoothstep(0,1.0,params.reverbMix);
effectParams0[1] = params.distortionPreGain / 200.0;
effectParams0[2] = params.delayMix;
effectParams0[3] = math.smoothstep(.1,.15, params.delayTime);
effectParams1[0] = params.delayFeedback;
// On each tick, update regl timers and sizes
regl.poll();
// Clear backbuffer with pure white
regl.clear({
color: [0, 0, 0, 0],
depth: 1,
stencil: 0
});
// refresh the waveform texture
drawQuad({
iTime: time,
time: time,
aspect: width / height,
iResolution: [canvas.width, canvas.height],
iWaveformRms: waveformRms,
iWaveformRmsAccum: waveformRmsAccum,
iWaveformTexture0: waveformTexture0,
iEffectParams0: effectParams0,
iEffectParams1: effectParams1,
});
// Flush pending GL calls for this frame
gl.flush();
//context.font = '48px serif';
//context.fillText('Hello world', 10, 50);
},
unload()
{
// Unload events and tone objects
touchMove.disable();
clearInterval(interval);
}
};
};
canvasSketch(sketch, settings);