mirror of
https://github.com/koel/koel
synced 2024-12-21 01:53:11 +00:00
116 lines
3.7 KiB
TypeScript
116 lines
3.7 KiB
TypeScript
import { audioService } from '@/services'
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import { logger } from '@/utils'
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import shaders from './shaders'
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export const init = async (container: HTMLElement) => {
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const gl = document.createElement('canvas').getContext('webgl')!
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const postctx = container.appendChild(document.createElement('canvas')).getContext('2d')!
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const postprocess = postctx.canvas
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const canvas = gl.canvas
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const cubeSize = 15
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const analyzer = audioService.analyzer
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analyzer.smoothingTimeConstant = 0.2
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analyzer.fftSize = 128
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let spectrumData = new Uint8Array(analyzer.frequencyBinCount)
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const compileShader = (type, source) => {
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const shader = gl.createShader(type)!
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gl.shaderSource(shader, source)
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gl.compileShader(shader)
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const status = gl.getShaderParameter(shader, gl.COMPILE_STATUS)
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if (status) return shader
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logger.error('shader compile error', gl.getShaderInfoLog(shader))
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gl.deleteShader(shader)
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}
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const createProgram = function (vertexShader, fragmentShader) {
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const program = gl.createProgram()!
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gl.attachShader(program, vertexShader)
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gl.attachShader(program, fragmentShader)
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gl.linkProgram(program)
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const status = gl.getProgramParameter(program, gl.LINK_STATUS)
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if (status) return program
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logger.error('program link error', gl.getProgramInfoLog(program))
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gl.deleteProgram(program)
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}
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const vertexShader = compileShader(gl.VERTEX_SHADER, shaders.vertex(cubeSize))
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const fragmentShader = compileShader(gl.FRAGMENT_SHADER, shaders.fragment())
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const program = createProgram(vertexShader, fragmentShader)!
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const aPosition = gl.getAttribLocation(program, 'a_pos')
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const uResolution = gl.getUniformLocation(program, 'u_res')
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const uFrame = gl.getUniformLocation(program, 'u_frame')
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const uSpectrumValue = gl.getUniformLocation(program, 'u_spectrumValue')
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const vertices: number[] = []
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const vertexBuffer = gl.createBuffer()
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let frame = 0
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const render = () => {
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frame++
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analyzer.getByteFrequencyData(spectrumData)
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// Transfer spectrum data to shader program
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gl.uniform1iv(uSpectrumValue, spectrumData)
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if (postprocess.width !== postprocess.offsetWidth || postprocess.height !== postprocess.offsetHeight) {
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postprocess.width = postprocess.offsetWidth
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postprocess.height = postprocess.offsetHeight
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canvas.width = postprocess.width
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canvas.height = postprocess.height
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gl.uniform2fv(uResolution, [canvas.width, canvas.height])
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gl.viewport(0, 0, canvas.width, canvas.height)
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}
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gl.uniform1f(uFrame, frame)
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gl.clear(gl.COLOR_BUFFER_BIT)
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gl.drawArrays(gl.POINTS, 0, vertices.length / 3)
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// Make Bloom
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postctx.globalAlpha = 1
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postctx.drawImage(canvas, 0, 0)
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postctx.filter = 'blur(4px)'
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postctx.globalCompositeOperation = 'screen'
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postctx.drawImage(canvas, 0, 0)
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postctx.globalCompositeOperation = 'source-over'
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postctx.filter = 'blur(0)'
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requestAnimationFrame(render)
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}
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gl.clearColor(0, 0, 0, 1)
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gl.viewport(0, 0, canvas.width, canvas.height)
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gl.useProgram(program)
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gl.uniform2fv(uResolution, new Float32Array([canvas.width, canvas.height]))
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for (let i = 0; i < cubeSize ** 3; i++) {
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let x = (i % cubeSize)
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let y = Math.floor(i / cubeSize) % cubeSize
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let z = Math.floor(i / cubeSize ** 2)
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x -= cubeSize / 2 - 0.5
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y -= cubeSize / 2 - 0.5
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z -= cubeSize / 2 - 0.5
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vertices.push(x)
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vertices.push(y)
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vertices.push(z)
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}
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gl.enableVertexAttribArray(aPosition)
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gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer)
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gl.vertexAttribPointer(aPosition, 3, gl.FLOAT, false, 0, 0)
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW)
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render()
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return () => gl?.getExtension('WEBGL_lose_context')?.loseContext()
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}
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