FIX: remove debug code in visualizer
This commit is contained in:
parent
a542397b3d
commit
ec8bb670c4
1 changed files with 0 additions and 69 deletions
|
|
@ -8,8 +8,6 @@
|
|||
*/
|
||||
|
||||
export class UnknownPleasuresWebGL {
|
||||
// Debug mode - set to true to enable debug overlay and fake audio
|
||||
static DEBUG = false;
|
||||
|
||||
// Propagation speed: controls how fast waves propagate between lines
|
||||
// Higher = faster propagation (1.0 = default, 0.5 = slower, 2.0 = faster)
|
||||
|
|
@ -46,10 +44,6 @@ export class UnknownPleasuresWebGL {
|
|||
this._cos = Math.cos(this.rotationAngle);
|
||||
this._sin = Math.sin(this.rotationAngle);
|
||||
|
||||
// Debug timing
|
||||
this._lastFrameTime = 0;
|
||||
this._frameTime = 16.67;
|
||||
this._fakeAudioTime = 0;
|
||||
|
||||
// Propagation timing
|
||||
this._propagationAccum = 0;
|
||||
|
|
@ -362,19 +356,6 @@ export class UnknownPleasuresWebGL {
|
|||
|
||||
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.blurFinalTexture, 0);
|
||||
|
||||
// Check framebuffer status
|
||||
const checkFB = (name, fb) => {
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
|
||||
const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
|
||||
if (status !== gl.FRAMEBUFFER_COMPLETE) {
|
||||
console.error(`Framebuffer ${name} incomplete: ${status}`);
|
||||
} else {
|
||||
console.log(`Framebuffer ${name} OK`);
|
||||
}
|
||||
};
|
||||
checkFB('scene', this.framebuffer);
|
||||
checkFB('blur', this.blurFramebuffer);
|
||||
checkFB('blurFinal', this.blurFinalFramebuffer);
|
||||
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||||
}
|
||||
|
|
@ -505,11 +486,6 @@ export class UnknownPleasuresWebGL {
|
|||
this.reset();
|
||||
}
|
||||
|
||||
// Generate fake audio in debug mode
|
||||
if (UnknownPleasuresWebGL.DEBUG) {
|
||||
this._fakeAudioTime = performance.now() / 1000;
|
||||
this.generateFakeAudioData(dataArray, this._fakeAudioTime);
|
||||
}
|
||||
|
||||
// Update history with propagation speed control
|
||||
// Higher PROPAGATION_SPEED = faster wave propagation
|
||||
|
|
@ -738,51 +714,6 @@ export class UnknownPleasuresWebGL {
|
|||
gl.enableVertexAttribArray(this.composite_a_position);
|
||||
gl.vertexAttribPointer(this.composite_a_position, 2, gl.FLOAT, false, 0, 0);
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
||||
|
||||
// Debug timing
|
||||
if (UnknownPleasuresWebGL.DEBUG) {
|
||||
const now = performance.now();
|
||||
this._frameTime = this._frameTime * 0.9 + (now - this._lastFrameTime) * 0.1;
|
||||
this._lastFrameTime = now;
|
||||
if (Math.random() < 0.02) {
|
||||
console.log(`WebGL FPS: ${(1000 / this._frameTime).toFixed(1)}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
generateFakeAudioData(dataArray, time) {
|
||||
const len = dataArray.length;
|
||||
for (let i = 0; i < len; i++) {
|
||||
const freq = i / len;
|
||||
const bass = Math.max(0, 1 - freq * 3) * 180;
|
||||
const mid = Math.sin(freq * 12 + time * 3) * 40;
|
||||
const beat = Math.sin(time * 8) * 0.5 + 0.5;
|
||||
const variation = Math.sin(time * 2 + i * 0.3) * 25 * beat;
|
||||
dataArray[i] = Math.max(0, Math.min(255, bass + mid + variation));
|
||||
}
|
||||
}
|
||||
|
||||
captureReference() {
|
||||
const canvas = document.getElementById('visualizer-canvas');
|
||||
if (!canvas) {
|
||||
console.error('Visualizer canvas not found');
|
||||
return;
|
||||
}
|
||||
const link = document.createElement('a');
|
||||
const timestamp = new Date().toISOString().replace(/[:.]/g, '-');
|
||||
link.download = `unknown-pleasures-webgl-${canvas.width}x${canvas.height}-${timestamp}.png`;
|
||||
link.href = canvas.toDataURL('image/png');
|
||||
link.click();
|
||||
console.log(`Captured: ${link.download}`);
|
||||
}
|
||||
|
||||
enableDebug() {
|
||||
UnknownPleasuresWebGL.DEBUG = true;
|
||||
console.log('WebGL Debug mode enabled.');
|
||||
}
|
||||
|
||||
disableDebug() {
|
||||
UnknownPleasuresWebGL.DEBUG = false;
|
||||
console.log('WebGL Debug mode disabled.');
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue