mirror of
https://github.com/narrrl/pl8list-rewind.git
synced 2026-11-03 16:41:26 +01:00
Draw the title, waveform and logo as bevelled chrome in WebGL
A distance transform turns the glyphs and waveform bars into a height field with bevelled edges and some depth, and a shader lights them as metal: a studio of softboxes, a dark horizon and the card's colour and art as the floor, colour split at steep edges, a key light that follows the pointer (drifts on phones) and flares on kicks, and a sweep over each new title. One offscreen context serves every plate. The title turns slightly towards the pointer. Display text uses Bruno Ace SC, bundled; "simple" visuals keep plain text and the drawn waveform.
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+10
@@ -6,6 +6,7 @@
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"": {
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"name": "pl8inf-web",
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"dependencies": {
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"@fontsource/bruno-ace-sc": "^5.3.0",
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"hls.js": "1.7.4"
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},
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"devDependencies": {
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@@ -13,6 +14,15 @@
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"vite": "8.3.5"
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}
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},
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"node_modules/@fontsource/bruno-ace-sc": {
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"version": "5.3.0",
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"resolved": "https://registry.npmjs.org/@fontsource/bruno-ace-sc/-/bruno-ace-sc-5.3.0.tgz",
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"integrity": "sha512-jQLpVbpmped/MMXyukOLGyroF/SBqY36slCy0GgDyYKcSbTCLcoz32rW1E+i8Mvvm61NfWIyPfeM9Bem3/1QQg==",
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"license": "OFL-1.1",
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"funding": {
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"url": "https://github.com/sponsors/ayuhito"
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}
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},
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"node_modules/@oxc-project/types": {
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"version": "0.156.0",
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"resolved": "https://registry.npmjs.org/@oxc-project/types/-/types-0.156.0.tgz",
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@@ -8,6 +8,7 @@
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"check": "tsc --noEmit"
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},
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"dependencies": {
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"@fontsource/bruno-ace-sc": "^5.3.0",
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"hls.js": "1.7.4"
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},
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"devDependencies": {
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+36
-1
@@ -176,6 +176,11 @@ export class Card {
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if (this.dragging && !force) return;
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this.lastProgress = progress;
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this.lastBuffered = buffered;
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if (this.onWave) {
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this.onWave(progress, buffered);
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this.drawn = ""; // drawn here again once chrome lets go
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return;
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}
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const canvas = this.canvas;
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if (!canvas) return;
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const w = canvas.clientWidth, h = canvas.clientHeight;
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@@ -199,7 +204,7 @@ export class Card {
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const accent = getComputedStyle(canvas).getPropertyValue("--card-accent").trim() || "#ff4d6d";
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const base = Math.round(h * (1 - MIRROR)) - 1;
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const below = h - base - 2;
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const level = (i: number) => (data.length ? data[Math.floor((i / bars) * data.length)] / max : 0.15);
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const level = (i: number) => this.level(i, bars, data, max);
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const grad = ctx.createLinearGradient(0, base, 0, 0);
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grad.addColorStop(0, accent);
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grad.addColorStop(0.65, accent);
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@@ -228,6 +233,36 @@ export class Card {
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ctx.globalAlpha = 1;
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}
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/// Set while the waveform is chrome (chrome.ts via visual.ts), which then draws it.
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onWave: ((progress: number, buffered: number) => void) | null = null;
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get waveCanvas(): HTMLCanvasElement | null {
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return this.canvas;
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}
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private level(i: number, bars: number, data: number[], max: number): number {
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return data.length ? data[Math.floor((i / bars) * data.length)] / max : 0.15;
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}
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/// The bars alone, as a mask for chrome, in CSS px of a `w` x `h` canvas, `bar`
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/// px apart. Returns the line they stand on and, per bar, where its top is.
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waveMask(ctx: CanvasRenderingContext2D, w: number, h: number, bar: number): { base: number; tops: number[]; width: number } {
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const data = this.track.waveform || [];
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const max = Math.max(1, ...data);
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const bars = Math.max(1, Math.floor(w / bar));
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const width = bar * 0.7;
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const base = Math.round(h * (1 - MIRROR)) - 1;
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const tops: number[] = [];
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for (let i = 0; i < bars; i++) {
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const top = Math.max(width, this.level(i, bars, data, max) * (base - 2));
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tops.push(base - top);
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ctx.beginPath();
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ctx.roundRect(i * bar, base - top, width, top, width / 2);
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ctx.fill();
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}
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return { base, tops, width };
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}
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/// Loudness at `progress` from the waveform, 0..1. Stands in for the analyser
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/// where there is no Web Audio graph.
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loudnessAt(progress: number): number {
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@@ -0,0 +1,485 @@
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// Chrome: the playing card's title, its waveform and the logo as bevelled,
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// polished metal, after chrome lettering. Drawn by WebGL2, not by CSS.
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//
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// A shape (glyphs or waveform bars) is drawn as a mask on a 2D canvas. A distance
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// transform turns the mask into a height field: every edge is a bevel of a fixed
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// width, so thin strokes become sharp ridges, like blades, and thick ones get a
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// flat face. A fragment shader then lights it as a mirror: normals from the
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// slope, the reflection of a studio around it (softboxes in a pale sky, a dark
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// horizon, the card's colour and art as the floor), split per colour channel at
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// the steep edges, a highlight that follows the pointer and flares on kicks.
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//
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// One WebGL2 context, offscreen, serves every plate: each render is copied into
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// the plate's own 2D canvas, so a page full of chrome costs one context.
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const MAX_DPR = 2;
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const ART_SIZE = 64; // the art is only ever seen blurred, in reflections
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/// What a plate shows.
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export type Kind = "text" | "wave";
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/// A surface to draw chrome on: a 2D canvas on the page and its shape on the GPU.
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export interface Plate {
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canvas: HTMLCanvasElement;
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kind: Kind;
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/// Size in device px, and the bevel width.
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w: number;
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h: number;
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bevel: number;
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/// The shape as uploaded (R height, G coverage, B height within the line).
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pixels: Uint8Array | null;
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tex: WebGLTexture | null;
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/// Waveform: the y of the line the bars stand on, 0..1 from the top.
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floor: number;
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}
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/// Per-render light and state.
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export interface Light {
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/// Card colour as linear-ish rgb 0..1.
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tint: [number, number, number];
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/// Where the light comes from, -1..1 each way; follows the pointer.
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tilt: [number, number];
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time: number;
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/// Onset envelope, 0..1.
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kick: number;
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/// A highlight sweeping across, 0..1 along the plate; outside that, none.
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sweep: number;
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}
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export interface WaveState {
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progress: number;
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buffered: number;
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/// The top of the bar being played, 0..1 from the top; for the glint.
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top: number;
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}
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const VERTEX = `#version 300 es
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out vec2 vUv;
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void main() {
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// One triangle over the viewport.
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vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
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vUv = p;
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gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
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}`;
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const FRAGMENT = `#version 300 es
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precision highp float;
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uniform sampler2D uShape;
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uniform sampler2D uArt;
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uniform vec2 uSize;
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uniform float uBevel;
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uniform int uKind;
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uniform vec3 uTint;
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uniform vec2 uTilt;
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uniform float uTime;
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uniform float uKick;
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uniform float uSweep;
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uniform float uFloor;
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uniform vec3 uWave; // progress, buffered, top of the playing bar
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uniform float uDepth; // px the shapes stand out of the page
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in vec2 vUv;
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out vec4 outColor;
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const float PI = 3.14159265;
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vec4 shape(vec2 uv) { return textureLod(uShape, uv, 0.0); }
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// The studio the metal reflects; r is the reflected ray, y up, z to the viewer.
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vec3 studio(vec3 r) {
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float y = r.y - uTilt.y * 0.22;
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float x = r.x + uTilt.x * 0.35;
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vec3 sky = mix(vec3(0.56, 0.58, 0.64), vec3(1.0), smoothstep(0.04, 0.75, y));
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// Softboxes: a wide bar high up, a narrow strip that drifts.
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sky += 1.3 * smoothstep(0.07, 0.0, abs(y - 0.5));
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sky += 0.9 * smoothstep(0.06, 0.0, abs(x - 0.45 + 0.2 * sin(uTime * 0.21)));
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sky += 0.6 * smoothstep(0.05, 0.0, abs(x + 0.55 - 0.15 * sin(uTime * 0.17 + 1.0)));
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// The floor: the card's colour, with its art in it.
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vec3 art = textureLod(uArt, vec2(fract(x * 0.4 + 0.5), clamp(-y * 1.4, 0.0, 1.0)), 2.5).rgb;
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vec3 tint = mix(vec3(0.62, 0.62, 0.68), uTint, 0.7);
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vec3 floorC = mix(tint, art * 1.4, 0.3) * mix(1.3, 0.2, smoothstep(0.0, 0.7, -y));
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vec3 c = y > 0.0 ? sky : floorC;
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// The dark horizon: sharp above, soft below.
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float lit = y > 0.0 ? smoothstep(0.0, 0.045, y) : smoothstep(0.0, 0.2, -y);
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return c * mix(0.04, 1.0, lit);
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}
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vec3 shade(vec2 uv, vec2 px, out float cover) {
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vec4 s = shape(uv);
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cover = s.g;
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float hx = shape(uv + vec2(px.x, 0.0)).r - shape(uv - vec2(px.x, 0.0)).r;
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float hy = shape(uv + vec2(0.0, px.y)).r - shape(uv - vec2(0.0, px.y)).r;
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// Slope per px times the bevel width: a bevel at about 55 degrees.
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float k = 0.5 * uBevel * 1.4;
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vec3 n = normalize(vec3(-hx * k, hy * k, 1.0));
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// Each line of text (each bar) is a plate curved top to bottom, so its face
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// runs from sky through the horizon to the floor.
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float along = s.b;
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vec3 face = normalize(vec3(n.xy + vec2(0.0, 0.38 - along * 0.8), n.z));
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float steep = 1.0 - face.z;
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// Split the colours at the steep edges, like a cheap lens does.
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vec3 view = vec3(0.0, 0.0, -1.0);
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float split = 0.08 * steep + 0.01;
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vec3 c;
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c.r = studio(reflect(view, normalize(vec3(face.xy * (1.0 + split), face.z)))).r;
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c.g = studio(reflect(view, face)).g;
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c.b = studio(reflect(view, normalize(vec3(face.xy * (1.0 - split), face.z)))).b;
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// A key light that follows the pointer; kicks make it flare.
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vec3 l = normalize(vec3(uTilt.x * 0.9 - 0.25, -uTilt.y * 0.7 + 0.55, 1.0));
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float spec = pow(max(dot(reflect(-l, face), vec3(0.0, 0.0, 1.0)), 0.0), 48.0);
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c += spec * (0.9 + 2.2 * uKick) * mix(vec3(1.0), uTint, 0.25);
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// The sweep: a bright band slanting across.
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float band = (uv.x - uSweep) * 7.0 + (uv.y - 0.5) * 1.5;
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c += 1.6 * exp(-band * band) * step(-0.5, uSweep) * step(uSweep, 1.5);
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// The crease where a bevel meets the ground darkens.
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c *= mix(0.45, 1.0, smoothstep(0.0, 0.25, s.r));
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return c;
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}
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void main() {
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vec2 uv = vec2(vUv.x, 1.0 - vUv.y);
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vec2 px = 1.0 / uSize;
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float fade = 1.0;
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vec2 at = uv;
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if (uKind == 1 && uv.y > uFloor) {
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// Under the line the bars stand on: their reflection, fading out.
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at.y = 2.0 * uFloor - uv.y;
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fade = 0.28 * (1.0 - smoothstep(0.0, 1.0 - uFloor, uv.y - uFloor));
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}
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float cover;
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vec3 c = shade(at, px, cover);
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float a = cover * fade;
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// The side wall: the shape has depth, seen a little from above and to the side
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// of where the light is, so it shifts as the pointer moves.
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vec2 dir = normalize(vec2(0.3 - uTilt.x * 0.5, 1.0 - uTilt.y * 0.25));
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vec3 wall = vec3(0.0);
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float wallA = 0.0;
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for (int i = 1; i <= 8; i++) {
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float k = float(i) / 8.0;
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float g = shape(at - dir * k * uDepth * px).g;
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if (g > 0.5) {
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// Bright lip under the face, then darker metal going back.
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vec3 metal = mix(vec3(0.85, 0.85, 0.9), uTint, 0.45);
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float glance = 0.5 + 0.5 * sin(at.x * 40.0 + uTilt.x * 3.0 + uTime * 0.3);
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wall = mix(metal * (0.7 + 0.5 * glance), uTint * 0.12, smoothstep(0.0, 1.0, k));
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wallA = g * fade;
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break;
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}
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}
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c = mix(wall, c, cover);
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a = max(a, wallA);
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if (uKind == 1) {
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// Played bars are chrome; the rest is dark gunmetal, lighter where loaded.
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float played = step(uv.x, uWave.x);
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float loaded = step(uv.x, uWave.y);
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float grey = dot(c, vec3(0.3, 0.59, 0.11));
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vec3 gun = vec3(grey) * mix(0.5, 0.68, loaded) * vec3(0.92, 0.93, 1.0);
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c = mix(gun, c, played);
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a *= mix(mix(0.7, 0.85, loaded), 1.0, played);
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// The floor itself: a hairline of metal, brightest at the playhead.
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float line = smoothstep(1.5 * px.y, 0.0, abs(uv.y - uFloor - px.y));
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float near = exp(-abs(uv.x - uWave.x) * 4.0);
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c = mix(c, vec3(1.0), line * (0.25 + 0.75 * near) * (1.0 - a));
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a = max(a, line * (0.2 + 0.7 * near));
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}
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// Under the metal: a soft shadow below it and a glow of the card's colour.
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float under = textureLod(uShape, at + vec2(0.0, -2.5 * px.y), 2.0).g * fade;
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float halo = textureLod(uShape, at, 3.5).g * fade;
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vec3 col = c * a;
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float alpha = a;
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float glow = halo * (0.35 + 0.5 * uKick) * (uKind == 1 ? 0.3 : 1.0);
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col += uTint * glow * (1.0 - alpha);
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alpha += glow * 0.6 * (1.0 - alpha);
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alpha += under * 0.55 * (1.0 - alpha);
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if (uKind == 1 && uWave.x > 0.0 && uWave.x < 1.0) {
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// A four-point glint on the top of the bar being played.
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vec2 d = (uv - vec2(uWave.x, uWave.z)) * uSize;
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float r = 7.0 + 3.0 * sin(uTime * 2.6) + 6.0 * uKick;
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float rays = exp(-abs(d.x) * 0.9) * exp(-d.y * d.y / (r * r)) + exp(-abs(d.y) * 0.9) * exp(-d.x * d.x / (r * r));
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float core = exp(-dot(d, d) / 6.0);
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float g = clamp(rays + core, 0.0, 1.0);
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col += mix(uTint, vec3(1.0), g) * g;
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alpha = max(alpha, g);
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}
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outColor = vec4(min(col, vec3(alpha)), alpha);
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}`;
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const UNIFORMS = ["uShape", "uArt", "uSize", "uBevel", "uKind", "uTint", "uTilt", "uTime", "uKick", "uSweep", "uFloor", "uWave", "uDepth"] as const;
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export class Chrome {
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private canvas: HTMLCanvasElement;
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private gl: WebGL2RenderingContext;
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private u: Record<(typeof UNIFORMS)[number], WebGLUniformLocation | null> = {} as never;
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private art: WebGLTexture | null = null;
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private plates = new Set<Plate>();
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private constructor(gl: WebGL2RenderingContext) {
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this.gl = gl;
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this.canvas = gl.canvas as HTMLCanvasElement;
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this.canvas.addEventListener("webglcontextlost", (e) => e.preventDefault());
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this.canvas.addEventListener("webglcontextrestored", () => {
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this.init();
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for (const p of this.plates) {
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p.tex = null;
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if (p.pixels) this.upload(p);
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}
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});
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this.init();
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}
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static create(): Chrome | null {
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try {
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const canvas = document.createElement("canvas");
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const gl = canvas.getContext("webgl2", { premultipliedAlpha: true, antialias: false, alpha: true });
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return gl ? new Chrome(gl) : null;
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} catch {
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return null;
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}
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}
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get lost(): boolean {
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return this.gl.isContextLost();
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}
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private init(): void {
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const gl = this.gl;
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const prog = gl.createProgram();
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for (const [type, src] of [[gl.VERTEX_SHADER, VERTEX], [gl.FRAGMENT_SHADER, FRAGMENT]] as const) {
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const s = gl.createShader(type)!;
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gl.shaderSource(s, src);
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gl.compileShader(s);
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if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s) || "compile failed");
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gl.attachShader(prog, s);
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}
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gl.linkProgram(prog);
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if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(prog) || "link failed");
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gl.useProgram(prog);
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for (const name of UNIFORMS) this.u[name] = gl.getUniformLocation(prog, name);
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gl.uniform1i(this.u.uShape, 0);
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gl.uniform1i(this.u.uArt, 1);
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gl.bindVertexArray(gl.createVertexArray());
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gl.clearColor(0, 0, 0, 0);
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this.art = null;
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this.setArt(null, "#ff4d6d");
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}
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/// What the floor of the studio shows: the card's art, or its colour.
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setArt(img: HTMLImageElement | null, color: string): void {
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const gl = this.gl;
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const c = document.createElement("canvas");
|
||||
c.width = c.height = ART_SIZE;
|
||||
const ctx = c.getContext("2d")!;
|
||||
ctx.fillStyle = color;
|
||||
ctx.fillRect(0, 0, ART_SIZE, ART_SIZE);
|
||||
if (img) ctx.drawImage(img, 0, 0, ART_SIZE, ART_SIZE);
|
||||
this.art ??= gl.createTexture();
|
||||
gl.activeTexture(gl.TEXTURE1);
|
||||
gl.bindTexture(gl.TEXTURE_2D, this.art);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, c);
|
||||
gl.generateMipmap(gl.TEXTURE_2D);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
}
|
||||
|
||||
plate(canvas: HTMLCanvasElement, kind: Kind): Plate {
|
||||
const p: Plate = { canvas, kind, w: 0, h: 0, bevel: 1, pixels: null, tex: null, floor: 1 };
|
||||
this.plates.add(p);
|
||||
return p;
|
||||
}
|
||||
|
||||
drop(p: Plate): void {
|
||||
if (p.tex) this.gl.deleteTexture(p.tex);
|
||||
p.tex = null;
|
||||
p.pixels = null;
|
||||
this.plates.delete(p);
|
||||
}
|
||||
|
||||
/// Give `p` its shape: `draw` paints the mask in CSS px onto a canvas of
|
||||
/// `w` x `h` CSS px and returns, per painted region, the line it belongs to
|
||||
/// (for the face's sky-to-floor run). `bevel` is in CSS px.
|
||||
shape(p: Plate, w: number, h: number, bevel: number, draw: (ctx: CanvasRenderingContext2D) => Line[]): void {
|
||||
const dpr = Math.min(MAX_DPR, window.devicePixelRatio || 1);
|
||||
const W = Math.max(1, Math.round(w * dpr)), H = Math.max(1, Math.round(h * dpr));
|
||||
const mask = document.createElement("canvas");
|
||||
mask.width = W;
|
||||
mask.height = H;
|
||||
const ctx = mask.getContext("2d", { willReadFrequently: true })!;
|
||||
ctx.scale(dpr, dpr);
|
||||
ctx.fillStyle = "#fff";
|
||||
const lines = draw(ctx);
|
||||
const alpha = ctx.getImageData(0, 0, W, H).data;
|
||||
p.w = W;
|
||||
p.h = H;
|
||||
p.bevel = bevel * dpr;
|
||||
p.canvas.width = W;
|
||||
p.canvas.height = H;
|
||||
p.pixels = heights(alpha, W, H, p.bevel, lines.map((l) => ({ top: l.top * dpr, height: l.height * dpr, left: l.left * dpr, width: l.width * dpr })));
|
||||
this.upload(p);
|
||||
}
|
||||
|
||||
private upload(p: Plate): void {
|
||||
const gl = this.gl;
|
||||
p.tex ??= gl.createTexture();
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, p.tex);
|
||||
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, p.w, p.h, 0, gl.RGBA, gl.UNSIGNED_BYTE, p.pixels);
|
||||
gl.generateMipmap(gl.TEXTURE_2D);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
}
|
||||
|
||||
/// Light `p` and copy the result onto its canvas.
|
||||
render(p: Plate, light: Light, wave?: WaveState): void {
|
||||
const gl = this.gl;
|
||||
if (!p.tex || gl.isContextLost()) return;
|
||||
const c = this.canvas;
|
||||
if (c.width < p.w || c.height < p.h) {
|
||||
c.width = Math.max(c.width, p.w);
|
||||
c.height = Math.max(c.height, p.h);
|
||||
}
|
||||
gl.viewport(0, 0, p.w, p.h);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, p.tex);
|
||||
gl.uniform2f(this.u.uSize, p.w, p.h);
|
||||
gl.uniform1f(this.u.uBevel, p.bevel);
|
||||
gl.uniform1f(this.u.uDepth, p.bevel * (p.kind === "wave" ? 1.2 : 1.6));
|
||||
gl.uniform1i(this.u.uKind, p.kind === "wave" ? 1 : 0);
|
||||
gl.uniform3fv(this.u.uTint, light.tint);
|
||||
gl.uniform2fv(this.u.uTilt, light.tilt);
|
||||
gl.uniform1f(this.u.uTime, light.time);
|
||||
gl.uniform1f(this.u.uKick, light.kick);
|
||||
gl.uniform1f(this.u.uSweep, light.sweep);
|
||||
gl.uniform1f(this.u.uFloor, p.floor);
|
||||
gl.uniform3f(this.u.uWave, wave?.progress ?? 0, wave?.buffered ?? 0, wave?.top ?? 0);
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 3);
|
||||
// The viewport sits at the bottom left of the GL canvas.
|
||||
const ctx = p.canvas.getContext("2d")!;
|
||||
ctx.clearRect(0, 0, p.w, p.h);
|
||||
ctx.drawImage(c, 0, c.height - p.h, p.w, p.h, 0, 0, p.w, p.h);
|
||||
}
|
||||
}
|
||||
|
||||
/// A run of the mask that forms one line: its face runs sky to floor over `height`.
|
||||
export interface Line {
|
||||
left: number;
|
||||
top: number;
|
||||
width: number;
|
||||
height: number;
|
||||
}
|
||||
|
||||
const INF = 1e20;
|
||||
|
||||
/// The mask's alpha to RGBA: R the bevelled height, G the coverage, B how far
|
||||
/// down its line a pixel is.
|
||||
function heights(alpha: Uint8ClampedArray, w: number, h: number, bevel: number, lines: Line[]): Uint8Array {
|
||||
const n = w * h;
|
||||
// Squared distance from inside the shape to its edge, with sub-pixel edges.
|
||||
const grid = new Float64Array(n);
|
||||
for (let i = 0; i < n; i++) {
|
||||
const a = alpha[i * 4 + 3] / 255;
|
||||
grid[i] = a === 1 ? INF : a === 0 ? 0 : Math.max(0, a - 0.5) ** 2;
|
||||
}
|
||||
edt(grid, w, h);
|
||||
const out = new Uint8Array(n * 4);
|
||||
for (let i = 0; i < n; i++) {
|
||||
const t = Math.min(1, Math.sqrt(grid[i]) / bevel);
|
||||
// Mostly a flat chamfer, rounded a little at the top.
|
||||
const height = 0.6 * t + 0.4 * (1 - (1 - t) * (1 - t));
|
||||
out[i * 4] = Math.round(height * 255);
|
||||
out[i * 4 + 1] = alpha[i * 4 + 3];
|
||||
out[i * 4 + 3] = 255;
|
||||
}
|
||||
for (const l of lines) {
|
||||
const x0 = Math.max(0, Math.floor(l.left)), x1 = Math.min(w, Math.ceil(l.left + l.width));
|
||||
const y0 = Math.max(0, Math.floor(l.top)), y1 = Math.min(h, Math.ceil(l.top + l.height));
|
||||
for (let y = y0; y < y1; y++) {
|
||||
const v = Math.round(((y - l.top) / Math.max(1, l.height)) * 255);
|
||||
for (let x = x0; x < x1; x++) out[(y * w + x) * 4 + 2] = v;
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/// Felzenszwalb and Huttenlocher's distance transform, in place: columns, then rows.
|
||||
function edt(grid: Float64Array, w: number, h: number): void {
|
||||
const size = Math.max(w, h);
|
||||
const f = new Float64Array(size), z = new Float64Array(size + 1), v = new Uint16Array(size);
|
||||
for (let x = 0; x < w; x++) edt1d(grid, x, w, h, f, v, z);
|
||||
for (let y = 0; y < h; y++) edt1d(grid, y * w, 1, w, f, v, z);
|
||||
}
|
||||
|
||||
function edt1d(grid: Float64Array, offset: number, stride: number, length: number, f: Float64Array, v: Uint16Array, z: Float64Array): void {
|
||||
v[0] = 0;
|
||||
z[0] = -INF;
|
||||
z[1] = INF;
|
||||
f[0] = grid[offset];
|
||||
for (let q = 1, k = 0, s = 0; q < length; q++) {
|
||||
f[q] = grid[offset + q * stride];
|
||||
const q2 = q * q;
|
||||
do {
|
||||
const r = v[k];
|
||||
s = (f[q] - f[r] + q2 - r * r) / (q - r) / 2;
|
||||
} while (s <= z[k] && --k > -1);
|
||||
k++;
|
||||
v[k] = q;
|
||||
z[k] = s;
|
||||
z[k + 1] = INF;
|
||||
}
|
||||
for (let q = 0, k = 0; q < length; q++) {
|
||||
while (z[k + 1] < q) k++;
|
||||
const r = v[k], qr = q - r;
|
||||
grid[offset + q * stride] = f[r] + qr * qr;
|
||||
}
|
||||
}
|
||||
|
||||
/// Paint `el`'s text, character by character where the page laid it out, into
|
||||
/// a mask whose origin is `pad` CSS px up and left of `el`. Returns its lines.
|
||||
export function textMask(el: HTMLElement, pad: number, ctx: CanvasRenderingContext2D): Line[] {
|
||||
const box = el.getBoundingClientRect();
|
||||
const cs = getComputedStyle(el);
|
||||
ctx.font = `${cs.fontStyle} ${cs.fontWeight} ${cs.fontSize} ${cs.fontFamily}`;
|
||||
ctx.textBaseline = "alphabetic";
|
||||
const m = ctx.measureText("Hg");
|
||||
const range = document.createRange();
|
||||
const lines = new Map<number, Line>();
|
||||
const walker = document.createTreeWalker(el, NodeFilter.SHOW_TEXT);
|
||||
for (let node = walker.nextNode(); node; node = walker.nextNode()) {
|
||||
const text = node.textContent || "";
|
||||
for (let i = 0; i < text.length; i++) {
|
||||
// Surrogate pairs stay together.
|
||||
const len = text.codePointAt(i)! > 0xffff ? 2 : 1;
|
||||
const ch = text.slice(i, i + len);
|
||||
range.setStart(node, i);
|
||||
range.setEnd(node, i + len);
|
||||
i += len - 1;
|
||||
if (!ch.trim()) continue;
|
||||
const r = range.getClientRects()[0];
|
||||
if (!r) continue;
|
||||
const left = r.left - box.left + pad, top = r.top - box.top + pad;
|
||||
const ascent = m.fontBoundingBoxAscent ?? r.height * 0.8;
|
||||
ctx.fillText(ch, left, top + ascent);
|
||||
const key = Math.round(top);
|
||||
const line = lines.get(key);
|
||||
if (line) {
|
||||
line.width = left + r.width - line.left;
|
||||
} else {
|
||||
lines.set(key, { left, top, width: r.width, height: r.height });
|
||||
}
|
||||
}
|
||||
}
|
||||
return [...lines.values()];
|
||||
}
|
||||
|
||||
/// "#rrggbb", "rgb(...)" or "hsl(...)" to rgb 0..1, through the page's own parser.
|
||||
export function rgb(color: string): [number, number, number] {
|
||||
const c = document.createElement("canvas").getContext("2d")!;
|
||||
c.fillStyle = color;
|
||||
c.fillRect(0, 0, 1, 1);
|
||||
const d = c.getImageData(0, 0, 1, 1).data;
|
||||
return [d[0] / 255, d[1] / 255, d[2] / 255];
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
import "./style.css";
|
||||
import "@fontsource/bruno-ace-sc/400.css";
|
||||
|
||||
import * as api from "./api";
|
||||
import type { Filters, Mode, Pl8Status, Stats, Track, User } from "./api";
|
||||
|
||||
+27
-9
@@ -18,7 +18,8 @@
|
||||
--radius-l: 18px;
|
||||
--shadow: 0 16px 40px #000a;
|
||||
--font: system-ui, -apple-system, "Segoe UI", sans-serif;
|
||||
--font-display: var(--font);
|
||||
/* One weight only: a synthetic bold would smear it, so display text stays 400. */
|
||||
--font-display: "Bruno Ace SC", var(--font);
|
||||
--ease-out: cubic-bezier(0.2, 0.8, 0.2, 1);
|
||||
--fast: 0.15s;
|
||||
}
|
||||
@@ -73,8 +74,8 @@ button {
|
||||
}
|
||||
body.zen #bar { display: none; }
|
||||
|
||||
.logo { font-weight: 600; display: inline-flex; align-items: center; gap: 0.4em; white-space: nowrap; justify-self: start; }
|
||||
.logo b { color: var(--accent); font-weight: 700; }
|
||||
.logo { position: relative; font: 400 0.95rem var(--font-display); letter-spacing: 0.03em; display: inline-flex; align-items: center; gap: 0.4em; white-space: nowrap; justify-self: start; }
|
||||
.logo b { position: relative; color: var(--accent); font-weight: 400; }
|
||||
.logo svg { width: 1.3em; height: 1.3em; color: var(--accent); flex: none; }
|
||||
.bar-end { justify-self: end; display: flex; align-items: center; gap: 0.4rem; }
|
||||
|
||||
@@ -187,7 +188,7 @@ body.zen #bar { display: none; }
|
||||
.sheet:focus-visible { outline: none; }
|
||||
@keyframes drawer { from { transform: translateX(100%); } }
|
||||
.sheet-handle { display: none; }
|
||||
.sheet h2 { margin: 0; font: 800 1.25rem/1.2 var(--font-display); }
|
||||
.sheet h2 { margin: 0; font: 400 1.2rem/1.2 var(--font-display); letter-spacing: 0.03em; }
|
||||
.sheet fieldset { margin: 0; padding: 0; border: 0; display: flex; flex-direction: column; gap: 0.6rem; }
|
||||
.sheet legend, .sheet h3 {
|
||||
padding: 0;
|
||||
@@ -518,12 +519,29 @@ button.danger:not(.link) { background: var(--accent); border: none; color: #fff;
|
||||
@keyframes spin { to { transform: rotate(360deg); } }
|
||||
|
||||
.title {
|
||||
font: 800 clamp(1.3rem, 4.2vw, 1.9rem)/1.1 var(--font-display);
|
||||
letter-spacing: -0.01em;
|
||||
position: relative;
|
||||
z-index: 1; /* over the drop's spill */
|
||||
font: 400 clamp(1.25rem, 3.4vw, 1.65rem)/1.2 var(--font-display);
|
||||
letter-spacing: 0.02em;
|
||||
margin: 0;
|
||||
overflow-wrap: anywhere;
|
||||
text-wrap: balance;
|
||||
}
|
||||
/* Chrome (chrome.ts): a canvas over the text draws it as metal; the text stays
|
||||
for selection and screen readers, but transparent. The canvas reaches past the
|
||||
text for the glow and the shadow. */
|
||||
.chrome-plate {
|
||||
position: absolute;
|
||||
inset: calc(-1 * var(--pad, 16px));
|
||||
width: calc(100% + 2 * var(--pad, 16px));
|
||||
height: calc(100% + 2 * var(--pad, 16px));
|
||||
pointer-events: none;
|
||||
opacity: 0;
|
||||
transition: opacity 0.35s;
|
||||
}
|
||||
.chromed { color: transparent !important; }
|
||||
.chromed > .chrome-plate { opacity: 1; }
|
||||
|
||||
.why {
|
||||
margin: 0;
|
||||
min-height: 0;
|
||||
@@ -791,7 +809,7 @@ body.zen #up-next { display: none; }
|
||||
}
|
||||
.start-play svg { width: 2.6rem; height: 2.6rem; margin-left: 0.3rem; }
|
||||
@keyframes beckon { to { box-shadow: 0 0 0 2rem transparent; } }
|
||||
.start-track { margin: 0.4rem 0 0; font-weight: 700; font-size: 1.1rem; text-align: center; padding: 0 1rem; }
|
||||
.start-track { margin: 0.4rem 0 0; font: 400 1.1rem/1.25 var(--font-display); letter-spacing: 0.02em; text-align: center; padding: 0 1rem; }
|
||||
.start-hint { margin: 0; color: var(--muted); font-size: 0.85rem; }
|
||||
|
||||
/* Radio sheet: a bottom sheet on phones, a centred box elsewhere. */
|
||||
@@ -825,7 +843,7 @@ body.zen #up-next { display: none; }
|
||||
.icon-btn { width: 2.2rem; height: 2.2rem; padding: 0; display: grid; place-items: center; }
|
||||
.icon-btn svg { width: 1rem; height: 1rem; }
|
||||
.station-head { display: flex; gap: 1rem; align-items: center; }
|
||||
.station-head h2 { margin: 0; font: 800 1.4rem/1.1 var(--font-display); overflow-wrap: anywhere; }
|
||||
.station-head h2 { margin: 0; font: 400 1.3rem/1.15 var(--font-display); overflow-wrap: anywhere; }
|
||||
.station-kicker { margin: 0 0 0.2rem; font-size: 0.7rem; letter-spacing: 0.12em; text-transform: uppercase; color: var(--accent); }
|
||||
#station-sub { margin: 0.3rem 0 0.4rem; color: var(--muted); font-size: 0.85rem; }
|
||||
#station-tags { justify-content: flex-start; }
|
||||
@@ -938,7 +956,7 @@ button.primary:disabled { opacity: 0.35; cursor: default; }
|
||||
flex-direction: column;
|
||||
gap: 0.9rem;
|
||||
}
|
||||
.login-box h1 { margin: 0; font-size: 2.4rem; display: flex; align-items: center; gap: 0.3em; }
|
||||
.login-box h1 { margin: 0; font: 400 2.2rem/1.1 var(--font-display); letter-spacing: 0.02em; display: flex; align-items: center; gap: 0.3em; }
|
||||
.login-box h1 b { color: var(--accent); }
|
||||
/* A wheel up: the plate is pulled back once, then rests. */
|
||||
.login-mark { width: 1.2em; height: 1.2em; color: var(--accent); flex: none; animation: wheel-up 1.1s 0.3s cubic-bezier(0.3, 0, 0.2, 1) both; }
|
||||
|
||||
+218
-3
@@ -1,6 +1,7 @@
|
||||
// Per-frame visuals of the playing card: waveform progress, the liquid artwork drop
|
||||
// (blob/), and `--energy` (0..1) for the stylesheet's glow and pulse, which is all
|
||||
// there is where the drop is off or WebGL2 is missing.
|
||||
// (blob/), the chrome title, waveform and logo (chrome.ts), and `--energy` (0..1)
|
||||
// for the stylesheet's glow and pulse, which is all there is where the drop is off
|
||||
// or WebGL2 is missing.
|
||||
//
|
||||
// What drives them comes from features.ts: from the analyser where audio runs through
|
||||
// Web Audio, otherwise from the track's waveform at the current position.
|
||||
@@ -9,6 +10,7 @@ import { artistImg } from "./api";
|
||||
import { LiquidBlob, SPILL } from "./blob/blob";
|
||||
import { lookFor } from "./blob/style";
|
||||
import type { Card } from "./cards";
|
||||
import { Chrome, type Light, type Plate, rgb, textMask } from "./chrome";
|
||||
import { accentFor, accentForName } from "./color";
|
||||
import { type Features, FeatureTracker } from "./features";
|
||||
import type { Player } from "./player";
|
||||
@@ -18,6 +20,29 @@ const VISUALS_KEY = "pl8inf.visuals";
|
||||
const SLOP = 10; // px before a press on the drop turns it
|
||||
const REACH = 1.2; // how far past the art's radius the drop can be grabbed
|
||||
const IDLE_FPS = 15; // a paused drop keeps breathing, slowly and at a low frame rate
|
||||
const CHROME_FPS = 30; // chrome is redrawn at most this often, 24 on phones
|
||||
const PAD = 16; // CSS px the chrome canvas reaches past the text, for glow and shadow
|
||||
const SWEEP = 1.4; // s for the highlight to sweep across a new title
|
||||
const AIM = 4; // 1/s: how fast the light follows the pointer
|
||||
const CHROME_BAR = 5; // CSS px per chrome waveform bar, gap included: wide enough to read as metal
|
||||
const TILT_DEG = 7; // how far the chrome title turns towards the pointer
|
||||
|
||||
/// The card in chrome: its title and waveform plates, and what they show.
|
||||
interface Dressed {
|
||||
card: Card;
|
||||
titleEl: HTMLElement;
|
||||
title: Plate;
|
||||
wave: Plate;
|
||||
titleKey: string;
|
||||
waveKey: string;
|
||||
/// Per bar, how far down its top is, 0..1.
|
||||
tops: number[];
|
||||
tint: [number, number, number];
|
||||
tintAt: number;
|
||||
sweepFrom: number;
|
||||
progress: number;
|
||||
buffered: number;
|
||||
}
|
||||
|
||||
export class Visualizer {
|
||||
private raf = 0;
|
||||
@@ -35,6 +60,15 @@ export class Visualizer {
|
||||
/// A mouse rests on the drop.
|
||||
private hover = false;
|
||||
private idleTimer = 0;
|
||||
/// Undefined until first needed; null where WebGL2 failed.
|
||||
private chrome: Chrome | null | undefined;
|
||||
private dressed: Dressed | null = null;
|
||||
private logo: { el: HTMLElement; plate: Plate; key: string } | null = null;
|
||||
/// Where the light comes from, and where the pointer wants it.
|
||||
private tilt: [number, number] = [0, -0.3];
|
||||
private aim: [number, number] = [0, -0.3];
|
||||
private chromeAt = 0;
|
||||
private chromeDirty = true;
|
||||
|
||||
constructor(
|
||||
private player: Player,
|
||||
@@ -44,6 +78,7 @@ export class Visualizer {
|
||||
this.reduced.addEventListener("change", () => this.attach(this.card, true));
|
||||
// Capturing, so a turn can keep its moves from the pager.
|
||||
const on = { capture: true, passive: true };
|
||||
document.fonts?.addEventListener("loadingdone", () => this.redress());
|
||||
document.addEventListener("pointerdown", (e) => this.down(e), on);
|
||||
document.addEventListener("pointermove", (e) => this.move(e), on);
|
||||
for (const ev of ["pointerup", "pointercancel"]) document.addEventListener(ev, (e) => this.up(e as PointerEvent), on);
|
||||
@@ -93,6 +128,172 @@ export class Visualizer {
|
||||
this.blob?.settleIcon();
|
||||
}
|
||||
|
||||
/// Chrome is part of the liquid look, and needs WebGL2 too.
|
||||
private chromeOn(): Chrome | null {
|
||||
if (this.setting !== "liquid" || this.chrome === null) return null;
|
||||
this.chrome ??= Chrome.create();
|
||||
if (this.chrome && !this.logo) this.dressLogo(this.chrome);
|
||||
return this.chrome;
|
||||
}
|
||||
|
||||
/// Put `card`'s title and waveform in chrome. The card before keeps its last
|
||||
/// picture; only the playing card's chrome moves.
|
||||
private dress(card: Card | null): void {
|
||||
const old = this.dressed;
|
||||
if (old && (old.card !== card || !old.card.el)) {
|
||||
old.card.onWave = null;
|
||||
this.chrome?.drop(old.title);
|
||||
this.chrome?.drop(old.wave);
|
||||
this.dressed = null;
|
||||
}
|
||||
const chrome = this.chromeOn();
|
||||
if (!chrome) {
|
||||
this.undress();
|
||||
return;
|
||||
}
|
||||
const titleEl = card?.el?.querySelector<HTMLElement>(".title");
|
||||
const waveCanvas = card?.waveCanvas;
|
||||
if (!card || !titleEl || !waveCanvas || this.dressed) return;
|
||||
const canvas = titleEl.querySelector<HTMLCanvasElement>(".chrome-plate") ?? plateCanvas(titleEl);
|
||||
const d: Dressed = {
|
||||
card,
|
||||
titleEl,
|
||||
title: chrome.plate(canvas, "text"),
|
||||
wave: chrome.plate(waveCanvas, "wave"),
|
||||
titleKey: "",
|
||||
waveKey: "",
|
||||
tops: [],
|
||||
tint: rgb(getComputedStyle(card.el!).getPropertyValue("--card-accent") || "#ff4d6d"),
|
||||
tintAt: 0,
|
||||
sweepFrom: performance.now(),
|
||||
progress: 0,
|
||||
buffered: 0,
|
||||
};
|
||||
this.dressed = d;
|
||||
card.onWave = (progress, buffered) => {
|
||||
if (progress === d.progress && buffered === d.buffered) return;
|
||||
d.progress = progress;
|
||||
d.buffered = buffered;
|
||||
this.chromeDirty = true;
|
||||
this.start();
|
||||
};
|
||||
// The studio's floor shows the art.
|
||||
const img = artistImg(card.track);
|
||||
const own = accentForName(card.track.artist_name || "?");
|
||||
chrome.setArt(null, own);
|
||||
if (img) {
|
||||
const pic = new Image();
|
||||
pic.src = img;
|
||||
pic.decode().then(() => { if (this.dressed === d) chrome.setArt(pic, own); }, () => {});
|
||||
}
|
||||
this.chromeDirty = true;
|
||||
}
|
||||
|
||||
/// Back to plain text and the drawn waveform everywhere.
|
||||
private undress(): void {
|
||||
for (const el of document.querySelectorAll(".chromed")) el.classList.remove("chromed");
|
||||
for (const c of document.querySelectorAll(".chrome-plate")) c.remove();
|
||||
if (this.dressed) this.dressed.card.onWave = null;
|
||||
this.dressed = null;
|
||||
if (this.logo) this.chrome?.drop(this.logo.plate);
|
||||
this.logo = null;
|
||||
}
|
||||
|
||||
/// Fonts arrived or the layout changed: shapes are drawn again on the next frame.
|
||||
private redress(): void {
|
||||
if (this.dressed) this.dressed.titleKey = this.dressed.waveKey = "";
|
||||
if (this.logo) this.logo.key = "";
|
||||
this.chromeDirty = true;
|
||||
this.start();
|
||||
}
|
||||
|
||||
private dressLogo(chrome: Chrome): void {
|
||||
const el = document.querySelector<HTMLElement>(".logo b");
|
||||
if (!el) return;
|
||||
el.style.setProperty("--pad", "10px");
|
||||
this.logo = { el, plate: chrome.plate(plateCanvas(el), "text"), key: "" };
|
||||
}
|
||||
|
||||
/// Draw the shapes again where their size or text changed.
|
||||
private reshape(chrome: Chrome): void {
|
||||
const d = this.dressed;
|
||||
if (d) {
|
||||
const el = d.titleEl;
|
||||
const key = `${el.clientWidth}x${el.clientHeight}:${el.textContent}`;
|
||||
if (key !== d.titleKey && el.clientWidth) {
|
||||
d.titleKey = key;
|
||||
const bevel = parseFloat(getComputedStyle(el).fontSize) * 0.075;
|
||||
chrome.shape(d.title, el.clientWidth + 2 * PAD, el.clientHeight + 2 * PAD, bevel, (ctx) => textMask(el, PAD, ctx));
|
||||
el.classList.add("chromed");
|
||||
}
|
||||
const c = d.wave.canvas;
|
||||
const wkey = `${c.clientWidth}x${c.clientHeight}`;
|
||||
if (wkey !== d.waveKey && c.clientWidth) {
|
||||
d.waveKey = wkey;
|
||||
const [w, h] = [c.clientWidth, c.clientHeight];
|
||||
chrome.shape(d.wave, w, h, CHROME_BAR * 0.36, (ctx) => {
|
||||
const { base, tops, width } = d.card.waveMask(ctx, w, h, CHROME_BAR);
|
||||
d.tops = tops.map((t) => t / h);
|
||||
d.wave.floor = base / h;
|
||||
// Each bar is its own little pillar of metal, sky at its top.
|
||||
return tops.map((top, i) => ({ left: i * CHROME_BAR, top, width, height: base - top }));
|
||||
});
|
||||
}
|
||||
}
|
||||
const logo = this.logo;
|
||||
if (logo) {
|
||||
const el = logo.el;
|
||||
const key = `${el.clientWidth}x${el.clientHeight}`;
|
||||
if (key !== logo.key && el.clientWidth) {
|
||||
logo.key = key;
|
||||
chrome.shape(logo.plate, el.clientWidth + 20, el.clientHeight + 20, 1, (ctx) => textMask(el, 10, ctx));
|
||||
el.classList.add("chromed");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Light the chrome. Returns whether it wants more frames.
|
||||
private shine(now: number, dt: number, kick: number, playing: boolean): boolean {
|
||||
const chrome = this.chrome;
|
||||
if (!chrome || chrome.lost) return false;
|
||||
const d = this.dressed;
|
||||
// A mouse moves the light; on phones it drifts on its own.
|
||||
if (this.touch && !this.reduced.matches) this.aim = [Math.sin(now / 2500) * 0.6, Math.cos(now / 3300) * 0.35 - 0.2];
|
||||
const k = 1 - Math.exp(-dt * AIM);
|
||||
this.tilt[0] += (this.aim[0] - this.tilt[0]) * k;
|
||||
this.tilt[1] += (this.aim[1] - this.tilt[1]) * k;
|
||||
const moving = Math.abs(this.aim[0] - this.tilt[0]) + Math.abs(this.aim[1] - this.tilt[1]) > 0.003;
|
||||
const t = d && !this.reduced.matches ? (now - d.sweepFrom) / 1000 / SWEEP : 2;
|
||||
const sweeping = t <= 1;
|
||||
const want = this.chromeDirty || moving || sweeping || playing;
|
||||
if (!want || now - this.chromeAt < 1000 / (this.touch ? 24 : CHROME_FPS)) return want;
|
||||
this.chromeAt = now;
|
||||
this.chromeDirty = false;
|
||||
this.reshape(chrome);
|
||||
const light: Light = {
|
||||
tint: [1, 0.3, 0.43],
|
||||
tilt: this.tilt,
|
||||
time: this.reduced.matches ? 0 : now / 1000,
|
||||
kick: this.reduced.matches ? 0 : kick,
|
||||
sweep: sweeping ? -0.3 + 1.6 * t : -1,
|
||||
};
|
||||
if (d) {
|
||||
// The card's colour can arrive late, from its art.
|
||||
if (now - d.tintAt > 500 && d.card.el) {
|
||||
d.tintAt = now;
|
||||
d.tint = rgb(getComputedStyle(d.card.el).getPropertyValue("--card-accent") || "#ff4d6d");
|
||||
}
|
||||
const lit = { ...light, tint: d.tint };
|
||||
chrome.render(d.title, lit);
|
||||
// The title turns a little towards the light, as a solid thing would.
|
||||
d.title.canvas.style.transform = `perspective(700px) rotateY(${(this.tilt[0] * TILT_DEG).toFixed(2)}deg) rotateX(${(-this.tilt[1] * TILT_DEG * 0.6).toFixed(2)}deg)`;
|
||||
const bar = Math.min(d.tops.length - 1, Math.floor(d.progress * d.tops.length));
|
||||
chrome.render(d.wave, lit, { progress: d.progress, buffered: d.buffered, top: d.tops[Math.max(0, bar)] ?? 1 });
|
||||
}
|
||||
if (this.logo) chrome.render(this.logo.plate, { ...light, sweep: -1, kick: 0 });
|
||||
return want;
|
||||
}
|
||||
|
||||
/// Follow `card` from now on.
|
||||
attach(card: Card | null, again = false): void {
|
||||
if (this.card === card && !again) return;
|
||||
@@ -102,6 +303,7 @@ export class Visualizer {
|
||||
this.grab = null;
|
||||
}
|
||||
this.card = card;
|
||||
this.dress(card);
|
||||
const blob = this.liquid();
|
||||
const slot = card?.el?.querySelector<HTMLElement>(".art");
|
||||
if (!card || !slot || !blob) {
|
||||
@@ -180,6 +382,10 @@ export class Visualizer {
|
||||
}
|
||||
|
||||
private move(e: PointerEvent): void {
|
||||
if (e.pointerType === "mouse" && this.chrome) {
|
||||
this.aim = [(e.clientX / innerWidth) * 2 - 1, (e.clientY / innerHeight) * 2 - 1];
|
||||
this.start();
|
||||
}
|
||||
this.pointer(e, true);
|
||||
const g = this.grab;
|
||||
const at = this.where();
|
||||
@@ -243,7 +449,7 @@ export class Visualizer {
|
||||
? this.features.fromAnalyser(an, now / 1000, dt)
|
||||
: this.features.fromLoudness(card.loudnessAt(progress), now / 1000, dt);
|
||||
this.debug?.(f);
|
||||
let busy = playing;
|
||||
let busy = this.shine(now, dt, f.kick, playing) || playing;
|
||||
const liquid = !!this.blob && !!card.el?.classList.contains("liquid");
|
||||
if (!this.reduced.matches) {
|
||||
// The kick drives the pulse; without an analyser the kicks come from the waveform.
|
||||
@@ -267,6 +473,15 @@ export class Visualizer {
|
||||
};
|
||||
}
|
||||
|
||||
/// A canvas laid over `el` for its chrome.
|
||||
function plateCanvas(el: HTMLElement): HTMLCanvasElement {
|
||||
const c = document.createElement("canvas");
|
||||
c.className = "chrome-plate";
|
||||
c.setAttribute("aria-hidden", "true");
|
||||
el.append(c);
|
||||
return c;
|
||||
}
|
||||
|
||||
/// How far the audio is loaded from where it plays now, in seconds.
|
||||
function bufferedTo(a: HTMLMediaElement): number {
|
||||
const b = a.buffered;
|
||||
|
||||
Reference in new issue
Block a user