feat(visualizer): WebGL2 fragment-shader Mix renderer at parity; datum-as-texture, shader-clock rAF, drop CSS backdrop-filter (P10 W1)

This commit is contained in:
daniel-c-harvey
2026-06-15 12:43:56 -04:00
parent 4f84216ab6
commit b451dda79e
2 changed files with 456 additions and 252 deletions
@@ -8,17 +8,16 @@
overflow: hidden;
}
/* The canvas fills the viewport. The glassy/frosted treatment is a CSS backdrop-blur on this layer
(the ribbon's luminous depth is drawn inside the canvas by the module); together they read as lit
glass moving behind the content rather than a hard chart. */
/* The canvas fills the viewport. All ribbon shading (luminous depth, soft edges) is drawn inside the
canvas by the WebGL2 fragment shader. NO CSS backdrop-filter: it was a confirmed per-frame perf killer
on the Canvas predecessor and is exactly the cost the GPU move exists to eliminate (spec §2, §5.2);
the glass treatment returns in-shader in Wave 3. */
.mix-waveform-canvas {
position: absolute;
inset: 0;
width: 100%;
height: 100%;
display: block;
backdrop-filter: blur(2px);
-webkit-backdrop-filter: blur(2px);
}
/* Zoom slider — a small viewing control pinned to the top-right, clear of the player bar at
+452 -247
View File
@@ -1,5 +1,5 @@
/**
* MixVisualizer — the scrolling Mix waveform background (Phase 9, 8.K Wave 2).
* MixVisualizer — the scrolling Mix waveform background (Phase 10, Wave 1).
*
* What this renders: a *windowed* slice of a mix's loudness profile, scrolling
* bottom-to-top, coupled to playback position. New audio enters at the bottom,
@@ -7,18 +7,26 @@
* line (vertical centre by default). This is a read-only, ambient lava-lamp
* background — there is no seek, no click handling, no write-back to playback.
*
* Rendering tech: HTML5 Canvas 2D. This is the industry-standard, well-documented
* choice for a single flowing gradient waveform: createLinearGradient gives us the
* theme gradient directly, and layered translucent draws give the glassy look
* without any exotic tricks. Canvas 2D holds 60fps comfortably here because each
* frame draws one filled path of a few hundred points, not a per-pixel shader.
* (If this ever fails the 60fps budget at the glassy treatment, the textbook next
* step is WebGL — but we are nowhere near needing it, so we stay on Canvas 2D.)
* Rendering tech: WebGL2, fragment-shader. This is a wholesale renderer swap from
* the Canvas 2D predecessor (8.K). The reasons are forward-looking (the planned
* bulge / detach / morphing-field / glass effects are all per-pixel, per-frame
* work that Canvas is worst at and a fragment shader is best at — see
* product-notes/mix-visualizer-webgl-renderer.md). Wave 1 introduces NO new
* effects: it reproduces the predecessor's scrolling navy/moss-ish ribbon on the
* GPU at parity, holding 60 FPS, with the Blazor bridge contract unchanged.
*
* The pipeline is the textbook "shadertoy-style" full-screen pass: a single quad
* covering the canvas, a trivial pass-through vertex shader, and ALL the work in
* the fragment shader. Per fragment (pixel) the shader asks "which mix-time does
* my screen Y map to, what loudness is there, am I inside the ribbon, and what
* colour am I?" — the same scroll/zoom math the Canvas walked per screen-row,
* evaluated per-pixel in parallel on the GPU instead.
*
* The Blazor component owns the canvas element and the inputs (datum, playback,
* zoom, theme); this module owns the requestAnimationFrame loop and all the
* drawing/scroll/zoom math. The component drives it through the small handle
* returned by `create`.
* GL/scroll/zoom math. The component drives it through the small handle returned
* by `create`. The handle shape is identical to the Canvas predecessor's, so the
* bridge (MixWaveformVisualizer.razor.cs) needs no change.
*/
// ── Tuning anchors (see spec §B). These are the load-bearing constants. ──────────
@@ -39,27 +47,47 @@ export const DEFAULT_VISIBLE_SECONDS = 10;
/**
* Where the "now" line sits within the window, as a fraction from the top.
* 0.5 = vertical centre (default): a short lead-in below, a short trail-out above.
* Tunable.
* Tunable. NOTE: kept in sync with the GLSL constant NOW_ANCHOR_FROM_TOP below.
*/
const NOW_ANCHOR_FROM_TOP = 0.5;
/** Background opacity of the whole ribbon — keeps it a backdrop, not a chart. */
const RIBBON_OPACITY = 0.22;
/**
* Half-width of the ribbon at full loudness, as a fraction of half the canvas
* width (the predecessor used 0.92). Mirrors the Canvas `maxHalfWidth` factor.
*/
const RIBBON_HALF_WIDTH_FRAC = 0.92;
/**
* Cap device-pixel-ratio at 2. Beyond that the extra fragments cost frame time for
* no visible gain on a soft glassy backdrop — this is the graceful-degrade lever
* (spec §5.1): drop internal resolution before dropping frames.
*/
const MAX_DPR = 2;
// ── Theme: the gradient stop colours, read live from the active MudBlazor palette. ─
//
// We do NOT take colours from Blazor: canvas createLinearGradient stop colours must be concrete
// CSS colour strings (it does not resolve `var(--…)`). Instead the module reads the computed
// `--mud-palette-*` custom properties straight off the canvas element, which inherits them from the
// page. The bespoke light/dark themes ("Charleston in the Day" / "Lowcountry Summer Nights") swap
// those vars when dark mode toggles, so re-reading them re-themes the gradient with no reload. The
// The shader cannot resolve `var(--mud-palette-*)` directly — uniforms are plain
// floats. So we read the computed `--mud-palette-*` custom properties straight off
// the canvas element (which inherits them from the page), parse them to RGB, and
// upload them as vec3 colour uniforms. The bespoke light/dark themes ("Charleston
// in the Day" / "Lowcountry Summer Nights") swap those vars when dark mode toggles,
// so re-reading + re-uploading them re-themes the ribbon with no reload. The
// component just calls `refreshTheme()` after a dark-mode change.
//
// Parity binding (matches the Canvas predecessor): accent = --mud-palette-primary
// (brightest, at the now line), edge = --mud-palette-surface (dim, at the window
// edges so the ribbon fades into the page). Wave 3 will replace this two-stop
// gradient with the full navy↔moss morphing field; for parity we keep the
// predecessor's exact stops.
interface ResolvedTheme {
/** Colour at the "now" line (brightest). Concrete CSS colour. */
accent: string;
/** Colour at the window edges (dimmer). Concrete CSS colour. */
edge: string;
/** RGB [0,1] at the "now" line (brightest). */
accent: [number, number, number];
/** RGB [0,1] at the window edges (dimmer). */
edge: [number, number, number];
}
/** Read a CSS custom property off an element, falling back if it is empty/undefined. */
@@ -68,19 +96,44 @@ function readVar(el: Element, name: string, fallback: string): string {
return v.length > 0 ? v : fallback;
}
/**
* Parse a CSS colour string to normalized [0,1] RGB. Handles #rgb / #rrggbb and
* rgb()/rgba() — the only forms MudBlazor emits for these palette vars. Falls back
* to mid-grey on anything unrecognised so a parse miss degrades to a visible
* ribbon rather than black.
*/
function parseColor(css: string): [number, number, number] {
const s = css.trim();
if (s.startsWith('#')) {
let hex = s.slice(1);
if (hex.length === 3) {
hex = hex[0] + hex[0] + hex[1] + hex[1] + hex[2] + hex[2];
}
if (hex.length >= 6) {
const r = parseInt(hex.slice(0, 2), 16);
const g = parseInt(hex.slice(2, 4), 16);
const b = parseInt(hex.slice(4, 6), 16);
if (!Number.isNaN(r) && !Number.isNaN(g) && !Number.isNaN(b)) {
return [r / 255, g / 255, b / 255];
}
}
}
const m = s.match(/rgba?\(\s*([\d.]+)\s*,\s*([\d.]+)\s*,\s*([\d.]+)/i);
if (m) {
return [Number(m[1]) / 255, Number(m[2]) / 255, Number(m[3]) / 255];
}
return [0.5, 0.5, 0.5];
}
// ── Datum: the pre-downloaded loudness profile (spec §F). ────────────────────────
interface Datum {
/** Loudness samples, each already normalized to [0, 1]. */
samples: Float32Array;
/** Total mix duration in seconds — needed to map time <-> sample index. */
/** GPU texture holding the loudness samples (R8, 1 row tall), linear-filtered. */
texture: WebGLTexture;
/** Number of loudness samples uploaded — used to map the texel-centre offset. */
sampleCount: number;
/** Total mix duration in seconds — needed to map time <-> texture coordinate. */
durationSeconds: number;
/**
* samplesPerSecond = samples.length / durationSeconds. Wave 1 made the sample
* count duration-derived (~333/s), so this is NOT a fixed 2048/duration — we
* always compute it from the actual datum length.
*/
samplesPerSecond: number;
}
interface Playback {
@@ -100,33 +153,236 @@ export interface MixVisualizerHandle {
}
/**
* Decode the base64 loudness datum (bytes [0,255]) into normalized [0,1] floats.
* Done once per datum, off the animation path.
* Decode the base64 loudness datum (bytes [0,255]) into a Uint8Array suitable for
* direct upload as an R8 texture. Done once per datum, off the animation path. We
* keep the bytes as [0,255] and let the GPU normalize to [0,1] on sample (R8
* UNORM), which mirrors the predecessor's /255 and avoids a CPU float pass.
*/
function decodeSamples(base64: string): Float32Array {
function decodeSamples(base64: string): Uint8Array {
const binary = atob(base64);
const out = new Float32Array(binary.length);
const out = new Uint8Array(binary.length);
for (let i = 0; i < binary.length; i++) {
out[i] = binary.charCodeAt(i) / 255; // [0,255] -> [0,1]
out[i] = binary.charCodeAt(i);
}
return out;
}
export function create(canvas: HTMLCanvasElement): MixVisualizerHandle {
const maybeCtx = canvas.getContext('2d');
if (!maybeCtx) {
// No 2D context (extremely old/headless engine): hand back a no-op handle so
// the component still functions as a plain backdrop.
return {
setDatum() {},
setPlayback() {},
setZoom() {},
refreshTheme() {},
dispose() {},
};
// ── Shaders. ─────────────────────────────────────────────────────────────────────
//
// Vertex: trivial pass-through. We draw a single triangle that more than covers the
// clip-space box ([-1,1]²) so every pixel of the canvas is rasterized once. (One
// oversized triangle is the standard full-screen trick — cheaper than two and has
// no diagonal seam.) gl_FragCoord in the fragment shader then gives us the pixel's
// screen position directly.
const VERTEX_SHADER = `#version 300 es
// Three clip-space vertices forming one big triangle covering [-1,1]².
const vec2 POSITIONS[3] = vec2[3](
vec2(-1.0, -1.0),
vec2( 3.0, -1.0),
vec2(-1.0, 3.0)
);
void main() {
gl_Position = vec4(POSITIONS[gl_VertexID], 0.0, 1.0);
}
`;
// Fragment: THE SCROLL + ZOOM MATH (spec §A, §B), ported intact from the Canvas
// predecessor's per-row loop into a per-fragment evaluation. Read this top to
// bottom to follow how a quarter-note-@-180-BPM becomes 0.333 s becomes a texture
// coordinate becomes a lit pixel.
//
// Coordinate model (matches the Canvas predecessor exactly):
// - gl_FragCoord.xy is in device pixels, origin BOTTOM-left in WebGL. The Canvas
// used a TOP-left origin with Y increasing downward. We flip Y once up front
// (screenYTop) so all the time math below reads identically to the Canvas
// version: screenYTop = 0 at the top edge, = uResolution.y at the bottom.
// - The "now" line is a fixed screen Y: nowY = height * NOW_ANCHOR_FROM_TOP.
// - Audio flows UP: newer audio is drawn lower and scrolls up past the now line.
// * audio BELOW the now line (screenYTop > nowY) is the lead-in (not yet played)
// * audio ABOVE the now line (screenYTop < nowY) is the trail-out (just played)
//
// Zoom -> time-span -> pixels:
// - uVisibleSeconds is the whole window's time span, top to bottom. At max zoom
// this is MIN_VISIBLE_SECONDS (0.333 s); at min zoom MAX_VISIBLE_SECONDS.
// - pixelsPerSecond = height / uVisibleSeconds. Smaller visibleSeconds => more px
// per second => the same audio sweeps the window faster at a fixed playback
// rate. That IS the Guitar-Hero coupling: apparent scroll speed falls straight
// out of the zoom, with no separate speed control.
//
// Time at a given screen Y:
// - At nowY the time is uPlayheadSeconds.
// - Moving DOWN by 1 px (screenYTop +1) adds (1 / pixelsPerSecond) seconds.
// - So: timeAt(y) = playhead + (screenYTop - nowY) / pixelsPerSecond
//
// Sample at a given time:
// - Texture coord = time / durationSeconds. The datum texture is LINEAR-filtered,
// so the GPU interpolates between samples in hardware — the smooth, no-stair-
// stepping read at every zoom that the design wanted, for free.
// - Outside [0, durationSeconds] we force loudness to 0. That is what gives the
// "scrolls in from empty / out to empty" behaviour at the very start and end of
// the mix (spec §A) with no special-casing. (CLAMP_TO_EDGE on the texture would
// otherwise repeat the edge sample, so we gate explicitly here.)
const FRAGMENT_SHADER = `#version 300 es
precision highp float;
uniform vec2 uResolution; // canvas size in device pixels
uniform float uPlayheadSeconds; // current playback position (per-frame)
uniform float uTimeSeconds; // monotonic clock (per-frame) — reserved for Wave 3 motion
uniform float uVisibleSeconds; // zoom: window time-span (per change)
uniform float uDurationSeconds; // mix length (per datum)
uniform vec3 uColorAccent; // brightest stop, at the now line (per theme)
uniform vec3 uColorEdge; // dim stop, at the window edges (per theme)
uniform float uHasDatum; // 1.0 when a datum texture is bound, else 0.0
uniform sampler2D uDatum; // loudness profile, R8, 1 row tall, LINEAR-filtered
out vec4 fragColor;
const float NOW_ANCHOR_FROM_TOP = ${NOW_ANCHOR_FROM_TOP.toFixed(4)};
const float RIBBON_OPACITY = ${RIBBON_OPACITY.toFixed(4)};
const float RIBBON_HALF_WIDTH_FRAC = ${RIBBON_HALF_WIDTH_FRAC.toFixed(4)};
// Loudness at an absolute mix time, or 0 outside the mix (drives scroll-in/out).
float sampleAt(float timeSeconds) {
if (uHasDatum < 0.5) return 0.0;
if (timeSeconds < 0.0 || timeSeconds >= uDurationSeconds) return 0.0;
// u = normalized position along the mix; GPU linear filtering interpolates.
float u = timeSeconds / uDurationSeconds;
return texture(uDatum, vec2(u, 0.5)).r;
}
void main() {
float w = uResolution.x;
float h = uResolution.y;
// Flip to a top-left, downward-Y frame so the time math matches the Canvas port.
float screenYTop = h - gl_FragCoord.y;
float screenX = gl_FragCoord.x;
float nowY = h * NOW_ANCHOR_FROM_TOP;
float pixelsPerSecond = h / uVisibleSeconds;
// time at this fragment's row, then loudness there.
float t = uPlayheadSeconds + (screenYTop - nowY) / pixelsPerSecond;
float amp = sampleAt(t);
// Ribbon silhouette: symmetric about the horizontal centre, half-width scales
// with loudness. This is the signed-distance form of the Canvas mirrored path.
float centreX = w * 0.5;
float maxHalfWidth = (w * 0.5) * RIBBON_HALF_WIDTH_FRAC;
float halfWidth = amp * maxHalfWidth;
float distFromCentre = abs(screenX - centreX);
// Soft edge: a ~1.5px feather at the silhouette boundary so the ribbon reads as
// a glowy lit band rather than a hard-edged chart — the parity stand-in for the
// predecessor's shadowBlur halo, done with a cheap smoothstep instead of a
// per-frame CPU blur. (No CSS backdrop-filter, no shadowBlur — spec §5.2.)
float feather = 1.5;
float inside = 1.0 - smoothstep(halfWidth - feather, halfWidth + feather, distFromCentre);
// Vertical gradient: brightest at the now line, dimming toward both edges. Same
// luminosity cue the predecessor drew (edge -> accent -> edge by screen Y).
float distFromNow = abs(screenYTop - nowY) / max(nowY, h - nowY);
vec3 ribbonColor = mix(uColorAccent, uColorEdge, clamp(distFromNow, 0.0, 1.0));
float alpha = inside * RIBBON_OPACITY;
// Pre-multiplied output (blend func is ONE / ONE_MINUS_SRC_ALPHA) so the
// translucent ribbon composites cleanly over the transparent canvas.
fragColor = vec4(ribbonColor * alpha, alpha);
}
`;
/** Compile one shader stage, throwing with the info log on failure. */
function compileShader(gl: WebGL2RenderingContext, type: number, source: string): WebGLShader {
const shader = gl.createShader(type);
if (!shader) throw new Error('MixVisualizer: gl.createShader returned null.');
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
const log = gl.getShaderInfoLog(shader);
gl.deleteShader(shader);
throw new Error(`MixVisualizer: shader compile failed: ${log}`);
}
// Non-null binding so the closures below (draw/frame) keep the narrowing.
const ctx: CanvasRenderingContext2D = maybeCtx;
return shader;
}
/** Link the vertex + fragment shaders into a program, throwing on failure. */
function linkProgram(gl: WebGL2RenderingContext): WebGLProgram {
const vert = compileShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER);
const frag = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);
const program = gl.createProgram();
if (!program) throw new Error('MixVisualizer: gl.createProgram returned null.');
gl.attachShader(program, vert);
gl.attachShader(program, frag);
gl.linkProgram(program);
// Shaders can be deleted after link — the program retains the compiled code.
gl.deleteShader(vert);
gl.deleteShader(frag);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
const log = gl.getProgramInfoLog(program);
gl.deleteProgram(program);
throw new Error(`MixVisualizer: program link failed: ${log}`);
}
return program;
}
/** The no-op handle returned when WebGL2 is unavailable or setup fails. */
function noopHandle(): MixVisualizerHandle {
return {
setDatum() {},
setPlayback() {},
setZoom() {},
refreshTheme() {},
dispose() {},
};
}
export function create(canvas: HTMLCanvasElement): MixVisualizerHandle {
// premultipliedAlpha so the translucent ribbon composites correctly over the
// page; antialias off (the soft-edge smoothstep handles AA in-shader, and MSAA
// would cost fill rate we don't need for a backdrop).
const maybeGl = canvas.getContext('webgl2', {
alpha: true,
premultipliedAlpha: true,
antialias: false,
});
if (!maybeGl) {
// No WebGL2 (old engine / disabled): hand back a no-op handle so the
// component still functions as a plain backdrop (mirrors the predecessor's
// no-2d-context fallback, now guarding against no-WebGL2).
return noopHandle();
}
// Non-null binding so the closures below keep the narrowing (TS does not carry
// control-flow narrowing of a captured `const` into nested functions).
const gl: WebGL2RenderingContext = maybeGl;
let program: WebGLProgram;
try {
program = linkProgram(gl);
} catch (err) {
// A compile/link failure on an exotic driver should degrade to the plain
// backdrop, not crash the page. Log for diagnosis; return the no-op handle.
console.warn(err);
return noopHandle();
}
// An empty VAO is still required in WebGL2 core to issue a draw; the vertex
// shader sources its positions from gl_VertexID, so no attribute buffers.
const vao = gl.createVertexArray();
// Cache uniform locations once.
const u = {
resolution: gl.getUniformLocation(program, 'uResolution'),
playheadSeconds: gl.getUniformLocation(program, 'uPlayheadSeconds'),
timeSeconds: gl.getUniformLocation(program, 'uTimeSeconds'),
visibleSeconds: gl.getUniformLocation(program, 'uVisibleSeconds'),
durationSeconds: gl.getUniformLocation(program, 'uDurationSeconds'),
colorAccent: gl.getUniformLocation(program, 'uColorAccent'),
colorEdge: gl.getUniformLocation(program, 'uColorEdge'),
hasDatum: gl.getUniformLocation(program, 'uHasDatum'),
datum: gl.getUniformLocation(program, 'uDatum'),
};
// ── Mutable state, fed by the component through the handle. ──────────────────
let datum: Datum | null = null;
@@ -137,9 +393,9 @@ export function create(canvas: HTMLCanvasElement): MixVisualizerHandle {
function readTheme(): ResolvedTheme {
return {
// Brightest stop at the "now" line — the bespoke themes' primary accent.
accent: readVar(canvas, '--mud-palette-primary', '#b08d57'),
// Dim stop at the edges — the surface/background colour so the ribbon fades into the page.
edge: readVar(canvas, '--mud-palette-surface', '#1a1a1a'),
accent: parseColor(readVar(canvas, '--mud-palette-primary', '#b08d57')),
// Dim stop at the edges — the surface colour so the ribbon fades into the page.
edge: parseColor(readVar(canvas, '--mud-palette-surface', '#1a1a1a')),
};
}
@@ -147,6 +403,7 @@ export function create(canvas: HTMLCanvasElement): MixVisualizerHandle {
let rafId: number | null = null;
let disposed = false;
const startTimeMs = performance.now();
// Backing-store size in device pixels, tracked so we only resize the canvas
// (which clears it) when the CSS box actually changed.
@@ -154,199 +411,116 @@ export function create(canvas: HTMLCanvasElement): MixVisualizerHandle {
let cssHeight = 0;
let dpr = 1;
// ── One-time GL pipeline setup. ──────────────────────────────────────────────
gl.useProgram(program);
gl.disable(gl.DEPTH_TEST);
// Pre-multiplied alpha blend: src already carries colour*alpha (see frag shader).
gl.enable(gl.BLEND);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
// The datum lives in texture unit 0 for the program's lifetime.
gl.uniform1i(u.datum, 0);
// ── ResizeObserver: one-shot redraw when the container changes while idle. ────
//
// While the rAF loop is running (playing), syncCanvasSize() catches resizes each
// frame. While idle (paused/stopped), we use a ResizeObserver instead — it fires
// only when the element actually changes size, which is far cheaper than a 60fps
// tick. On each observation we do a single one-shot redraw.
const resizeObserver = new ResizeObserver(() => {
if (!playback.isPlaying && !disposed) {
// Loop is not running; draw one still frame reflecting the new size.
redrawOnce();
}
// If the loop IS running, syncCanvasSize() inside frame() will catch it next
// tick — no action needed here.
// The ResizeObserver is the SOLE size writer (spec §2e): we never call
// getBoundingClientRect per frame. While playing, the rAF loop redraws every
// frame anyway and picks up the new backing-store size set here. While idle, the
// observer fires only on an actual size change and triggers a single redraw.
const resizeObserver = new ResizeObserver((entries) => {
if (disposed) return;
const entry = entries[0];
// contentBoxSize is the modern, layout-thrash-free size source. Fall back to
// contentRect for engines that don't populate it.
const box = entry.contentBoxSize?.[0];
const nextCssWidth = box ? box.inlineSize : entry.contentRect.width;
const nextCssHeight = box ? box.blockSize : entry.contentRect.height;
applySize(nextCssWidth, nextCssHeight);
// While idle, draw one still frame reflecting the new size. While playing,
// the running loop will redraw on its next tick — no action needed.
if (!playback.isPlaying) redrawOnce();
});
resizeObserver.observe(canvas);
/**
* Sync the canvas backing store to its CSS size × devicePixelRatio so the draw
* is crisp on HiDPI without blurring. Returns true if a resize happened.
* Update the backing store to a CSS size × devicePixelRatio (capped at MAX_DPR)
* and the GL viewport. Only resizes when something changed — resizing clears the
* drawing buffer, so we avoid needless churn. This is the only place the canvas
* size is written (fed by the ResizeObserver, never by a per-frame measure).
*/
function syncCanvasSize(): boolean {
const rect = canvas.getBoundingClientRect();
const nextDpr = window.devicePixelRatio || 1;
// Cap DPR at 2: beyond that the extra pixels cost frame time for no visible
// gain on a soft glassy backdrop (graceful-degrade lever, spec §E).
const effectiveDpr = Math.min(nextDpr, 2);
if (rect.width === cssWidth && rect.height === cssHeight && effectiveDpr === dpr) {
return false;
function applySize(nextCssWidth: number, nextCssHeight: number): void {
const nextDpr = Math.min(window.devicePixelRatio || 1, MAX_DPR);
if (nextCssWidth === cssWidth && nextCssHeight === cssHeight && nextDpr === dpr) {
return;
}
cssWidth = rect.width;
cssHeight = rect.height;
dpr = effectiveDpr;
cssWidth = nextCssWidth;
cssHeight = nextCssHeight;
dpr = nextDpr;
canvas.width = Math.max(1, Math.round(cssWidth * dpr));
canvas.height = Math.max(1, Math.round(cssHeight * dpr));
return true;
gl.viewport(0, 0, canvas.width, canvas.height);
}
/**
* THE SCROLL + ZOOM MATH (spec §A, §B). Read this top to bottom to follow how
* a quarter-note-@-180-BPM becomes 0.333 s becomes N samples becomes pixels.
*
* Coordinate model:
* - The canvas is `cssHeight` px tall (we draw in CSS px; the ctx is scaled by
* dpr so 1 unit == 1 CSS px).
* - The "now" line is a fixed screen Y: nowY = cssHeight * NOW_ANCHOR_FROM_TOP.
* - Audio flows UP: time increases downward in the data, but newer audio is
* drawn lower and scrolls up past the now line. So:
* * audio BELOW the now line (screen Y > nowY) is the lead-in (not yet played)
* * audio ABOVE the now line (screen Y < nowY) is the trail-out (just played)
*
* Zoom -> time-span -> pixels:
* - `visibleSeconds` is the entire window's time span, top to bottom. At max
* zoom this is MIN_VISIBLE_SECONDS (0.333 s); at min zoom MAX_VISIBLE_SECONDS.
* - pixelsPerSecond = cssHeight / visibleSeconds. Smaller visibleSeconds =>
* more px per second => the same audio sweeps the window faster at a fixed
* playback rate. That IS the Guitar-Hero coupling: apparent scroll speed
* falls straight out of the zoom, with no separate speed control.
*
* Time at a given screen Y:
* - At nowY the time is playback.positionSeconds.
* - Moving DOWN by 1 px adds (1 / pixelsPerSecond) seconds (future audio).
* - So: timeAt(y) = now + (y - nowY) / pixelsPerSecond
*
* Sample at a given time (spec §F mapping, BucketCount-driven, never fixed-2048):
* - sampleIndex = round(time * samplesPerSecond), where
* samplesPerSecond = datum.samples.length / datum.durationSeconds.
* - Out-of-range indices (before 0 or past the end) draw as zero amplitude,
* which is what gives the "scrolls in from empty / out to empty" behaviour
* at the very start and end of the mix (spec §A) with no special-casing.
* Issue one GL draw with the current uniforms. The fragment shader does all the
* scroll/zoom/ribbon work; here we just push the per-frame uniforms and draw the
* full-screen triangle.
*/
function draw(): void {
const w = cssWidth;
const h = cssHeight;
ctx.setTransform(dpr, 0, 0, dpr, 0, 0); // draw in CSS px, crisp on HiDPI
ctx.clearRect(0, 0, w, h);
if (canvas.width <= 0 || canvas.height <= 0) return;
if (!datum || h <= 0 || w <= 0) return;
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
const now = playback.positionSeconds;
const nowY = h * NOW_ANCHOR_FROM_TOP;
const pixelsPerSecond = h / visibleSeconds;
const samplesPerSecond = datum.samplesPerSecond;
const sampleCount = datum.samples.length;
gl.useProgram(program);
gl.bindVertexArray(vao);
// We draw one screen row per pixel of height (a few hundred points) — smooth
// at every zoom with no stair-stepping, cheap enough for 60fps.
const centreX = w / 2;
// Max half-width of the ribbon (mirrored silhouette), with a small margin.
const maxHalfWidth = (w / 2) * 0.92;
// Per-frame uniforms.
gl.uniform2f(u.resolution, canvas.width, canvas.height);
gl.uniform1f(u.playheadSeconds, playback.positionSeconds);
gl.uniform1f(u.timeSeconds, (performance.now() - startTimeMs) / 1000);
// Per-change / per-theme / per-datum uniforms (cheap to set every frame; no
// separate dirty-tracking needed for scalars/vec3s).
gl.uniform1f(u.visibleSeconds, visibleSeconds);
gl.uniform3fv(u.colorAccent, theme.accent);
gl.uniform3fv(u.colorEdge, theme.edge);
// Build the mirrored closed path: down the right edge (top->bottom), then back
// up the left edge (bottom->top). amplitude maps loudness [0,1] to half-width.
ctx.beginPath();
// Right edge, top to bottom.
for (let y = 0; y <= h; y++) {
const t = now + (y - nowY) / pixelsPerSecond; // time at this screen row
const amp = sampleAt(t);
const x = centreX + amp * maxHalfWidth;
if (y === 0) ctx.moveTo(x, y);
else ctx.lineTo(x, y);
if (datum) {
gl.uniform1f(u.hasDatum, 1);
gl.uniform1f(u.durationSeconds, datum.durationSeconds);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, datum.texture);
} else {
gl.uniform1f(u.hasDatum, 0);
gl.uniform1f(u.durationSeconds, 1);
}
// Left edge, bottom to top (mirror).
for (let y = h; y >= 0; y--) {
const t = now + (y - nowY) / pixelsPerSecond;
const amp = sampleAt(t);
const x = centreX - amp * maxHalfWidth;
ctx.lineTo(x, y);
}
ctx.closePath();
// ── Glassy gradient fill (spec §C). ─────────────────────────────────────
// Vertical gradient brightest at the now line, dimming toward both edges —
// this is the optional luminosity cue that reinforces the playhead without a
// hard played/unplayed boundary. Stops come from the live MudBlazor palette.
const grad = ctx.createLinearGradient(0, 0, 0, h);
const nowStop = clamp01(nowY / h);
grad.addColorStop(0, theme.edge); // top edge (trail-out), dim
grad.addColorStop(nowStop, theme.accent); // the "now" line, brightest
grad.addColorStop(1, theme.edge); // bottom edge (lead-in), dim
// Two layered draws give the frosted/lit-glass depth: a soft wide glow under
// a crisper core, both translucent. No backdrop-filter needed on the canvas
// itself (the CSS layer adds blur); this is pure standard 2D compositing.
ctx.globalCompositeOperation = 'source-over';
// Soft luminous halo.
ctx.globalAlpha = RIBBON_OPACITY * 0.6;
ctx.shadowColor = theme.accent;
ctx.shadowBlur = 24 * dpr;
ctx.fillStyle = grad;
ctx.fill();
// Crisp core on top, no shadow.
ctx.shadowBlur = 0;
ctx.globalAlpha = RIBBON_OPACITY;
ctx.fillStyle = grad;
ctx.fill();
ctx.globalAlpha = 1;
}
/** Loudness at an absolute mix time, or 0 outside the mix (drives scroll-in/out from empty). */
function sampleAt(timeSeconds: number): number {
if (!datum) return 0;
if (timeSeconds < 0 || timeSeconds >= datum.durationSeconds) return 0;
const idx = Math.round(timeSeconds * datum.samplesPerSecond);
if (idx < 0 || idx >= datum.samples.length) return 0;
return datum.samples[idx];
}
function clamp01(v: number): number {
return v < 0 ? 0 : v > 1 ? 1 : v;
// One full-screen triangle (3 vertices), positions from gl_VertexID.
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.bindVertexArray(null);
}
// ── rAF loop lifecycle (spec §E: cool when paused/backgrounded). ─────────────
//
// DESIGN: The loop runs ONLY while playing. When paused or stopped, no frames
// are scheduled. The still slice stays correct via one-shot redraws triggered by
// the handle methods (setZoom, refreshTheme, setDatum) and by ResizeObserver.
//
// Start/stop contract:
// startLoop() — schedules the first frame if not already running. Safe to call
// redundantly; the rafId guard prevents double-loops.
// stopLoop() — cancels any pending frame. The current frame callback will see
// playback.isPlaying === false and will NOT reschedule itself, so
// this is belt-and-suspenders for the dispose() path.
// redrawOnce() — draw one still frame synchronously (no rAF scheduling). Used
// by setZoom/refreshTheme/setDatum/ResizeObserver while idle.
// are scheduled — the GPU is idle. The still slice stays correct via one-shot
// redraws triggered by the handle methods (setZoom/refreshTheme/setDatum) and
// by the ResizeObserver. The shader clock (uTimeSeconds) advances every frame so
// motion is smooth at 60 FPS between Blazor's ~10 Hz playback ticks, not stepping
// at that cadence (spec §2e / §5.4).
/**
* Draw one still frame immediately, without scheduling a new rAF. Syncs the
* canvas size first so zoom/theme/datum/resize changes are reflected correctly
* even when the loop is not running.
*/
/** Draw one still frame immediately, without scheduling a new rAF. */
function redrawOnce(): void {
if (disposed) return;
syncCanvasSize();
draw();
}
/**
* Start the rAF loop. No-op if already running or disposed — the rafId guard
* ensures at most one loop is live at any time.
*/
/** Start the rAF loop. No-op if already running or disposed (rafId guard). */
function startLoop(): void {
if (disposed || rafId !== null) return;
rafId = requestAnimationFrame(frame);
}
/**
* Stop the rAF loop. Safe to call when already stopped.
*/
/** Stop the rAF loop. Safe to call when already stopped. */
function stopLoop(): void {
if (rafId !== null) {
cancelAnimationFrame(rafId);
@@ -355,54 +529,82 @@ export function create(canvas: HTMLCanvasElement): MixVisualizerHandle {
}
/**
* The animation loop. Runs only while playing. Each frame:
* 1. Syncs the canvas backing-store size (cheap no-op when nothing changed).
* 2. Redraws the scrolling waveform with the current playback position.
* 3. Reschedules itself — unless playback has stopped since this frame was
* queued, in which case it draws one final still frame and exits the loop.
* The animation loop. Runs only while playing. Each frame draws the scrolling
* waveform at the current playback position + shader clock, then reschedules
* itself — unless playback stopped since this frame was queued, in which case it
* draws one final still frame (already done above) and exits the loop.
*
* A backgrounded tab gets rAF throttled by the browser automatically. On top of
* that, the loop does not run at all when paused so a foregrounded-but-paused
* mix burns no rAF budget (spec §E acceptance criterion).
* A backgrounded tab gets rAF throttled by the browser automatically; on top of
* that the loop does not run at all when paused, so a foregrounded-but-paused
* mix burns no frames (spec §E / §5.3).
*/
function frame(): void {
if (disposed) {
rafId = null;
return;
}
syncCanvasSize();
draw();
if (playback.isPlaying) {
// Still playing — schedule the next frame.
rafId = requestAnimationFrame(frame);
} else {
// Playback stopped between the time this frame was queued and now.
// We already drew the final still frame above; exit the loop.
// Playback stopped between queue and now; final still frame drawn above.
rafId = null;
}
}
// Kick off one still frame on creation so the canvas is not blank while idle
// before the first play command arrives.
redrawOnce();
// Read the initial size synchronously (one getBoundingClientRect at setup is
// fine — it is the ResizeObserver that must not measure per-frame), then draw a
// still frame so the canvas isn't blank before the first play command.
{
const rect = canvas.getBoundingClientRect();
applySize(rect.width, rect.height);
redrawOnce();
}
/**
* Upload the loudness samples as a 1-row R8 texture with LINEAR filtering and
* CLAMP_TO_EDGE. Returns the Datum, or null on an empty/invalid input.
*/
function uploadDatum(samplesBase64: string, durationSeconds: number): Datum | null {
if (durationSeconds <= 0 || !samplesBase64) return null;
const samples = decodeSamples(samplesBase64);
if (samples.length === 0) return null;
const texture = gl.createTexture();
if (!texture) return null;
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
// 1-byte rows: relax the default 4-byte unpack alignment so an odd-length
// datum uploads without row padding corruption.
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.R8,
samples.length, 1, 0,
gl.RED, gl.UNSIGNED_BYTE, samples,
);
// LINEAR gives the smooth, no-stair-stepping interpolation between samples
// at every zoom — in hardware, for free (spec §2b). CLAMP so a coord at the
// very edge doesn't wrap (out-of-range times are zeroed in-shader anyway).
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.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);
gl.bindTexture(gl.TEXTURE_2D, null);
return { texture, sampleCount: samples.length, durationSeconds };
}
return {
setDatum(samplesBase64: string, durationSeconds: number): void {
if (durationSeconds <= 0 || !samplesBase64) {
// Free the previous datum's GPU texture before replacing it (no leak
// across re-pushes / mix changes — spec §5.11).
if (datum) {
gl.deleteTexture(datum.texture);
datum = null;
return;
}
const samples = decodeSamples(samplesBase64);
datum = {
samples,
durationSeconds,
// samplesPerSecond from the ACTUAL datum length — never assume 2048.
samplesPerSecond: samples.length / durationSeconds,
};
// New datum changes what is drawn — refresh the still slice immediately.
// If playing, the running loop will pick it up on the next frame automatically.
datum = uploadDatum(samplesBase64, durationSeconds);
// New datum changes what is drawn — refresh the still slice immediately
// when idle. If playing, the running loop picks it up next frame.
if (!playback.isPlaying) redrawOnce();
},
@@ -411,31 +613,27 @@ export function create(canvas: HTMLCanvasElement): MixVisualizerHandle {
playback = { positionSeconds, isPlaying };
if (isPlaying && !wasPlaying) {
// Transition: paused/stopped → playing. Start the rAF loop.
// Transition paused/stopped → playing: start the rAF loop.
startLoop();
} else if (!isPlaying && wasPlaying) {
// Transition: playing → paused/stopped. The current in-flight frame
// will draw the final still position and exit the loop on its own
// (frame() checks playback.isPlaying before rescheduling). We do NOT
// call stopLoop() here — that would cancel the in-flight frame before
// it draws, leaving a stale or blank canvas. Let the frame run out.
// Transition playing → paused/stopped: the in-flight frame draws the
// final still position and exits on its own (frame() checks
// playback.isPlaying before rescheduling). We do NOT stopLoop() here —
// that would cancel the in-flight frame before it draws, leaving a
// stale canvas. Let the frame run out.
}
// If isPlaying unchanged (position-only update), the running loop (if any)
// will redraw on the next frame automatically; no action needed.
// isPlaying unchanged (position-only update): the running loop (if any)
// redraws next frame; nothing to do here.
},
setZoom(seconds: number): void {
// Clamp into the supported span so a stray value can't break the math.
visibleSeconds = Math.min(MAX_VISIBLE_SECONDS, Math.max(MIN_VISIBLE_SECONDS, seconds));
// Zoom changes the still slice — redraw immediately when idle.
// If playing, the running loop will pick up the new value on the next frame.
if (!playback.isPlaying) redrawOnce();
},
refreshTheme(): void {
theme = readTheme();
// Theme change is immediately visible — redraw the still slice when idle.
// If playing, the running loop will pick up the new theme on the next frame.
if (!playback.isPlaying) redrawOnce();
},
@@ -443,6 +641,13 @@ export function create(canvas: HTMLCanvasElement): MixVisualizerHandle {
disposed = true;
stopLoop();
resizeObserver.disconnect();
// Release all GL resources so nothing leaks on navigation (spec §5.11).
if (datum) {
gl.deleteTexture(datum.texture);
datum = null;
}
if (vao) gl.deleteVertexArray(vao);
gl.deleteProgram(program);
},
};
}