ChatGPT-Next-Web/app/components/openai-voice-visualizer/openai-voice-visualizer.tsx
2025-01-10 15:09:34 +08:00

376 lines
11 KiB
TypeScript

import { useEffect, useRef, useCallback, useState } from "react";
import styles from "./openai-voice-visualizer.module.scss";
import { initWebGL } from "../../utils/webgl";
import vertexShaderSource from "../../shaders/vertex.glsl";
import fragmentShaderSource from "../../shaders/fragment.glsl";
import { loadImage } from "canvas";
const CANVAS_SIZE = 208;
const DEFAULT_VIEWPORT_SIZE: [number, number] = [300, 300];
const NOISE_TEXTURE_OPTIONS = {
format: "webp",
width: 512,
height: 512,
space: "srgb",
channels: 3,
depth: "uchar",
density: 72,
isProgressive: false,
paletteBitDepth: 8,
hasProfile: false,
hasAlpha: false,
src: "./noise-texture.webp",
} as const;
interface ColorTheme {
bloopColorMain: Float32Array;
bloopColorLow: Float32Array;
bloopColorMid: Float32Array;
bloopColorHigh: Float32Array;
}
export interface AudioData {
avgMag: Float32Array;
micLevel: number;
cumulativeAudio: Float32Array;
}
const hexToFloatArray = (hex: string): Float32Array => {
const hexWithoutHash = hex.replace("#", "");
const red = parseInt(hexWithoutHash.substring(0, 2), 16) / 255;
const green = parseInt(hexWithoutHash.substring(2, 4), 16) / 255;
const blue = parseInt(hexWithoutHash.substring(4, 6), 16) / 255;
return new Float32Array([red, green, blue]);
};
const colorThemes = {
BLUE: {
bloopColorMain: hexToFloatArray("#DCF7FF"),
bloopColorLow: hexToFloatArray("#0181FE"),
bloopColorMid: hexToFloatArray("#A4EFFF"),
bloopColorHigh: hexToFloatArray("#FFFDEF"),
},
DARK_BLUE: {
bloopColorMain: hexToFloatArray("#DAF5FF"),
bloopColorLow: hexToFloatArray("#0066CC"),
bloopColorMid: hexToFloatArray("#2EC6F5"),
bloopColorHigh: hexToFloatArray("#72EAF5"),
},
GREYSCALE: {
bloopColorMain: hexToFloatArray("#D7D7D7"),
bloopColorLow: hexToFloatArray("#303030"),
bloopColorMid: hexToFloatArray("#989898"),
bloopColorHigh: hexToFloatArray("#FFFFFF"),
},
WHITE: {
bloopColorMain: hexToFloatArray("#FFFFFF"),
bloopColorLow: hexToFloatArray("#FFFFFF"),
bloopColorMid: hexToFloatArray("#FFFFFF"),
bloopColorHigh: hexToFloatArray("#FFFFFF"),
},
BLACK: {
bloopColorMain: hexToFloatArray("#000000"),
bloopColorLow: hexToFloatArray("#000000"),
bloopColorMid: hexToFloatArray("#000000"),
bloopColorHigh: hexToFloatArray("#000000"),
},
} as const;
interface OpenAIVoiceVisualizerProps {
audioData?: AudioData;
isActive?: boolean;
}
export class NormalBlorpUniformsSetter {
static uniformBlockName = "BlorbUniformsObject";
private gl: WebGL2RenderingContext;
private uniformBuffer: WebGLBuffer;
private uniformNames: string[];
private uniformOffsets: { [key: string]: number };
private dataBuffer: ArrayBuffer;
private floatView: Float32Array;
private intView: Int32Array;
constructor(gl: WebGL2RenderingContext, program: WebGLProgram) {
this.gl = gl;
const uniformBlockIndex = gl.getUniformBlockIndex(
program,
NormalBlorpUniformsSetter.uniformBlockName,
);
const uniformBlockSize = gl.getActiveUniformBlockParameter(
program,
uniformBlockIndex,
gl.UNIFORM_BLOCK_DATA_SIZE,
);
this.uniformBuffer = gl.createBuffer()!;
gl.bindBuffer(gl.UNIFORM_BUFFER, this.uniformBuffer);
gl.bufferData(gl.UNIFORM_BUFFER, uniformBlockSize, gl.DYNAMIC_DRAW);
const bindingPoint = 0;
gl.bindBufferBase(gl.UNIFORM_BUFFER, bindingPoint, this.uniformBuffer);
gl.uniformBlockBinding(program, uniformBlockIndex, bindingPoint);
const uniformIndices = gl.getActiveUniformBlockParameter(
program,
uniformBlockIndex,
gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES,
);
this.uniformNames = [];
this.uniformOffsets = {};
for (let i = 0; i < uniformIndices.length; i++) {
const uniformIndex = uniformIndices[i];
const uniformInfo = gl.getActiveUniform(program, uniformIndex);
if (!uniformInfo) {
throw new Error("No uniformInfo for index " + uniformIndex);
}
let uniformName = uniformInfo.name;
uniformName = uniformName.replace(/\[0\]$/, "");
const uniformOffset = gl.getActiveUniforms(
program,
[uniformIndex],
gl.UNIFORM_OFFSET,
)[0];
this.uniformNames.push(uniformName);
this.uniformOffsets[uniformName] = uniformOffset;
}
this.dataBuffer = new ArrayBuffer(uniformBlockSize);
this.floatView = new Float32Array(this.dataBuffer);
this.intView = new Int32Array(this.dataBuffer);
}
setVariablesAndRender(variables: {
[key: string]: number | boolean | number[];
}) {
for (const uniformName of this.uniformNames) {
const [, name] = uniformName.split(".");
const offset = this.uniformOffsets[uniformName] / 4;
const value = variables[name];
if (typeof value === "number") {
this.floatView[offset] = value;
} else if (typeof value === "boolean") {
this.intView[offset] = value ? 1 : 0;
} else if (Array.isArray(value)) {
this.floatView.set(value, offset);
}
}
this.gl.bindBuffer(this.gl.UNIFORM_BUFFER, this.uniformBuffer);
this.gl.bufferSubData(this.gl.UNIFORM_BUFFER, 0, this.dataBuffer);
this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 6);
}
}
export function OpenAIVoiceVisualizer({
audioData,
isActive,
}: OpenAIVoiceVisualizerProps) {
const canvasRef = useRef<HTMLCanvasElement>(null);
const glRef = useRef<WebGL2RenderingContext | null>(null);
const programRef = useRef<WebGLProgram | null>(null);
const animationFrameRef = useRef<number>(0);
const uniformSetterRef = useRef<NormalBlorpUniformsSetter | null>(null);
const startTimeRef = useRef<number>(performance.now() / 1000);
const readyTimeRef = useRef<number>(performance.now() / 1000);
const variablesRef = useRef({
time: 0,
micLevel: 0,
stateListen: 0,
listenTimestamp: 0,
stateThink: 0.0,
thinkTimestamp: 0.0,
stateSpeak: 1,
speakTimestamp: 0,
readyTimestamp: 0,
stateHalt: 0.0,
haltTimestamp: 0.0,
touchDownTimestamp: 0.0,
touchUpTimestamp: 0.0,
stateFailedToConnect: 0.0,
failedToConnectTimestamp: 0.0,
avgMag: new Array(4).fill(0),
cumulativeAudio: new Array(4).fill(0),
isNewBloop: true,
isAdvancedBloop: true,
bloopColorMain: [0, 0, 0],
bloopColorLow: [0, 0, 0],
bloopColorMid: [0, 0, 0],
bloopColorHigh: [0, 0, 0],
isDarkMode: false,
screenScaleFactor: 1.0,
viewport: DEFAULT_VIEWPORT_SIZE,
silenceAmount: 0.0,
silenceTimestamp: 0.0,
fadeBloopWhileListening: false,
});
const audioDataRef = useRef<AudioData>({
avgMag: new Float32Array(4),
micLevel: 0,
cumulativeAudio: new Float32Array(4),
});
const handleAudioData = useCallback((data: AudioData) => {
audioDataRef.current = data;
}, []);
const [viewportSize] = useState<[number, number]>(DEFAULT_VIEWPORT_SIZE);
const [noiseTextureImage, setNoiseTextureImage] =
useState<HTMLImageElement | null>(null);
const getColorTheme = useCallback((isAdvanced: boolean): ColorTheme => {
return colorThemes.BLUE;
}, []);
const initializeWebGL = useCallback(() => {
if (!canvasRef.current) return;
const dpi = window.devicePixelRatio || 1;
canvasRef.current.width = CANVAS_SIZE * dpi;
canvasRef.current.height = CANVAS_SIZE * dpi;
canvasRef.current.style.width = `${CANVAS_SIZE}px`;
canvasRef.current.style.height = `${CANVAS_SIZE}px`;
const { gl, program } = initWebGL(
canvasRef.current,
vertexShaderSource,
fragmentShaderSource,
);
if (!gl || !program) {
console.error("WebGL 初始化失败");
return;
}
glRef.current = gl;
programRef.current = program;
uniformSetterRef.current = new NormalBlorpUniformsSetter(gl, program);
return { gl, program };
}, []);
const initializeNoiseTexture = useCallback(
(gl: WebGL2RenderingContext, program: WebGLProgram) => {
const noiseTexture = gl.createTexture();
if (!noiseTexture) {
console.error("创建噪声纹理失败");
return;
}
gl.bindTexture(gl.TEXTURE_2D, noiseTexture);
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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
if (noiseTextureImage) {
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
gl.RGBA,
gl.UNSIGNED_BYTE,
noiseTextureImage,
);
}
const location = gl.getUniformLocation(program, "uTextureNoise");
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, noiseTexture);
gl.uniform1i(location, 0);
return noiseTexture;
},
[noiseTextureImage],
);
const renderFrame = useCallback(() => {
if (!glRef.current || !uniformSetterRef.current) return;
if (!audioData) {
handleAudioData({
avgMag: new Float32Array(4),
micLevel: 0,
cumulativeAudio: new Float32Array(4),
});
// return;
} else {
handleAudioData(audioData);
}
const currentFrameTime = performance.now() / 1000;
const colorTheme = getColorTheme(true);
const variables = variablesRef.current;
variables.time = currentFrameTime;
variables.micLevel = audioDataRef.current.micLevel;
variables.speakTimestamp = readyTimeRef.current;
variables.readyTimestamp = startTimeRef.current;
variables.avgMag = Array.from(audioDataRef.current.avgMag);
variables.cumulativeAudio = Array.from(
audioDataRef.current.cumulativeAudio,
);
variables.bloopColorMain = Array.from(colorTheme.bloopColorMain);
variables.bloopColorLow = Array.from(colorTheme.bloopColorLow);
variables.bloopColorMid = Array.from(colorTheme.bloopColorMid);
variables.bloopColorHigh = Array.from(colorTheme.bloopColorHigh);
variables.screenScaleFactor = window.devicePixelRatio || 1.0;
variables.viewport = viewportSize;
uniformSetterRef.current.setVariablesAndRender(variables);
animationFrameRef.current = requestAnimationFrame(renderFrame);
}, [audioData, getColorTheme, handleAudioData, viewportSize]);
useEffect(() => {
const loadNoiseTexture = async () => {
try {
const image = await loadImage(NOISE_TEXTURE_OPTIONS.src);
setNoiseTextureImage(image as unknown as HTMLImageElement);
} catch (error) {
console.error("加载噪声纹理失败:", error);
}
};
loadNoiseTexture();
}, []);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const webglContext = initializeWebGL();
if (!webglContext) return;
const { gl, program } = webglContext;
const noiseTexture = initializeNoiseTexture(gl, program);
renderFrame();
return () => {
if (animationFrameRef.current) {
cancelAnimationFrame(animationFrameRef.current);
}
if (gl) {
if (noiseTexture) {
gl.deleteTexture(noiseTexture);
}
gl.deleteProgram(program);
}
};
}, [
initializeWebGL,
initializeNoiseTexture,
renderFrame,
audioData,
isActive,
]);
return (
<div className={styles["openai-voice-visualizer"]}>
<canvas ref={canvasRef} />
</div>
);
}