Files
media-player-server/media_server/static/js/background.js
alexei.dolgolyov be48318212 Add dynamic WebGL background with audio reactivity
- WebGL shader background with flowing waves, radial pulse, and frequency ring arcs
- Reacts to captured audio data (frequency bands + bass) when visualizer is active
- Uses page accent color; adapts to dark/light theme via bg-primary blending
- Toggle button in header toolbar, state persisted in localStorage
- Cached uniform locations and color values to avoid per-frame getComputedStyle calls
- i18n support for EN/RU locales

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 01:07:46 +03:00

315 lines
10 KiB
JavaScript

// ============================================================
// Background: WebGL shader-based dynamic background
// ============================================================
let bgCanvas = null;
let bgGL = null;
let bgProgram = null;
let bgUniforms = null; // Cached uniform locations
let bgAnimFrame = null;
let bgEnabled = localStorage.getItem('dynamicBackground') === 'true';
let bgStartTime = 0;
let bgSmoothedBands = new Float32Array(16);
let bgSmoothedBass = 0;
let bgAccentRGB = [0.114, 0.725, 0.329]; // Cached accent color (default green)
let bgBgColorRGB = [0.071, 0.071, 0.071]; // Cached page background (#121212)
const BG_BAND_COUNT = 16;
const BG_SMOOTHING = 0.12;
// ---- Shaders ----
const BG_VERT_SRC = `
attribute vec2 a_position;
void main() {
gl_Position = vec4(a_position, 0.0, 1.0);
}
`;
const BG_FRAG_SRC = `
precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform float u_bass;
uniform float u_bands[16];
uniform vec3 u_accent;
uniform vec3 u_bgColor;
// Smooth noise
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution;
float aspect = u_resolution.x / u_resolution.y;
// Center coordinates for radial effects
vec2 center = (uv - 0.5) * vec2(aspect, 1.0);
float dist = length(center);
float angle = atan(center.y, center.x);
// Slow base animation
float t = u_time * 0.15;
// === Layer 1: Flowing wave field ===
float waves = 0.0;
for (int i = 0; i < 5; i++) {
float fi = float(i);
float freq = 1.5 + fi * 0.8;
float speed = t * (0.6 + fi * 0.15);
// Sample a band for this wave layer
int bandIdx = i * 3;
float bandVal = 0.0;
// Manual indexing (GLSL ES doesn't allow variable array index in some drivers)
for (int j = 0; j < 16; j++) {
if (j == bandIdx) bandVal = u_bands[j];
}
float amp = 0.015 + bandVal * 0.06;
waves += amp * sin(uv.x * freq * 6.2832 + speed + sin(uv.y * 3.0 + t) * 2.0);
waves += amp * 0.5 * sin(uv.y * freq * 4.0 - speed * 0.7 + cos(uv.x * 2.5 + t) * 1.5);
}
// === Layer 2: Radial pulse (bass-driven) ===
float pulse = smoothstep(0.6 + u_bass * 0.3, 0.0, dist) * (0.08 + u_bass * 0.15);
// === Layer 3: Frequency ring arcs ===
float rings = 0.0;
for (int i = 0; i < 8; i++) {
float fi = float(i);
float bandVal = 0.0;
for (int j = 0; j < 16; j++) {
if (j == i * 2) bandVal = u_bands[j];
}
float radius = 0.15 + fi * 0.1;
float ringWidth = 0.008 + bandVal * 0.025;
float ring = smoothstep(ringWidth, 0.0, abs(dist - radius - bandVal * 0.05));
// Fade ring by angle sector for variety
float angleFade = 0.5 + 0.5 * sin(angle * (2.0 + fi) + t * (1.0 + fi * 0.3));
rings += ring * angleFade * (0.3 + bandVal * 0.7);
}
// === Layer 4: Subtle noise texture ===
float n = noise(uv * 4.0 + t * 0.5) * 0.03;
// Combine layers
float intensity = waves + pulse + rings * 0.5 + n;
// Color: accent color with varying brightness
vec3 col = u_accent * intensity;
// Subtle secondary hue shift for depth
vec3 shifted = u_accent.gbr; // Rotated accent
col += shifted * rings * 0.15;
// Vignette
float vignette = 1.0 - smoothstep(0.3, 1.2, dist);
col *= vignette;
// Blend over page background
col = clamp(col, 0.0, 1.0);
float colBright = (col.r + col.g + col.b) / 3.0;
float bgLum = dot(u_bgColor, vec3(0.299, 0.587, 0.114));
// Dark bg: add accent light. Light bg: tint white toward accent via multiply.
vec3 darkResult = u_bgColor + col;
vec3 lightResult = u_bgColor * mix(vec3(1.0), u_accent, colBright * 2.0);
vec3 finalColor = clamp(mix(darkResult, lightResult, bgLum), 0.0, 1.0);
gl_FragColor = vec4(finalColor, 1.0);
}
`;
// ---- WebGL setup ----
function initBackgroundGL() {
bgCanvas = document.getElementById('bg-shader-canvas');
if (!bgCanvas) return false;
bgGL = bgCanvas.getContext('webgl', { alpha: false, antialias: false, depth: false, stencil: false });
if (!bgGL) {
console.warn('WebGL not available for background shader');
return false;
}
const gl = bgGL;
// Compile shaders
const vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, BG_VERT_SRC);
gl.compileShader(vs);
if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS)) {
console.error('BG vertex shader:', gl.getShaderInfoLog(vs));
return false;
}
const fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs, BG_FRAG_SRC);
gl.compileShader(fs);
if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) {
console.error('BG fragment shader:', gl.getShaderInfoLog(fs));
return false;
}
bgProgram = gl.createProgram();
gl.attachShader(bgProgram, vs);
gl.attachShader(bgProgram, fs);
gl.linkProgram(bgProgram);
if (!gl.getProgramParameter(bgProgram, gl.LINK_STATUS)) {
console.error('BG program link:', gl.getProgramInfoLog(bgProgram));
return false;
}
// Fullscreen quad
const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1, -1, 1, -1, -1, 1,
-1, 1, 1, -1, 1, 1
]), gl.STATIC_DRAW);
const aPos = gl.getAttribLocation(bgProgram, 'a_position');
gl.enableVertexAttribArray(aPos);
gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0);
gl.useProgram(bgProgram);
// Cache uniform locations once (avoids per-frame lookups)
bgUniforms = {
resolution: gl.getUniformLocation(bgProgram, 'u_resolution'),
time: gl.getUniformLocation(bgProgram, 'u_time'),
bass: gl.getUniformLocation(bgProgram, 'u_bass'),
bands: gl.getUniformLocation(bgProgram, 'u_bands'),
accent: gl.getUniformLocation(bgProgram, 'u_accent'),
bgColor: gl.getUniformLocation(bgProgram, 'u_bgColor'),
};
bgStartTime = performance.now() / 1000;
updateBackgroundColors();
resizeBackgroundCanvas();
window.addEventListener('resize', resizeBackgroundCanvas);
return true;
}
function resizeBackgroundCanvas() {
if (!bgCanvas) return;
const dpr = Math.min(window.devicePixelRatio || 1, 1.5); // Cap DPR for performance
const w = Math.floor(window.innerWidth * dpr);
const h = Math.floor(window.innerHeight * dpr);
if (bgCanvas.width !== w || bgCanvas.height !== h) {
bgCanvas.width = w;
bgCanvas.height = h;
}
}
// ---- Cached color/theme updates (called on accent or theme change, not per-frame) ----
function updateBackgroundColors() {
const style = getComputedStyle(document.documentElement);
const accentHex = style.getPropertyValue('--accent').trim();
if (accentHex && accentHex.length >= 7) {
bgAccentRGB[0] = parseInt(accentHex.slice(1, 3), 16) / 255;
bgAccentRGB[1] = parseInt(accentHex.slice(3, 5), 16) / 255;
bgAccentRGB[2] = parseInt(accentHex.slice(5, 7), 16) / 255;
}
const bgHex = style.getPropertyValue('--bg-primary').trim();
if (bgHex && bgHex.length >= 7) {
bgBgColorRGB[0] = parseInt(bgHex.slice(1, 3), 16) / 255;
bgBgColorRGB[1] = parseInt(bgHex.slice(3, 5), 16) / 255;
bgBgColorRGB[2] = parseInt(bgHex.slice(5, 7), 16) / 255;
}
}
// ---- Render loop ----
function renderBackgroundFrame() {
bgAnimFrame = requestAnimationFrame(renderBackgroundFrame);
const gl = bgGL;
if (!gl || !bgUniforms) return;
resizeBackgroundCanvas();
gl.viewport(0, 0, bgCanvas.width, bgCanvas.height);
const time = performance.now() / 1000 - bgStartTime;
// Smooth audio data from the global frequencyData (shared with visualizer)
if (typeof frequencyData !== 'undefined' && frequencyData && frequencyData.frequencies) {
const bins = frequencyData.frequencies;
const step = Math.max(1, Math.floor(bins.length / BG_BAND_COUNT));
for (let i = 0; i < BG_BAND_COUNT; i++) {
const idx = Math.min(i * step, bins.length - 1);
const target = bins[idx] || 0;
bgSmoothedBands[i] += (target - bgSmoothedBands[i]) * (1 - BG_SMOOTHING);
}
const targetBass = frequencyData.bass || 0;
bgSmoothedBass += (targetBass - bgSmoothedBass) * (1 - BG_SMOOTHING);
} else {
// Gentle decay when no audio
for (let i = 0; i < BG_BAND_COUNT; i++) {
bgSmoothedBands[i] *= 0.95;
}
bgSmoothedBass *= 0.95;
}
// Set uniforms (locations cached at init, colors cached on change)
gl.uniform2f(bgUniforms.resolution, bgCanvas.width, bgCanvas.height);
gl.uniform1f(bgUniforms.time, time);
gl.uniform1f(bgUniforms.bass, bgSmoothedBass);
gl.uniform1fv(bgUniforms.bands, bgSmoothedBands);
gl.uniform3f(bgUniforms.accent, bgAccentRGB[0], bgAccentRGB[1], bgAccentRGB[2]);
gl.uniform3f(bgUniforms.bgColor, bgBgColorRGB[0], bgBgColorRGB[1], bgBgColorRGB[2]);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
function startBackground() {
if (bgAnimFrame) return;
if (!bgGL && !initBackgroundGL()) return;
bgCanvas.classList.add('visible');
document.body.classList.add('dynamic-bg-active');
renderBackgroundFrame();
}
function stopBackground() {
if (bgAnimFrame) {
cancelAnimationFrame(bgAnimFrame);
bgAnimFrame = null;
}
if (bgCanvas) {
bgCanvas.classList.remove('visible');
}
document.body.classList.remove('dynamic-bg-active');
}
// ---- Public API ----
function toggleDynamicBackground() {
bgEnabled = !bgEnabled;
localStorage.setItem('dynamicBackground', bgEnabled);
applyDynamicBackground();
}
function applyDynamicBackground() {
const btn = document.getElementById('bgToggle');
if (bgEnabled) {
startBackground();
if (btn) btn.classList.add('active');
} else {
stopBackground();
if (btn) btn.classList.remove('active');
}
}