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.
This commit is contained in:
nvrl committed 2026-11-01 20:06:32 +01:00
1 parent 62b28bd30e
commit cfccfcaac6
7 files changed
+778 -13

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+10
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@@ -6,6 +6,7 @@
"": {
"name": "pl8inf-web",
"dependencies": {
"@fontsource/bruno-ace-sc": "^5.3.0",
"hls.js": "1.7.4"
},
"devDependencies": {
@@ -13,6 +14,15 @@
"vite": "8.3.5"
}
},
"node_modules/@fontsource/bruno-ace-sc": {
"version": "5.3.0",
"resolved": "https://registry.npmjs.org/@fontsource/bruno-ace-sc/-/bruno-ace-sc-5.3.0.tgz",
"integrity": "sha512-jQLpVbpmped/MMXyukOLGyroF/SBqY36slCy0GgDyYKcSbTCLcoz32rW1E+i8Mvvm61NfWIyPfeM9Bem3/1QQg==",
"license": "OFL-1.1",
"funding": {
"url": "https://github.com/sponsors/ayuhito"
}
},
"node_modules/@oxc-project/types": {
"version": "0.156.0",
"resolved": "https://registry.npmjs.org/@oxc-project/types/-/types-0.156.0.tgz",
+1
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@@ -8,6 +8,7 @@
"check": "tsc --noEmit"
},
"dependencies": {
"@fontsource/bruno-ace-sc": "^5.3.0",
"hls.js": "1.7.4"
},
"devDependencies": {
+36 -1
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@@ -176,6 +176,11 @@ export class Card {
if (this.dragging && !force) return;
this.lastProgress = progress;
this.lastBuffered = buffered;
if (this.onWave) {
this.onWave(progress, buffered);
this.drawn = ""; // drawn here again once chrome lets go
return;
}
const canvas = this.canvas;
if (!canvas) return;
const w = canvas.clientWidth, h = canvas.clientHeight;
@@ -199,7 +204,7 @@ export class Card {
const accent = getComputedStyle(canvas).getPropertyValue("--card-accent").trim() || "#ff4d6d";
const base = Math.round(h * (1 - MIRROR)) - 1;
const below = h - base - 2;
const level = (i: number) => (data.length ? data[Math.floor((i / bars) * data.length)] / max : 0.15);
const level = (i: number) => this.level(i, bars, data, max);
const grad = ctx.createLinearGradient(0, base, 0, 0);
grad.addColorStop(0, accent);
grad.addColorStop(0.65, accent);
@@ -228,6 +233,36 @@ export class Card {
ctx.globalAlpha = 1;
}
/// Set while the waveform is chrome (chrome.ts via visual.ts), which then draws it.
onWave: ((progress: number, buffered: number) => void) | null = null;
get waveCanvas(): HTMLCanvasElement | null {
return this.canvas;
}
private level(i: number, bars: number, data: number[], max: number): number {
return data.length ? data[Math.floor((i / bars) * data.length)] / max : 0.15;
}
/// The bars alone, as a mask for chrome, in CSS px of a `w` x `h` canvas, `bar`
/// px apart. Returns the line they stand on and, per bar, where its top is.
waveMask(ctx: CanvasRenderingContext2D, w: number, h: number, bar: number): { base: number; tops: number[]; width: number } {
const data = this.track.waveform || [];
const max = Math.max(1, ...data);
const bars = Math.max(1, Math.floor(w / bar));
const width = bar * 0.7;
const base = Math.round(h * (1 - MIRROR)) - 1;
const tops: number[] = [];
for (let i = 0; i < bars; i++) {
const top = Math.max(width, this.level(i, bars, data, max) * (base - 2));
tops.push(base - top);
ctx.beginPath();
ctx.roundRect(i * bar, base - top, width, top, width / 2);
ctx.fill();
}
return { base, tops, width };
}
/// Loudness at `progress` from the waveform, 0..1. Stands in for the analyser
/// where there is no Web Audio graph.
loudnessAt(progress: number): number {
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@@ -0,0 +1,485 @@
// Chrome: the playing card's title, its waveform and the logo as bevelled,
// polished metal, after chrome lettering. Drawn by WebGL2, not by CSS.
//
// A shape (glyphs or waveform bars) is drawn as a mask on a 2D canvas. A distance
// transform turns the mask into a height field: every edge is a bevel of a fixed
// width, so thin strokes become sharp ridges, like blades, and thick ones get a
// flat face. A fragment shader then lights it as a mirror: normals from the
// slope, the reflection of a studio around it (softboxes in a pale sky, a dark
// horizon, the card's colour and art as the floor), split per colour channel at
// the steep edges, a highlight that follows the pointer and flares on kicks.
//
// One WebGL2 context, offscreen, serves every plate: each render is copied into
// the plate's own 2D canvas, so a page full of chrome costs one context.
const MAX_DPR = 2;
const ART_SIZE = 64; // the art is only ever seen blurred, in reflections
/// What a plate shows.
export type Kind = "text" | "wave";
/// A surface to draw chrome on: a 2D canvas on the page and its shape on the GPU.
export interface Plate {
canvas: HTMLCanvasElement;
kind: Kind;
/// Size in device px, and the bevel width.
w: number;
h: number;
bevel: number;
/// The shape as uploaded (R height, G coverage, B height within the line).
pixels: Uint8Array | null;
tex: WebGLTexture | null;
/// Waveform: the y of the line the bars stand on, 0..1 from the top.
floor: number;
}
/// Per-render light and state.
export interface Light {
/// Card colour as linear-ish rgb 0..1.
tint: [number, number, number];
/// Where the light comes from, -1..1 each way; follows the pointer.
tilt: [number, number];
time: number;
/// Onset envelope, 0..1.
kick: number;
/// A highlight sweeping across, 0..1 along the plate; outside that, none.
sweep: number;
}
export interface WaveState {
progress: number;
buffered: number;
/// The top of the bar being played, 0..1 from the top; for the glint.
top: number;
}
const VERTEX = `#version 300 es
out vec2 vUv;
void main() {
// One triangle over the viewport.
vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
vUv = p;
gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
}`;
const FRAGMENT = `#version 300 es
precision highp float;
uniform sampler2D uShape;
uniform sampler2D uArt;
uniform vec2 uSize;
uniform float uBevel;
uniform int uKind;
uniform vec3 uTint;
uniform vec2 uTilt;
uniform float uTime;
uniform float uKick;
uniform float uSweep;
uniform float uFloor;
uniform vec3 uWave; // progress, buffered, top of the playing bar
uniform float uDepth; // px the shapes stand out of the page
in vec2 vUv;
out vec4 outColor;
const float PI = 3.14159265;
vec4 shape(vec2 uv) { return textureLod(uShape, uv, 0.0); }
// The studio the metal reflects; r is the reflected ray, y up, z to the viewer.
vec3 studio(vec3 r) {
float y = r.y - uTilt.y * 0.22;
float x = r.x + uTilt.x * 0.35;
vec3 sky = mix(vec3(0.56, 0.58, 0.64), vec3(1.0), smoothstep(0.04, 0.75, y));
// Softboxes: a wide bar high up, a narrow strip that drifts.
sky += 1.3 * smoothstep(0.07, 0.0, abs(y - 0.5));
sky += 0.9 * smoothstep(0.06, 0.0, abs(x - 0.45 + 0.2 * sin(uTime * 0.21)));
sky += 0.6 * smoothstep(0.05, 0.0, abs(x + 0.55 - 0.15 * sin(uTime * 0.17 + 1.0)));
// The floor: the card's colour, with its art in it.
vec3 art = textureLod(uArt, vec2(fract(x * 0.4 + 0.5), clamp(-y * 1.4, 0.0, 1.0)), 2.5).rgb;
vec3 tint = mix(vec3(0.62, 0.62, 0.68), uTint, 0.7);
vec3 floorC = mix(tint, art * 1.4, 0.3) * mix(1.3, 0.2, smoothstep(0.0, 0.7, -y));
vec3 c = y > 0.0 ? sky : floorC;
// The dark horizon: sharp above, soft below.
float lit = y > 0.0 ? smoothstep(0.0, 0.045, y) : smoothstep(0.0, 0.2, -y);
return c * mix(0.04, 1.0, lit);
}
vec3 shade(vec2 uv, vec2 px, out float cover) {
vec4 s = shape(uv);
cover = s.g;
float hx = shape(uv + vec2(px.x, 0.0)).r - shape(uv - vec2(px.x, 0.0)).r;
float hy = shape(uv + vec2(0.0, px.y)).r - shape(uv - vec2(0.0, px.y)).r;
// Slope per px times the bevel width: a bevel at about 55 degrees.
float k = 0.5 * uBevel * 1.4;
vec3 n = normalize(vec3(-hx * k, hy * k, 1.0));
// Each line of text (each bar) is a plate curved top to bottom, so its face
// runs from sky through the horizon to the floor.
float along = s.b;
vec3 face = normalize(vec3(n.xy + vec2(0.0, 0.38 - along * 0.8), n.z));
float steep = 1.0 - face.z;
// Split the colours at the steep edges, like a cheap lens does.
vec3 view = vec3(0.0, 0.0, -1.0);
float split = 0.08 * steep + 0.01;
vec3 c;
c.r = studio(reflect(view, normalize(vec3(face.xy * (1.0 + split), face.z)))).r;
c.g = studio(reflect(view, face)).g;
c.b = studio(reflect(view, normalize(vec3(face.xy * (1.0 - split), face.z)))).b;
// A key light that follows the pointer; kicks make it flare.
vec3 l = normalize(vec3(uTilt.x * 0.9 - 0.25, -uTilt.y * 0.7 + 0.55, 1.0));
float spec = pow(max(dot(reflect(-l, face), vec3(0.0, 0.0, 1.0)), 0.0), 48.0);
c += spec * (0.9 + 2.2 * uKick) * mix(vec3(1.0), uTint, 0.25);
// The sweep: a bright band slanting across.
float band = (uv.x - uSweep) * 7.0 + (uv.y - 0.5) * 1.5;
c += 1.6 * exp(-band * band) * step(-0.5, uSweep) * step(uSweep, 1.5);
// The crease where a bevel meets the ground darkens.
c *= mix(0.45, 1.0, smoothstep(0.0, 0.25, s.r));
return c;
}
void main() {
vec2 uv = vec2(vUv.x, 1.0 - vUv.y);
vec2 px = 1.0 / uSize;
float fade = 1.0;
vec2 at = uv;
if (uKind == 1 && uv.y > uFloor) {
// Under the line the bars stand on: their reflection, fading out.
at.y = 2.0 * uFloor - uv.y;
fade = 0.28 * (1.0 - smoothstep(0.0, 1.0 - uFloor, uv.y - uFloor));
}
float cover;
vec3 c = shade(at, px, cover);
float a = cover * fade;
// The side wall: the shape has depth, seen a little from above and to the side
// of where the light is, so it shifts as the pointer moves.
vec2 dir = normalize(vec2(0.3 - uTilt.x * 0.5, 1.0 - uTilt.y * 0.25));
vec3 wall = vec3(0.0);
float wallA = 0.0;
for (int i = 1; i <= 8; i++) {
float k = float(i) / 8.0;
float g = shape(at - dir * k * uDepth * px).g;
if (g > 0.5) {
// Bright lip under the face, then darker metal going back.
vec3 metal = mix(vec3(0.85, 0.85, 0.9), uTint, 0.45);
float glance = 0.5 + 0.5 * sin(at.x * 40.0 + uTilt.x * 3.0 + uTime * 0.3);
wall = mix(metal * (0.7 + 0.5 * glance), uTint * 0.12, smoothstep(0.0, 1.0, k));
wallA = g * fade;
break;
}
}
c = mix(wall, c, cover);
a = max(a, wallA);
if (uKind == 1) {
// Played bars are chrome; the rest is dark gunmetal, lighter where loaded.
float played = step(uv.x, uWave.x);
float loaded = step(uv.x, uWave.y);
float grey = dot(c, vec3(0.3, 0.59, 0.11));
vec3 gun = vec3(grey) * mix(0.5, 0.68, loaded) * vec3(0.92, 0.93, 1.0);
c = mix(gun, c, played);
a *= mix(mix(0.7, 0.85, loaded), 1.0, played);
// The floor itself: a hairline of metal, brightest at the playhead.
float line = smoothstep(1.5 * px.y, 0.0, abs(uv.y - uFloor - px.y));
float near = exp(-abs(uv.x - uWave.x) * 4.0);
c = mix(c, vec3(1.0), line * (0.25 + 0.75 * near) * (1.0 - a));
a = max(a, line * (0.2 + 0.7 * near));
}
// Under the metal: a soft shadow below it and a glow of the card's colour.
float under = textureLod(uShape, at + vec2(0.0, -2.5 * px.y), 2.0).g * fade;
float halo = textureLod(uShape, at, 3.5).g * fade;
vec3 col = c * a;
float alpha = a;
float glow = halo * (0.35 + 0.5 * uKick) * (uKind == 1 ? 0.3 : 1.0);
col += uTint * glow * (1.0 - alpha);
alpha += glow * 0.6 * (1.0 - alpha);
alpha += under * 0.55 * (1.0 - alpha);
if (uKind == 1 && uWave.x > 0.0 && uWave.x < 1.0) {
// A four-point glint on the top of the bar being played.
vec2 d = (uv - vec2(uWave.x, uWave.z)) * uSize;
float r = 7.0 + 3.0 * sin(uTime * 2.6) + 6.0 * uKick;
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));
float core = exp(-dot(d, d) / 6.0);
float g = clamp(rays + core, 0.0, 1.0);
col += mix(uTint, vec3(1.0), g) * g;
alpha = max(alpha, g);
}
outColor = vec4(min(col, vec3(alpha)), alpha);
}`;
const UNIFORMS = ["uShape", "uArt", "uSize", "uBevel", "uKind", "uTint", "uTilt", "uTime", "uKick", "uSweep", "uFloor", "uWave", "uDepth"] as const;
export class Chrome {
private canvas: HTMLCanvasElement;
private gl: WebGL2RenderingContext;
private u: Record<(typeof UNIFORMS)[number], WebGLUniformLocation | null> = {} as never;
private art: WebGLTexture | null = null;
private plates = new Set<Plate>();
private constructor(gl: WebGL2RenderingContext) {
this.gl = gl;
this.canvas = gl.canvas as HTMLCanvasElement;
this.canvas.addEventListener("webglcontextlost", (e) => e.preventDefault());
this.canvas.addEventListener("webglcontextrestored", () => {
this.init();
for (const p of this.plates) {
p.tex = null;
if (p.pixels) this.upload(p);
}
});
this.init();
}
static create(): Chrome | null {
try {
const canvas = document.createElement("canvas");
const gl = canvas.getContext("webgl2", { premultipliedAlpha: true, antialias: false, alpha: true });
return gl ? new Chrome(gl) : null;
} catch {
return null;
}
}
get lost(): boolean {
return this.gl.isContextLost();
}
private init(): void {
const gl = this.gl;
const prog = gl.createProgram();
for (const [type, src] of [[gl.VERTEX_SHADER, VERTEX], [gl.FRAGMENT_SHADER, FRAGMENT]] as const) {
const s = gl.createShader(type)!;
gl.shaderSource(s, src);
gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s) || "compile failed");
gl.attachShader(prog, s);
}
gl.linkProgram(prog);
if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(prog) || "link failed");
gl.useProgram(prog);
for (const name of UNIFORMS) this.u[name] = gl.getUniformLocation(prog, name);
gl.uniform1i(this.u.uShape, 0);
gl.uniform1i(this.u.uArt, 1);
gl.bindVertexArray(gl.createVertexArray());
gl.clearColor(0, 0, 0, 0);
this.art = null;
this.setArt(null, "#ff4d6d");
}
/// What the floor of the studio shows: the card's art, or its colour.
setArt(img: HTMLImageElement | null, color: string): void {
const gl = this.gl;
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
View File
@@ -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
View File
@@ -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
View File
@@ -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;