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https://github.com/ChatGPTNextWeb/ChatGPT-Next-Web.git
synced 2025-11-13 12:43:42 +08:00
feat: optimize animation
This commit is contained in:
1
app/components/openai-voice-visualizer/index.ts
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1
app/components/openai-voice-visualizer/index.ts
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export * from "./openai-voice-visualizer";
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.openai-voice-visualizer {
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width: 100%;
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height: 100%;
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canvas {
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width: 100%;
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height: 100%;
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}
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}
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import { useEffect, useRef, useCallback, useState } from "react";
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import styles from "./openai-voice-visualizer.module.scss";
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import { initWebGL } from "../../utils/webgl";
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import vertexShaderSource from "../../shaders/vertex.glsl";
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import fragmentShaderSource from "../../shaders/fragment.glsl";
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import { loadImage } from "canvas";
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const CANVAS_SIZE = 208;
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const DEFAULT_VIEWPORT_SIZE: [number, number] = [300, 300];
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const NOISE_TEXTURE_OPTIONS = {
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format: "webp",
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width: 512,
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height: 512,
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space: "srgb",
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channels: 3,
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depth: "uchar",
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density: 72,
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isProgressive: false,
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paletteBitDepth: 8,
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hasProfile: false,
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hasAlpha: false,
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src: "./noise-texture.webp",
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} as const;
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interface ColorTheme {
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bloopColorMain: Float32Array;
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bloopColorLow: Float32Array;
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bloopColorMid: Float32Array;
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bloopColorHigh: Float32Array;
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}
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export interface AudioData {
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avgMag: Float32Array;
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micLevel: number;
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cumulativeAudio: Float32Array;
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}
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const hexToFloatArray = (hex: string): Float32Array => {
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const hexWithoutHash = hex.replace("#", "");
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const red = parseInt(hexWithoutHash.substring(0, 2), 16) / 255;
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const green = parseInt(hexWithoutHash.substring(2, 4), 16) / 255;
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const blue = parseInt(hexWithoutHash.substring(4, 6), 16) / 255;
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return new Float32Array([red, green, blue]);
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};
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const colorThemes = {
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BLUE: {
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bloopColorMain: hexToFloatArray("#DCF7FF"),
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bloopColorLow: hexToFloatArray("#0181FE"),
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bloopColorMid: hexToFloatArray("#A4EFFF"),
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bloopColorHigh: hexToFloatArray("#FFFDEF"),
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},
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DARK_BLUE: {
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bloopColorMain: hexToFloatArray("#DAF5FF"),
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bloopColorLow: hexToFloatArray("#0066CC"),
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bloopColorMid: hexToFloatArray("#2EC6F5"),
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bloopColorHigh: hexToFloatArray("#72EAF5"),
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},
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GREYSCALE: {
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bloopColorMain: hexToFloatArray("#D7D7D7"),
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bloopColorLow: hexToFloatArray("#303030"),
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bloopColorMid: hexToFloatArray("#989898"),
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bloopColorHigh: hexToFloatArray("#FFFFFF"),
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},
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WHITE: {
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bloopColorMain: hexToFloatArray("#FFFFFF"),
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bloopColorLow: hexToFloatArray("#FFFFFF"),
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bloopColorMid: hexToFloatArray("#FFFFFF"),
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bloopColorHigh: hexToFloatArray("#FFFFFF"),
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},
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BLACK: {
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bloopColorMain: hexToFloatArray("#000000"),
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bloopColorLow: hexToFloatArray("#000000"),
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bloopColorMid: hexToFloatArray("#000000"),
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bloopColorHigh: hexToFloatArray("#000000"),
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},
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} as const;
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interface OpenAIVoiceVisualizerProps {
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audioData?: AudioData;
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isActive?: boolean;
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}
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export class NormalBlorpUniformsSetter {
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static uniformBlockName = "BlorbUniformsObject";
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private gl: WebGL2RenderingContext;
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private uniformBuffer: WebGLBuffer;
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private uniformNames: string[];
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private uniformOffsets: { [key: string]: number };
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private dataBuffer: ArrayBuffer;
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private floatView: Float32Array;
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private intView: Int32Array;
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constructor(gl: WebGL2RenderingContext, program: WebGLProgram) {
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this.gl = gl;
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const uniformBlockIndex = gl.getUniformBlockIndex(
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program,
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NormalBlorpUniformsSetter.uniformBlockName,
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);
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const uniformBlockSize = gl.getActiveUniformBlockParameter(
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program,
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uniformBlockIndex,
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gl.UNIFORM_BLOCK_DATA_SIZE,
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);
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this.uniformBuffer = gl.createBuffer()!;
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gl.bindBuffer(gl.UNIFORM_BUFFER, this.uniformBuffer);
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gl.bufferData(gl.UNIFORM_BUFFER, uniformBlockSize, gl.DYNAMIC_DRAW);
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const bindingPoint = 0;
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gl.bindBufferBase(gl.UNIFORM_BUFFER, bindingPoint, this.uniformBuffer);
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gl.uniformBlockBinding(program, uniformBlockIndex, bindingPoint);
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const uniformIndices = gl.getActiveUniformBlockParameter(
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program,
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uniformBlockIndex,
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gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES,
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);
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this.uniformNames = [];
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this.uniformOffsets = {};
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for (let i = 0; i < uniformIndices.length; i++) {
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const uniformIndex = uniformIndices[i];
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const uniformInfo = gl.getActiveUniform(program, uniformIndex);
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if (!uniformInfo) {
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throw new Error("No uniformInfo for index " + uniformIndex);
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}
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let uniformName = uniformInfo.name;
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uniformName = uniformName.replace(/\[0\]$/, "");
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const uniformOffset = gl.getActiveUniforms(
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program,
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[uniformIndex],
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gl.UNIFORM_OFFSET,
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)[0];
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this.uniformNames.push(uniformName);
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this.uniformOffsets[uniformName] = uniformOffset;
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}
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this.dataBuffer = new ArrayBuffer(uniformBlockSize);
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this.floatView = new Float32Array(this.dataBuffer);
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this.intView = new Int32Array(this.dataBuffer);
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}
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setVariablesAndRender(variables: {
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[key: string]: number | boolean | number[];
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}) {
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for (const uniformName of this.uniformNames) {
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const [, name] = uniformName.split(".");
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const offset = this.uniformOffsets[uniformName] / 4;
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const value = variables[name];
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if (typeof value === "number") {
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this.floatView[offset] = value;
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} else if (typeof value === "boolean") {
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this.intView[offset] = value ? 1 : 0;
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} else if (Array.isArray(value)) {
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this.floatView.set(value, offset);
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}
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}
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this.gl.bindBuffer(this.gl.UNIFORM_BUFFER, this.uniformBuffer);
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this.gl.bufferSubData(this.gl.UNIFORM_BUFFER, 0, this.dataBuffer);
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this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 6);
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}
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}
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export function OpenAIVoiceVisualizer({
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audioData,
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isActive,
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}: OpenAIVoiceVisualizerProps) {
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const canvasRef = useRef<HTMLCanvasElement>(null);
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const glRef = useRef<WebGL2RenderingContext | null>(null);
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const programRef = useRef<WebGLProgram | null>(null);
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const animationFrameRef = useRef<number>(0);
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const uniformSetterRef = useRef<NormalBlorpUniformsSetter | null>(null);
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const startTimeRef = useRef<number>(performance.now() / 1000);
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const readyTimeRef = useRef<number>(performance.now() / 1000);
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const variablesRef = useRef({
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time: 0,
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micLevel: 0,
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stateListen: 0,
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listenTimestamp: 0,
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stateThink: 0.0,
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thinkTimestamp: 0.0,
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stateSpeak: 1,
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speakTimestamp: 0,
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readyTimestamp: 0,
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stateHalt: 0.0,
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haltTimestamp: 0.0,
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touchDownTimestamp: 0.0,
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touchUpTimestamp: 0.0,
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stateFailedToConnect: 0.0,
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failedToConnectTimestamp: 0.0,
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avgMag: new Array(4).fill(0),
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cumulativeAudio: new Array(4).fill(0),
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isNewBloop: true,
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isAdvancedBloop: true,
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bloopColorMain: [0, 0, 0],
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bloopColorLow: [0, 0, 0],
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bloopColorMid: [0, 0, 0],
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bloopColorHigh: [0, 0, 0],
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isDarkMode: false,
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screenScaleFactor: 1.0,
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viewport: DEFAULT_VIEWPORT_SIZE,
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silenceAmount: 0.0,
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silenceTimestamp: 0.0,
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fadeBloopWhileListening: false,
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});
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const audioDataRef = useRef<AudioData>({
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avgMag: new Float32Array(4),
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micLevel: 0,
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cumulativeAudio: new Float32Array(4),
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});
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const handleAudioData = useCallback((data: AudioData) => {
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audioDataRef.current = data;
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}, []);
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const [viewportSize] = useState<[number, number]>(DEFAULT_VIEWPORT_SIZE);
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const [noiseTextureImage, setNoiseTextureImage] =
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useState<HTMLImageElement | null>(null);
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const getColorTheme = useCallback((isAdvanced: boolean): ColorTheme => {
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return colorThemes.BLUE;
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}, []);
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const initializeWebGL = useCallback(() => {
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if (!canvasRef.current) return;
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canvasRef.current.width = CANVAS_SIZE;
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canvasRef.current.height = CANVAS_SIZE;
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const { gl, program } = initWebGL(
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canvasRef.current,
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vertexShaderSource,
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fragmentShaderSource,
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);
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if (!gl || !program) {
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console.error("WebGL 初始化失败");
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return;
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}
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glRef.current = gl;
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programRef.current = program;
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uniformSetterRef.current = new NormalBlorpUniformsSetter(gl, program);
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return { gl, program };
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}, []);
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const initializeNoiseTexture = useCallback(
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(gl: WebGL2RenderingContext, program: WebGLProgram) => {
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const noiseTexture = gl.createTexture();
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if (!noiseTexture) {
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console.error("创建噪声纹理失败");
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return;
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}
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gl.bindTexture(gl.TEXTURE_2D, noiseTexture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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if (noiseTextureImage) {
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gl.texImage2D(
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gl.TEXTURE_2D,
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0,
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gl.RGBA,
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gl.RGBA,
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gl.UNSIGNED_BYTE,
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noiseTextureImage,
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);
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}
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const location = gl.getUniformLocation(program, "uTextureNoise");
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, noiseTexture);
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gl.uniform1i(location, 0);
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return noiseTexture;
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},
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[noiseTextureImage],
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);
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const renderFrame = useCallback(() => {
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if (!glRef.current || !uniformSetterRef.current) return;
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if (!audioData) {
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handleAudioData({
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avgMag: new Float32Array(4),
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micLevel: 0,
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cumulativeAudio: new Float32Array(4),
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});
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// return;
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} else {
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handleAudioData(audioData);
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}
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const currentFrameTime = performance.now() / 1000;
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const colorTheme = getColorTheme(true);
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const variables = variablesRef.current;
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variables.time = currentFrameTime;
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variables.micLevel = audioDataRef.current.micLevel;
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variables.speakTimestamp = readyTimeRef.current;
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variables.readyTimestamp = startTimeRef.current;
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variables.avgMag = Array.from(audioDataRef.current.avgMag);
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variables.cumulativeAudio = Array.from(
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audioDataRef.current.cumulativeAudio,
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);
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variables.bloopColorMain = Array.from(colorTheme.bloopColorMain);
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variables.bloopColorLow = Array.from(colorTheme.bloopColorLow);
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variables.bloopColorMid = Array.from(colorTheme.bloopColorMid);
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variables.bloopColorHigh = Array.from(colorTheme.bloopColorHigh);
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variables.screenScaleFactor = window.devicePixelRatio || 1.0;
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variables.viewport = viewportSize;
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uniformSetterRef.current.setVariablesAndRender(variables);
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animationFrameRef.current = requestAnimationFrame(renderFrame);
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}, [audioData, getColorTheme, handleAudioData, viewportSize]);
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useEffect(() => {
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const loadNoiseTexture = async () => {
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try {
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const image = await loadImage(NOISE_TEXTURE_OPTIONS.src);
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setNoiseTextureImage(image as unknown as HTMLImageElement);
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} catch (error) {
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console.error("加载噪声纹理失败:", error);
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}
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};
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loadNoiseTexture();
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}, []);
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useEffect(() => {
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const canvas = canvasRef.current;
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if (!canvas) return;
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const webglContext = initializeWebGL();
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if (!webglContext) return;
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const { gl, program } = webglContext;
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const noiseTexture = initializeNoiseTexture(gl, program);
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renderFrame();
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return () => {
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if (animationFrameRef.current) {
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cancelAnimationFrame(animationFrameRef.current);
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}
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if (gl) {
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if (noiseTexture) {
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gl.deleteTexture(noiseTexture);
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}
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gl.deleteProgram(program);
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}
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};
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}, [
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initializeWebGL,
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initializeNoiseTexture,
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renderFrame,
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audioData,
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isActive,
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]);
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return (
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<div className={styles["openai-voice-visualizer"]}>
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<canvas ref={canvasRef} />
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</div>
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);
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}
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Reference in New Issue
Block a user