webamp/js/components/visualizerUtils.ts
2020-01-13 17:25:57 -08:00

267 lines
7.1 KiB
TypeScript

export const PIXEL_DENSITY = 2;
export const NUM_BARS = 20;
export const BAR_WIDTH = 3 * PIXEL_DENSITY;
export const BAR_PEAK_DROP_RATE = 0.01;
export const GRADIENT_COLOR_COUNT = 16;
export const PEAK_COLOR_INDEX = 23;
// Pre-render the background grid
export function preRenderBg(
width: number,
height: number,
bgColor: string,
fgColor: string,
windowShade: boolean
): HTMLCanvasElement {
// Off-screen canvas for pre-rendering the background
const bgCanvas = document.createElement("canvas");
bgCanvas.width = width;
bgCanvas.height = height;
const distance = 2 * PIXEL_DENSITY;
const bgCanvasCtx = bgCanvas.getContext("2d")!;
bgCanvasCtx.fillStyle = bgColor;
bgCanvasCtx.fillRect(0, 0, width, height);
if (!windowShade) {
bgCanvasCtx.fillStyle = fgColor;
for (let x = 0; x < width; x += distance) {
for (let y = PIXEL_DENSITY; y < height; y += distance) {
bgCanvasCtx.fillRect(x, y, PIXEL_DENSITY, PIXEL_DENSITY);
}
}
}
return bgCanvas;
}
export 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")!;
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;
}
// Return the average value in a slice of dataArray
export function sliceAverage(
dataArray: Uint8Array,
sliceWidth: number,
sliceNumber: number
) {
const start = sliceWidth * sliceNumber;
const end = start + sliceWidth;
let sum = 0;
for (let i = start; i < end; i++) {
sum += dataArray[i];
}
return sum / sliceWidth;
}
export 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;
}
// Rendering Functions
export function paintOscilloscopeFrame({
analyser,
dataArray,
canvasCtx,
height,
width,
colors,
renderWidth,
}: {
analyser: AnalyserNode;
dataArray: Uint8Array;
canvasCtx: CanvasRenderingContext2D;
height: number;
width: number;
colors: string[];
renderWidth: number;
}) {
analyser.getByteTimeDomainData(dataArray);
canvasCtx.lineWidth = PIXEL_DENSITY;
// Just use one of the viscolors for now
canvasCtx.strokeStyle = colors[18];
// Since dataArray has more values than we have pixels to display, we
// have to average several dataArray values per pixel. We call these
// groups slices.
//
// We use the 2x scale here since we only want to plot values for
// "real" pixels.
const sliceWidth = Math.floor(dataArray.length / width) * PIXEL_DENSITY;
const h = height;
canvasCtx.beginPath();
// Iterate over the width of the canvas in "real" pixels.
for (let j = 0; j <= renderWidth; j++) {
const amplitude = sliceAverage(dataArray, sliceWidth, j);
const percentAmplitude = amplitude / 255; // dataArray gives us bytes
const y = (1 - percentAmplitude) * h; // flip y
const x = j * PIXEL_DENSITY;
// Canvas coordinates are in the middle of the pixel by default.
// When we want to draw pixel perfect lines, we will need to
// account for that here
if (x === 0) {
canvasCtx.moveTo(x, y);
} else {
canvasCtx.lineTo(x, y);
}
}
canvasCtx.stroke();
}
export function paintBarFrame({
analyser,
dataArray,
renderHeight,
octaveBuckets,
barPeaks,
barPeakFrames,
height,
canvasCtx,
barCanvas,
windowShade,
colors,
}: {
analyser: AnalyserNode;
dataArray: Uint8Array /* MUTABLE */;
renderHeight: number;
octaveBuckets: number[];
barPeaks: number[] /* MUTABLE */;
barPeakFrames: number[] /* MUTABLE */;
height: number;
canvasCtx: CanvasRenderingContext2D;
barCanvas: HTMLCanvasElement;
windowShade: boolean;
colors: string[];
}) {
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;
printBar({
x: j * xOffset,
_height: amplitude * heightMultiplier,
peakHeight: barPeak * heightMultiplier,
height,
canvasCtx,
barCanvas,
windowShade,
colors,
});
}
}
export function printBar({
x,
_height,
peakHeight,
height,
canvasCtx,
barCanvas,
windowShade,
colors,
}: {
x: number;
_height: number;
peakHeight: number;
height: number;
canvasCtx: CanvasRenderingContext2D;
barCanvas: HTMLCanvasElement;
windowShade: boolean;
colors: string[];
}) {
const barHeight = Math.ceil(_height) * PIXEL_DENSITY;
peakHeight = Math.ceil(peakHeight) * PIXEL_DENSITY;
if (barHeight < 1 || peakHeight < 1) {
return;
}
const y = height - barHeight;
const ctx = canvasCtx;
// Draw the gradient
const b = BAR_WIDTH;
if (barHeight > 0) {
ctx.drawImage(barCanvas, 0, y, b, barHeight, x, y, b, barHeight);
}
// Draw the gray peak line
if (!windowShade) {
const peakY = height - peakHeight;
ctx.fillStyle = colors[PEAK_COLOR_INDEX];
ctx.fillRect(x, peakY, b, PIXEL_DENSITY);
}
}