webamp/js/components/useBarVisualizer.ts
2020-04-08 21:23:20 -07:00

186 lines
5.4 KiB
TypeScript

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,
]
);
}