mirror of
https://github.com/captbaritone/webamp.git
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163 lines
5.2 KiB
JavaScript
163 lines
5.2 KiB
JavaScript
/* Use Canvas to recreate the simple Winamp visualizer */
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module.exports = {
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init: function(canvasNode, analyser) {
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this.canvas = canvasNode;
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this.analyser = analyser;
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this.canvasCtx = this.canvas.getContext('2d');
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this.canvasCtx.imageSmoothingEnabled = false;
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this.width = this.canvas.width * 1; // Cast to int
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this.height = this.canvas.height * 1; // Cast to int
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this.colors = []; // skin.js fills this from viscolors.txt
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this.NONE = 0;
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this.OSCILLOSCOPE = 1;
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this.BAR = 2;
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this.bufferLength = null;
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this.dataArray = null;
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this.setStyle(this.BAR);
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// Off-screen canvas for pre-rendering the background
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this.bgCanvas = document.createElement('canvas');
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this.bgCanvas.width = this.width;
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this.bgCanvas.height = this.height;
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this.bgCanvasCtx = this.bgCanvas.getContext('2d');
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// Off-screen canvas for pre-rendering a single bar gradient
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this.barCanvas = document.createElement('canvas');
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this.barCanvas.width = 6;
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this.barCanvas.height = 32;
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this.barCanvasCtx = this.barCanvas.getContext('2d');
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return this;
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},
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clear: function() {
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this.canvasCtx.drawImage(this.bgCanvas, 0, 0);
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},
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setColors: function(colors) {
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this.colors = colors;
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this.preRenderBg();
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this.preRenderBar();
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},
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// Pre-render the background grid
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preRenderBg: function() {
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this.bgCanvasCtx.fillStyle = this.colors[0];
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this.bgCanvasCtx.fillRect(0, 0, this.width, this.height);
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this.bgCanvasCtx.fillStyle = this.colors[1];
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for (var x = 0; x < this.width; x += 4) {
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for (var y = 2; y < this.height; y += 4) {
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this.bgCanvasCtx.fillRect(x, y, 2, 2);
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}
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}
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},
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// Pre-render the bar gradient
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preRenderBar: function() {
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this.barCanvasCtx.fillStyle = this.colors[23];
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this.barCanvasCtx.fillRect(0, 0, 6, 2);
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for (var i = 0; i <= 15; i++) {
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var colorNumber = 17 - i;
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this.barCanvasCtx.fillStyle = this.colors[colorNumber];
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var y = 32 - (i * 2);
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this.barCanvasCtx.fillRect(0, y, 6, 2);
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}
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// If we are paused when the skin changes, we will keep the vis colors
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// until we paint again. For now we can just clear the current frame so
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// we don't end up with a clashing visual.
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this.clear();
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},
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setStyle: function(style) {
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this.style = style;
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if (this.style === this.OSCILLOSCOPE) {
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this.analyser.fftSize = 2048;
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this.bufferLength = this.analyser.fftSize;
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this.dataArray = new Uint8Array(this.bufferLength);
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} else if (this.style === this.BAR) {
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this.analyser.fftSize = 64; // Must be a power of two
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// Number of bins/bars we get
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this.bufferLength = this.analyser.frequencyBinCount;
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this.dataArray = new Uint8Array(this.bufferLength);
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}
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},
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paintFrame: function() {
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this.clear();
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if (this.style === this.OSCILLOSCOPE) {
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return this._paintOscilloscopeFrame();
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} else if (this.style === this.BAR) {
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return this._paintBarFrame();
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}
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},
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_paintOscilloscopeFrame: function() {
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// Return the average value in a slice of dataArray
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function sliceAverage(dataArray, sliceWidth, sliceNumber) {
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var start = sliceWidth * sliceNumber;
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var end = start + sliceWidth;
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var sum = 0;
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for (var i = start; i < end; i++) {
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sum += dataArray[i];
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}
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return sum / sliceWidth;
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}
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this.analyser.getByteTimeDomainData(this.dataArray);
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// 2 because we're shrinking the canvas by 2
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this.canvasCtx.lineWidth = 2;
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// Just use one of the viscolors for now
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this.canvasCtx.strokeStyle = this.colors[18];
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// Since dataArray has more values than we have pixels to display, we
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// have to average several dataArray values per pixel. We call these
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// groups slices.
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//
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// We use the 2x scale here since we only want to plot values for
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// "real" pixels.
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var sliceWidth = Math.floor(this.bufferLength / this.width) * 2;
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// The max amplitude is half the height
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var h = this.height / 2;
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this.canvasCtx.beginPath();
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// Iterate over the width of the canvas in "real" pixels.
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for (var j = 0; j <= this.width / 2; j++) {
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var amplitude = sliceAverage(this.dataArray, sliceWidth, j);
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var percentAmplitude = amplitude / 128; // dataArray gives us bytes
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var y = percentAmplitude * h;
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var x = j * 2;
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// Canvas coordinates are in the middle of the pixel by default.
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// When we want to draw pixel perfect lines, we will need to
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// account for that here
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if (x === 0) {
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this.canvasCtx.moveTo(x, y);
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} else {
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this.canvasCtx.lineTo(x, y);
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}
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}
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this.canvasCtx.stroke();
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},
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_paintBarFrame: function() {
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var printBar = function(x, height) {
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height = Math.round(height) * 2;
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if (height > 0) {
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var y = 32 - height;
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// Draw the gray peak line
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this.canvasCtx.drawImage(this.barCanvas, 0, 0, 6, 2, x, y - 2, 6, 2);
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// Draw the gradient
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this.canvasCtx.drawImage(this.barCanvas, 0, y, 6, height, x, y, 6, height);
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}
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}.bind(this);
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this.analyser.getByteFrequencyData(this.dataArray);
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for (var j = 0; j < this.bufferLength; j++) {
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var height = this.dataArray[j] * (14 / 256);
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printBar(j * 8, height);
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}
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}
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};
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