import { useMemo, useCallback, useState } from "react"; import * as Selectors from "../selectors"; import { useTypedSelector } from "../hooks"; const PIXEL_DENSITY = 2; const BAR_WIDTH = 3 * PIXEL_DENSITY; const GRADIENT_COLOR_COUNT = 16; const PEAK_COLOR_INDEX = 23; const BAR_PEAK_DROP_RATE = 0.01; const NUM_BARS = 20; function octaveBucketsForBufferLength(bufferLength: number): number[] { const octaveBuckets = new Array(NUM_BARS).fill(0); const minHz = 200; const maxHz = 22050; const octaveStep = Math.pow(maxHz / minHz, 1 / NUM_BARS); octaveBuckets[0] = 0; octaveBuckets[1] = minHz; for (let i = 2; i < NUM_BARS - 1; i++) { octaveBuckets[i] = octaveBuckets[i - 1] * octaveStep; } octaveBuckets[NUM_BARS - 1] = maxHz; for (let i = 0; i < NUM_BARS; i++) { const octaveIdx = Math.floor((octaveBuckets[i] / maxHz) * bufferLength); octaveBuckets[i] = octaveIdx; } return octaveBuckets; } function preRenderBar( height: number, colors: string[], renderHeight: number ): HTMLCanvasElement { /** * The order of the colours is commented in the file: the fist two colours * define the background and dots (check it to see what are the dots), the * next 16 colours are the analyzer's colours from top to bottom, the next * 5 colours are the oscilloscope's ones, from center to top/bottom, the * last colour is for the analyzer's peak markers. */ // Off-screen canvas for pre-rendering a single bar gradient const barCanvas = document.createElement("canvas"); barCanvas.width = BAR_WIDTH; barCanvas.height = height; const offset = 2; // The first two colors are for the background; const gradientColors = colors.slice(offset, offset + GRADIENT_COLOR_COUNT); const barCanvasCtx = barCanvas.getContext("2d"); if (barCanvasCtx == null) { throw new Error("Could not construct canvas context"); } const multiplier = GRADIENT_COLOR_COUNT / renderHeight; // In shade mode, the five colors are, from top to bottom: // 214, 102, 0 -- 3 // 222, 165, 24 -- 6 // 148, 222, 33 -- 9 // 57, 181, 16 -- 12 // 24, 132, 8 -- 15 // TODO: This could probably be improved by iterating backwards for (let i = 0; i < renderHeight; i++) { const colorIndex = GRADIENT_COLOR_COUNT - 1 - Math.floor(i * multiplier); barCanvasCtx.fillStyle = gradientColors[colorIndex]; const y = height - i * PIXEL_DENSITY; barCanvasCtx.fillRect(0, y, BAR_WIDTH, PIXEL_DENSITY); } return barCanvas; } export function usePaintBar({ renderHeight, height, }: { renderHeight: number; height: number; }) { const colors = useTypedSelector(Selectors.getSkinColors); const getWindowShade = useTypedSelector(Selectors.getWindowShade); const windowShade = getWindowShade("main"); const barCanvas = useMemo(() => { return preRenderBar(height, colors, renderHeight); }, [colors, height, renderHeight]); return useCallback( ( ctx: CanvasRenderingContext2D, x: number, barHeight: number, peakHeight: number ) => { barHeight = Math.ceil(barHeight) * PIXEL_DENSITY; peakHeight = Math.ceil(peakHeight) * PIXEL_DENSITY; if (barHeight > 0 || peakHeight > 0) { const y = height - barHeight; // Draw the gradient const b = BAR_WIDTH; if (height > 0) { ctx.drawImage(barCanvas, 0, y, b, height, x, y, b, height); } // Draw the gray peak line if (!windowShade) { const peakY = height - peakHeight; ctx.fillStyle = colors[PEAK_COLOR_INDEX]; ctx.fillRect(x, peakY, b, PIXEL_DENSITY); } } }, [barCanvas, colors, height, windowShade] ); } export function usePaintBarFrame({ renderHeight, height, analyser, }: { renderHeight: number; height: number; analyser: AnalyserNode; }) { const [barPeaks] = useState(() => new Array(NUM_BARS).fill(0)); const [barPeakFrames] = useState(() => new Array(NUM_BARS).fill(0)); const bufferLength = analyser.frequencyBinCount; const octaveBuckets = useMemo(() => { return octaveBucketsForBufferLength(bufferLength); }, [bufferLength]); const dataArray = useMemo(() => { return new Uint8Array(bufferLength); }, [bufferLength]); const paintBar = usePaintBar({ height, renderHeight }); return useCallback( (canvasCtx: CanvasRenderingContext2D) => { analyser.getByteFrequencyData(dataArray); const heightMultiplier = renderHeight / 256; const xOffset = BAR_WIDTH + PIXEL_DENSITY; // Bar width, plus a pixel of spacing to the right. for (let j = 0; j < NUM_BARS - 1; j++) { const start = octaveBuckets[j]; const end = octaveBuckets[j + 1]; let amplitude = 0; for (let k = start; k < end; k++) { amplitude += dataArray[k]; } amplitude /= end - start; // The drop rate should probably be normalized to the rendering FPS, for now assume 60 FPS let barPeak = barPeaks[j] - BAR_PEAK_DROP_RATE * Math.pow(barPeakFrames[j], 2); if (barPeak < amplitude) { barPeak = amplitude; barPeakFrames[j] = 0; } else { barPeakFrames[j] += 1; } barPeaks[j] = barPeak; paintBar( canvasCtx, j * xOffset, amplitude * heightMultiplier, barPeak * heightMultiplier ); } }, [ analyser, barPeakFrames, barPeaks, dataArray, octaveBuckets, paintBar, renderHeight, ] ); }