demo.ts
examples/fractals/demo/demo.ts · raw · open the example · all examples · site home
Exports: TUNESHandoffDemoHostDemoMode
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010
// Demo mode: the gallery's fractals as music videos (tunes/: Aurora,
// Tidal, Lumen), each a tune synthesized on the GPU (film/gpuAudio.ts)
// that the picture follows (video.ts).
//
// A menu picks sound on or off, how the music plays (music.ts: by default
// the tune rendered ahead of time to a small file, decoded whole; or live
// on the GPU, WebGPU only, ?music=gpu), and a demo. Picking one starts
// preparing it: the score (CPU) and its marks; the tune's bake programs
// compiled; its fractals baked in the order the video needs them
// (library.ts), as fast as the GPU goes; their transition orders sorted on
// a pool of workers; the draw programs compiled; with sound, the music
// loaded (or its first seconds rendered). It starts by itself once what is
// left can bake during playback before each fractal is due (and buffers,
// picture and music paused, if a slow device falls behind anyway). Music
// that fails to load is synthesized instead (or the demo plays silent).
// ?demo=aurora preselects a demo and prepares it before the click that
// starts it.
//
// Playing: controls hidden; a tap or a click (or Space) pauses and shows
// them (play, back to the start, the time, back to the menu); dragging
// turns the camera and pinching or scrolling zooms, at any time, and a
// few seconds after the last touch it drifts back to the video's own.
// At the end the menu comes back; "explore the fractals" (Esc) leaves.
//
// With ?render=1&demo=<tune> the page is a film for a frame-by-frame recorder
// (`window.film`: ready, duration, seek, audio, shots): every fractal
// baked up front, 900k samples unless ?splats= says otherwise.
import type { WebGPURenderer } from "three/webgpu";
import { GpuScore } from "../../film/gpuAudio.js";
import { buildScore, toWav, type ScoreData } from "../../film/score.js";
import { Budget, tableBytes, type FramePace, type Quality, type Resolution } from "../device.js";
import type { BakeUniforms, Kind } from "../kind.js";
import { AirScore, type Mark } from "./airScore.js";
import { Library } from "./library.js";
import { FileMusic, GpuMusic, WallClock, type Clock, type Music } from "./music.js";
import type { Tune } from "./tune.js";
import type * as THREE from "three";
import type { GpuArrays } from "@sparkjsdev/radix";
import { AURORA } from "./tunes/aurora.js";
import { LUMEN } from "./tunes/lumen.js";
import { TIDAL } from "./tunes/tidal.js";
import { Video, cueTimes, type Finish, type Offsets } from "./video.js";
export const TUNES: Tune[] = [AURORA, TIDAL, LUMEN];
// What a demo leaves the gallery: the fractal on screen (its samples when
// baked), its palette and the camera
export interface Handoff {
preset: string;
palette: string;
arrays?: GpuArrays;
count: number;
camera: { position: THREE.Vector3; target: THREE.Vector3; fov: number };
}
export interface DemoHost {
renderer: WebGPURenderer;
webgpu: boolean;
canvas: HTMLCanvasElement;
// The gallery's kinds and bake uniforms (their programs compiled already)
kinds: Kind[];
bakeU: BakeUniforms;
// Samples per bake in the demos
splats: number;
// Bytes of tables a demo may keep
memory: number;
platform: string;
// HiDPI (the screen's pixel ratio, or one canvas pixel per CSS pixel)
hiDpi(): boolean;
setHiDpi(on: boolean): void;
// Samples per bake: standard or high for this device, and what each gives
quality(): Quality;
setQuality(quality: Quality): void;
splatsAt(quality: Quality): number;
resolution?: Resolution;
// The device's frame time while nothing bakes (bakes size chunks by it)
pace: FramePace;
// The menu opens over the gallery (its camera, keys and panel off; it
// keeps drawing behind), a demo starts preparing (the gallery stops and
// frees its cache), and back to the gallery
enter(): void;
yield(): void;
exit(): void;
// The demo's last fractal, as it leaves the video
adopt(handoff: Handoff): void;
// Swipes turn the other way (the gallery panel's "reverse swipe")
reverse(): boolean;
}
// Share of the GPU's baking speed left to bakes while the video plays, and
// seconds to spare before each fractal is due: a phone's frames leave much
// less, so it starts later, with more baked
const PLAY_SHARE = { desktop: 0.3, phone: 0.12 };
const MARGIN = { desktop: 1.5, phone: 3 };
// Seconds of video ready before playing again after a pause to buffer
const REFILL = 8;
// Milliseconds the picture runs ahead of the music, beyond the display's
// own delay: 30 by default, which looked right by eye (?av= overrides, for
// a device whose output latency the browser misreports, like Bluetooth)
const asked = new URLSearchParams(location.search).get("av");
const AV_OFFSET = asked !== null && asked !== "" ? Number(asked) || 0 : 30;
// Seconds of music rendered (or loaded) before the start
const MUSIC_AHEAD = 3;
const device = (renderer: WebGPURenderer) => (renderer.backend as unknown as { device: GPUDevice }).device;
const sleep = (ms: number) => new Promise((resolve) => setTimeout(resolve, ms));
const frame = () => new Promise((resolve) => requestAnimationFrame(resolve));
// The viewer's turn and zoom over the video's camera. A drag turns it and
// glides on after release at the drag's speed over its last 150 ms (at
// most MAX_SPIN radians a second), slowing with GLIDE seconds' time
// constant; wheel and pinch zoom ease to where they were sent. A few
// seconds after the last touch (and the glide) all of it eases back to
// none. A short tap without a drag is a tap.
const GLIDE = 0.7;
const MAX_SPIN = 4;
const TURN = 0.006;
class Steer implements Offsets {
yaw = 0;
pitch = 0;
zoom = 0;
enabled = false;
reverse = false;
onTap?: () => void;
private idle = 99;
private zoomTo = 0;
// Radians a second, after release
private spinYaw = 0;
private spinPitch = 0;
private readonly pointers = new Map<number, { x: number; y: number }>();
private down?: { x: number; y: number; time: number };
private moves: { time: number; dx: number; dy: number }[] = [];
private pinch = 0;
constructor(canvas: HTMLCanvasElement) {
const spread = () => {
const [a, b] = [...this.pointers.values()];
return Math.hypot(a.x - b.x, a.y - b.y);
};
canvas.addEventListener("pointerdown", (event) => {
if (!this.enabled) {
return;
}
canvas.setPointerCapture(event.pointerId);
this.pointers.set(event.pointerId, { x: event.clientX, y: event.clientY });
this.down = this.pointers.size === 1 ? { x: event.clientX, y: event.clientY, time: performance.now() } : undefined;
this.spinYaw = this.spinPitch = 0;
this.moves = [];
if (this.pointers.size === 2) {
this.pinch = spread();
}
});
canvas.addEventListener("pointermove", (event) => {
const last = this.pointers.get(event.pointerId);
if (!this.enabled || !last) {
return;
}
const sign = this.reverse ? -1 : 1;
const dx = (event.clientX - last.x) * sign;
const dy = (event.clientY - last.y) * sign;
last.x = event.clientX;
last.y = event.clientY;
if (this.down && Math.hypot(event.clientX - this.down.x, event.clientY - this.down.y) > 8) {
this.down = undefined;
}
if (this.pointers.size === 1 && !this.down) {
this.yaw -= dx * TURN;
this.pitch = Math.max(-1.2, Math.min(1.2, this.pitch + dy * TURN));
this.moves.push({ time: event.timeStamp, dx, dy });
} else if (this.pointers.size === 2) {
const d = spread();
this.zoomTo = Math.max(-1.2, Math.min(1.2, this.zoomTo - Math.log(d / Math.max(this.pinch, 1))));
this.pinch = d;
this.moves = [];
}
this.idle = 0;
});
const up = (event: PointerEvent) => {
if (!this.pointers.delete(event.pointerId)) {
return;
}
if (this.down && performance.now() - this.down.time < 350 && event.type === "pointerup") {
this.onTap?.();
} else if (this.pointers.size === 0) {
// The drag's speed over its last 150 ms (none after a pause), at
// most MAX_SPIN
const from = event.timeStamp - 150;
const recent = this.moves.filter((move) => move.time > from);
const seconds = Math.max(event.timeStamp - (recent[0]?.time ?? event.timeStamp), 16) / 1000;
const yaw = -recent.reduce((sum, move) => sum + move.dx, 0) * TURN / seconds;
const pitch = recent.reduce((sum, move) => sum + move.dy, 0) * TURN / seconds;
const scale = Math.min(1, MAX_SPIN / Math.max(Math.hypot(yaw, pitch), 1e-6));
this.spinYaw = yaw * scale;
this.spinPitch = pitch * scale;
}
this.down = undefined;
this.moves = [];
};
canvas.addEventListener("pointerup", up);
canvas.addEventListener("pointercancel", up);
canvas.addEventListener("wheel", (event) => {
if (!this.enabled) {
return;
}
event.preventDefault();
this.zoomTo = Math.max(-1.2, Math.min(1.2, this.zoomTo + event.deltaY * (event.deltaMode === 1 ? 33 : 1) * 0.0012));
this.idle = 0;
}, { passive: false });
}
update(seconds: number) {
// The glide
if (this.pointers.size === 0 && (this.spinYaw !== 0 || this.spinPitch !== 0)) {
this.yaw += this.spinYaw * seconds;
this.pitch = Math.max(-1.2, Math.min(1.2, this.pitch + this.spinPitch * seconds));
const k = Math.exp(-seconds / GLIDE);
this.spinYaw *= k;
this.spinPitch *= k;
if (Math.hypot(this.spinYaw, this.spinPitch) < 0.01) {
this.spinYaw = this.spinPitch = 0;
} else {
this.idle = 0;
}
}
this.zoom += (this.zoomTo - this.zoom) * (1 - Math.exp(-seconds / 0.12));
// Home again
this.idle += seconds;
if (this.idle > 2.5 && this.pointers.size === 0) {
const k = 1 - Math.exp(-seconds * 0.9);
this.yaw -= this.yaw * k;
this.pitch -= this.pitch * k;
this.zoomTo -= this.zoomTo * k;
}
}
reset() {
this.yaw = this.pitch = this.zoom = this.zoomTo = 0;
this.spinYaw = this.spinPitch = 0;
this.idle = 99;
}
}
// One demo being prepared or played
interface Job {
tune: Tune;
library: Library;
video: Video;
data: ScoreData;
marks: Mark[];
times: { starts: number[]; ends: number[] };
audio?: Music;
clock: Clock;
// Rows a second the GPU bakes when nothing else runs
rate: number;
// The kinds' bake programs to compile before the start, and how many are
kinds: Kind[];
warmed: number;
compiled: boolean;
// Why preparing stopped
error?: string;
// Start as soon as it is ready (a click asked for it)
wantStart: boolean;
played: boolean;
}
const ICONS = {
pause: '<svg viewBox="0 0 24 24"><rect x="5" y="4" width="5" height="16" rx="1"/><rect x="14" y="4" width="5" height="16" rx="1"/></svg>',
play: '<svg viewBox="0 0 24 24"><path d="M7 4.5v15a1 1 0 0 0 1.5.86l12-7.5a1 1 0 0 0 0-1.72l-12-7.5A1 1 0 0 0 7 4.5z"/></svg>',
restart: '<svg viewBox="0 0 24 24"><path d="M12 4a8 8 0 1 1-7.75 10h2.1A6 6 0 1 0 12 6v3L7 5l5-4v3z"/></svg>',
sound: '<svg class="demo-sound-icon" viewBox="0 0 24 24"><path d="M4 9h4l5-4v14l-5-4H4z"/><path d="M16 8.5a5 5 0 0 1 0 7M18.5 6a8.5 8.5 0 0 1 0 12" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round"/></svg>',
soft: '<svg viewBox="0 0 24 24"><path d="M4 9h4l5-4v14l-5-4H4z"/><path d="M16 8.5a5 5 0 0 1 0 7" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round"/></svg>',
muted: '<svg class="demo-sound-icon" viewBox="0 0 24 24"><path d="M4 9h4l5-4v14l-5-4H4z"/><path d="M16.5 9.5l5 5M21.5 9.5l-5 5" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round"/></svg>',
close: '<svg viewBox="0 0 24 24"><path d="M6.4 5 12 10.6 17.6 5 19 6.4 13.4 12l5.6 5.6-1.4 1.4-5.6-5.6L6.4 19 5 17.6l5.6-5.6L5 6.4z"/></svg>',
};
const el = <K extends keyof HTMLElementTagNameMap>(tag: K, className: string, html = "") => Object.assign(document.createElement(tag), { className, innerHTML: html });
const clock = (seconds: number) => `${Math.floor(seconds / 60)}:${String(Math.floor(seconds % 60)).padStart(2, "0")}`;
export class DemoMode {
// "film": a film for a frame-by-frame recorder (the gallery stays stopped)
state: "closed" | "menu" | "preparing" | "playing" | "paused" | "buffering" | "film" = "closed";
sound: boolean;
// How the music plays: the rendered file, or synthesized on the GPU
music: "file" | "gpu";
// The listener's volume (0..1) and mute, for this visit
volume = 0.8;
muted = false;
// Each pause to buffer: film time, and what it waited for
readonly stalls: { at: number; waitingFor: "fractals" | "music" }[] = [];
private job?: Job;
private readonly host: DemoHost;
private readonly steer: Steer;
private budget!: Budget;
// Rows a second baked while playing (smoothed)
private bakeRate = 0;
private shownT = 0;
// Buffering: play() rather than resume() once ready (after a restart)
private needsPlay = false;
private hintTimer = 0;
private readonly ui: {
menu: HTMLElement; cards: Map<string, HTMLElement>; sound: HTMLButtonElement; music: HTMLButtonElement; hiDpi: HTMLButtonElement; quality: HTMLButtonElement; info: HTMLElement;
stage: HTMLElement; overlay: HTMLElement; flash: HTMLElement; fade: HTMLElement; dim: HTMLElement;
controls: HTMLElement; toggle: HTMLButtonElement; time: HTMLElement; bar: HTMLElement; hint: HTMLElement; buffering: HTMLElement;
volume: HTMLElement; mute: HTMLButtonElement; level: HTMLElement;
};
constructor(host: DemoHost, { sound = true } = {}) {
this.host = host;
this.sound = sound;
this.music = host.webgpu && new URLSearchParams(location.search).get("music") === "gpu" ? "gpu" : "file";
document.head.append(Object.assign(document.createElement("link"), { rel: "stylesheet", href: new URL("./demo.css", import.meta.url).href }));
this.steer = new Steer(host.canvas);
this.steer.onTap = () => this.toggle();
// --- The menu ---
const menu = el("div", "demo-menu");
const panel = el("div", "demo-panel");
panel.append(
el("p", "demo-kicker", "Spark Radix demos"),
el("h1", "demo-title", "FRACTALS"),
el("p", "demo-sub", "Three short music videos, rendered live from millions of Gaussian splats, with music made on the GPU."),
);
const soundButton = el("button", "demo-sound") as HTMLButtonElement;
soundButton.onclick = () => {
this.sound = !this.sound;
this.paint();
};
const cards = new Map<string, HTMLElement>();
const row = el("div", "demo-cards");
TUNES.forEach((tune, i) => {
const card = el("button", "demo-card",
`<span class="demo-letter">${"ABC"[i]}</span><span class="demo-name">${tune.title}</span><span class="demo-blurb">${tune.blurb}</span>` +
'<span class="demo-progress"><i></i></span><span class="demo-state">play</span>');
card.style.setProperty("--a", tune.colors[0]);
card.style.setProperty("--b", tune.colors[1]);
card.onclick = () => this.pick(tune);
cards.set(tune.name, card);
row.append(card);
});
const hiDpi = el("button", "demo-hidpi") as HTMLButtonElement;
hiDpi.onclick = () => {
host.setHiDpi(!host.hiDpi());
this.paint();
};
const music = el("button", "demo-hidpi") as HTMLButtonElement;
music.onclick = () => {
this.music = this.music === "gpu" ? "file" : "gpu";
this.paint();
};
music.disabled = !host.webgpu;
const quality = el("button", "demo-hidpi") as HTMLButtonElement;
quality.onclick = () => {
host.setQuality(host.quality() === "high" ? "standard" : "high");
// A demo prepared at the other count starts over when picked
if (this.job && this.job.library.count !== this.count) {
this.drop();
this.state = "menu";
}
this.paint();
};
const info = el("p", "demo-info");
const explore = el("button", "demo-explore",
'<span class="demo-explore-name">Explore the fractals</span><span class="demo-explore-note">Pick fractals and tweak them yourself. No music.</span><small>esc</small>') as HTMLButtonElement;
explore.onclick = () => this.close();
const options = el("div", "demo-options");
options.append(music, quality, hiDpi, info);
panel.append(soundButton, row, explore);
// The options stay at the bottom of the screen, however short, below the
// panel (which scrolls when it doesn't fit) rather than over it
const scroll = el("div", "demo-scroll");
scroll.append(panel);
menu.append(scroll, options);
menu.hidden = true;
// --- The frame's finish and type, over the canvas ---
const stage = el("div", "demo-stage");
const overlay = el("div", "demo-overlay");
const [flash, fade, dim] = ["demo-flash", "demo-fade", "demo-dim"].map((name) => el("div", name));
stage.append(dim, overlay, flash, fade, el("div", "demo-vignette"));
stage.hidden = true;
// --- Playback controls, shown while paused ---
const controls = el("div", "demo-controls");
const toggle = el("button", "", ICONS.play) as HTMLButtonElement;
toggle.title = "Play / pause (space)";
toggle.onclick = () => this.toggle();
const restart = el("button", "", ICONS.restart) as HTMLButtonElement;
restart.title = "Back to the start (R)";
restart.onclick = () => this.restart();
const time = el("span", "demo-time");
const bar = el("span", "demo-timeline", "<i></i>");
const exit = el("button", "", ICONS.close) as HTMLButtonElement;
exit.title = "Back to the demos (esc)";
exit.onclick = () => this.toMenu();
controls.append(toggle, restart, time, bar, exit);
controls.hidden = true;
const hint = el("div", "demo-hint", "Drag to look around. Tap to pause.");
// --- The volume, on the right while a demo plays ---
const volume = el("div", "demo-volume", '<div class="demo-volume-track"><i></i><b></b><span></span></div>');
const track = volume.firstElementChild as HTMLElement;
const level = track.querySelector("span")!;
const mute = el("button", "demo-volume-button") as HTMLButtonElement;
mute.title = "Mute (M)";
mute.onclick = () => this.setVolume(this.volume, !this.muted);
volume.append(mute);
volume.hidden = true;
const fromPointer = (event: PointerEvent) => {
const rect = track.getBoundingClientRect();
this.setVolume(1 - (event.clientY - rect.top) / rect.height, false);
};
track.addEventListener("pointerdown", (event) => {
track.setPointerCapture(event.pointerId);
volume.classList.add("dragging");
fromPointer(event);
});
track.addEventListener("pointermove", (event) => track.hasPointerCapture(event.pointerId) && fromPointer(event));
const release = () => volume.classList.remove("dragging");
track.addEventListener("pointerup", release);
track.addEventListener("pointercancel", release);
volume.addEventListener("wheel", (event) => {
event.preventDefault();
this.setVolume(this.volume - event.deltaY * 0.0015, false);
}, { passive: false });
const buffering = el("div", "demo-buffering", "buffering");
buffering.hidden = true;
document.body.append(stage, menu, controls, hint, buffering, volume);
this.ui = { menu, cards, sound: soundButton, music, hiDpi, quality, info, stage, overlay, flash, fade, dim, controls, toggle, time, bar, hint, buffering, volume, mute, level };
this.setVolume(this.volume, false);
addEventListener("keydown", (event) => {
if (this.state === "closed" || event.metaKey || event.ctrlKey) {
return;
}
if (event.code === "Escape") {
if (this.state === "menu" || this.state === "preparing") {
this.close();
} else {
this.toMenu();
}
} else if ((event.code === "Space" || event.code === "KeyK") && this.state !== "menu" && this.state !== "preparing") {
event.preventDefault();
this.toggle();
} else if (event.code === "KeyR" && this.state === "paused") {
this.restart();
} else if (this.state !== "menu" && this.state !== "preparing" && (event.code === "KeyM" || event.code === "ArrowUp" || event.code === "ArrowDown")) {
event.preventDefault();
if (event.code === "KeyM") {
this.setVolume(this.volume, !this.muted);
} else {
this.setVolume(this.volume + (event.code === "ArrowUp" ? 0.1 : -0.1), false);
}
}
});
}
get active() {
return this.state !== "closed";
}
// Phones and tablets bake the whole demo before it starts
private get phone() {
return this.host.platform !== "desktop";
}
private get share() {
return this.host.platform === "desktop" ? PLAY_SHARE.desktop : PLAY_SHARE.phone;
}
private get margin() {
return this.host.platform === "desktop" ? MARGIN.desktop : MARGIN.phone;
}
// The menu open with no demo prepared: the gallery behind may bake ahead
get idle() {
return this.state === "menu" && !this.job;
}
get count() {
const asked = Number(new URLSearchParams(location.search).get("splats"));
return asked || this.host.splats;
}
// Shows the menu; with a tune, starts preparing it (and plays it on
// `start`, which must come from a click for the sound)
open(name?: string, start = false) {
if (this.state === "closed") {
this.host.enter();
}
this.state = "menu";
this.steer.enabled = false;
this.ui.menu.hidden = false;
this.ui.stage.hidden = true;
this.ui.controls.hidden = true;
this.ui.buffering.hidden = true;
const tune = TUNES.find((each) => each.name === name);
if (tune) {
this.pick(tune, start);
}
this.paint();
}
// Back to the gallery
close() {
this.drop();
this.state = "closed";
this.steer.enabled = false;
for (const element of [this.ui.menu, this.ui.stage, this.ui.controls, this.ui.buffering]) {
element.hidden = true;
}
this.host.exit();
}
private drop() {
const job = this.job;
if (!job) {
return;
}
this.job = undefined;
job.audio?.dispose();
job.video.dispose();
job.library.dispose();
this.ui.overlay.replaceChildren();
}
private makeJob(tune: Tune): Job {
const { renderer } = this.host;
const count = this.count;
const times = cueTimes(tune);
// Phones keep only what is on screen and next on the GPU (3 tables)
const maxTables = this.phone ? 3 : Math.floor(this.host.memory / tableBytes(count));
// Phones bake the whole demo before it starts (all but the first fractals
// kept in CPU memory)
const library = new Library(renderer, this.host.kinds, this.host.bakeU, tune.cues, times, count, maxTables, { stash: this.phone });
const score = new AirScore();
const data = buildScore(tune.compose, tune.mix, score);
const video = new Video(renderer, library, tune, score.marks, this.ui.overlay);
return { tune, library, video, data, marks: score.marks, times, clock: new WallClock(), rate: 0, kinds: library.kinds(), warmed: 0, compiled: false, wantStart: false, played: false };
}
// Sound on: the music as asked (the file, or the GPU's), replacing music
// of the other kind; called from a click, which lets the audio start
private withSound(job: Job) {
const kind = this.music === "gpu" && this.host.webgpu ? "gpu" : "file";
if (job.audio && (!this.sound || job.audio.kind !== kind)) {
job.audio.dispose();
job.audio = undefined;
job.clock = new WallClock();
}
if (this.sound && !job.audio) {
job.audio = kind === "gpu" ? new GpuMusic(this.host.renderer, job.video.duration, job.data) : new FileMusic(job.tune.name);
job.clock = job.audio;
}
job.audio?.setVolume(this.muted ? 0 : this.volume);
job.audio?.unlock();
}
// Music that failed to load: synthesized on the GPU instead, or none
private fallback(job: Job) {
job.audio?.dispose();
if (this.host.webgpu) {
this.music = "gpu";
}
job.audio = this.host.webgpu ? new GpuMusic(this.host.renderer, job.video.duration, job.data) : undefined;
job.clock = job.audio ?? new WallClock();
job.audio?.setVolume(this.muted ? 0 : this.volume);
job.audio?.unlock();
console.warn(`No music file for ${job.tune.name}: ${job.audio ? "synthesizing it on the GPU" : "playing silent"}`);
}
private pick(tune: Tune, start = true) {
if (this.job?.tune !== tune || this.job.library.count !== this.count) {
this.drop();
this.host.yield();
this.job = this.makeJob(tune);
}
const job = this.job!;
if (start) {
job.wantStart = true;
this.withSound(job);
}
if (job.played) {
job.played = false;
job.clock.restart();
this.needsPlay = false;
}
if (this.state !== "preparing") {
this.state = "preparing";
job.error = undefined;
this.prepare(job).catch((error: unknown) => {
console.error("Preparing the demo failed:", error);
job.error = error instanceof Error ? error.message : String(error);
if (this.job === job && this.state === "preparing") {
this.state = "menu";
}
this.paint();
});
}
this.paint();
}
// Bakes, sorts and compiles until the job can start, then starts it if
// asked; keeps baking ahead while it waits for the click
private async prepare(job: Job) {
const { renderer, webgpu } = this.host;
const library = job.library;
const maxChunk = this.host.platform === "desktop" ? 1 << 19 : 1 << 17;
let chunk = 1 << 15;
let rows = 0;
let seconds = 0;
const idle = () => (webgpu ? device(renderer).queue.onSubmittedWorkDone() : frame());
let warmTurn = false;
while (this.job === job && this.state === "preparing") {
// Every other turn compiles one of the tune's bake programs, in the
// order they are needed (kept out of the bake rate)
if (warmTurn && job.warmed < job.kinds.length) {
library.warmKind(job.kinds[job.warmed]);
job.warmed += 1;
await idle();
warmTurn = false;
this.paint();
continue;
}
warmTurn = true;
const started = performance.now();
const n = library.bake(chunk, 0, this.phone);
library.sort(0);
if (n > 0) {
await idle();
const ms = performance.now() - started;
rows += n;
seconds += ms / 1000;
job.rate = rows / Math.max(seconds, 1e-3);
chunk = ms < 25 ? Math.min(chunk * 1.5, maxChunk) : ms > 60 ? Math.max(chunk / 2, 4096) : chunk;
} else {
await sleep(30);
}
if (this.job !== job || this.state !== "preparing") {
return;
}
if (!job.compiled && library.ready(0, true) && library.ready(0, false)) {
this.compile(job);
}
this.paint();
const stuck = n === 0 && library.pending(0);
const baked = this.phone ? library.stocked() : !library.pending(0) || stuck || library.fits(job.rate * this.share, this.margin);
const enough = job.compiled && job.warmed >= job.kinds.length && library.ready(0, true) && baked;
if (job.audio?.failed) {
this.fallback(job);
}
if (enough && job.wantStart && (!job.audio || job.audio.ready(MUSIC_AHEAD))) {
this.start(job);
return;
}
}
}
// The draw programs (at rest and in a transition), compiled on frames
// drawn under the menu; the first fractal stays there as a preview
private compile(job: Job) {
job.video.warm(innerWidth / innerHeight);
this.applyFinish({ fade: 0, flash: 0, dim: 0 });
job.compiled = true;
}
private start(job: Job) {
this.state = "playing";
job.wantStart = false;
job.library.endPrep();
this.ui.menu.hidden = true;
this.ui.stage.hidden = false;
this.ui.controls.hidden = true;
this.steer.reset();
this.steer.enabled = true;
this.steer.reverse = this.host.reverse();
this.budget = new Budget(this.host.pace, 1024, 1 << 18, 1 << 13);
this.bakeRate = job.rate * this.share;
this.shownT = 0;
job.clock.play();
this.needsPlay = false;
this.ui.hint.classList.add("on");
clearTimeout(this.hintTimer);
this.hintTimer = window.setTimeout(() => this.ui.hint.classList.remove("on"), 3500);
this.paint();
}
private toggle() {
const job = this.job;
if (!job) {
return;
}
if (this.state === "playing" || this.state === "buffering") {
if (this.state === "playing") {
job.clock.pause();
}
this.state = "paused";
this.ui.buffering.hidden = true;
} else if (this.state === "paused") {
job.audio?.unlock();
if (this.needsPlay) {
this.state = "buffering";
} else {
job.clock.resume();
this.state = "playing";
}
}
this.paint();
}
private restart() {
const job = this.job;
if (!job) {
return;
}
job.clock.restart();
job.audio?.unlock();
this.shownT = 0;
this.needsPlay = true;
this.state = "buffering";
this.ui.buffering.textContent = "starting over";
this.paint();
}
// Stops the video and shows the menu (the demo stays prepared); the
// gallery behind it takes the fractal on screen
private toMenu() {
const job = this.job;
if (job && (this.state === "playing" || this.state === "buffering" || this.state === "paused")) {
if (this.state === "playing") {
job.clock.pause();
}
job.played = true;
this.handOver(job);
}
this.open();
}
// The fractal on screen, its samples, palette and camera, to the gallery
private handOver(job: Job) {
const name = job.tune.cues[job.library.cueAt(this.shownT)].preset;
this.host.adopt({
preset: name, palette: job.video.paletteFor(this.shownT), arrays: job.library.take(name), count: job.library.count, camera: job.video.pose(),
});
}
// Every animation frame while the demo is open
frame(dt: number) {
const job = this.job;
if (!job || this.state === "menu" || this.state === "preparing" || this.state === "closed") {
return;
}
const { library, video } = job;
const seconds = Math.min(dt, 100) / 1000;
this.steer.update(seconds);
// With music, each frame is drawn for when it will be on screen: about
// a frame and a half after it is drawn (the GPU, then the compositor)
const lead = job.audio ? (this.host.pace.base * 1.5 + AV_OFFSET) / 1000 : 0;
let t = Math.max(0, Math.min(job.clock.time() + lead, video.duration));
if (this.state === "playing") {
if (t >= video.duration - 0.02) {
job.clock.pause();
job.played = true;
this.handOver(job);
this.open();
return;
}
const music = !job.audio || job.audio.ready(0.4);
const fractals = library.canShow(Math.min(t + 0.35, video.duration - 0.05));
if (!fractals || !music) {
job.clock.pause();
this.state = "buffering";
this.stalls.push({ at: t, waitingFor: fractals ? "music" : "fractals" });
this.ui.buffering.textContent = fractals ? "loading music" : "baking ahead";
}
}
if (this.state === "buffering") {
t = this.needsPlay ? 0 : this.shownT;
if (library.canShowThrough(t, Math.min(t + REFILL, video.duration - 0.05)) && (!job.audio || job.audio.ready(this.needsPlay ? MUSIC_AHEAD : 1))) {
if (this.needsPlay) {
job.clock.play();
this.needsPlay = false;
} else {
job.clock.resume();
}
this.state = "playing";
}
}
// Bake ahead in what the frame leaves; when the next fractal would be
// late (or while buffering), frames may slow to about 30 fps instead.
// Hold back while the music's lead is short: its readbacks queue
// behind the frames' GPU work
const urgent = this.state === "buffering" || library.needed(t) > this.bakeRate * 0.9;
const pace = this.host.pace;
const musicLow = job.audio && !job.audio.ready(4);
let baked = 0;
if (pace.bakes() && !(musicLow && job.audio!.ahead() < 2)) {
// Urgent: frames may slow to about half the device's rate
const rows = this.budget.next(dt, urgent ? pace.base : 4);
baked = library.bake(musicLow ? Math.min(rows, 1 << 13) : rows, t);
}
if (baked > 0) {
this.bakeRate += (baked / Math.max(seconds, 1e-3) - this.bakeRate) * 0.1;
} else {
this.host.pace.update(dt);
}
library.sort(t);
if (library.canShow(t)) {
this.shownT = t;
}
if (library.canShow(this.shownT)) {
this.applyFinish(video.draw(this.shownT, this.steer, innerWidth / innerHeight));
video.render();
this.ui.volume.style.setProperty("--pulse", this.state === "playing" ? video.pulse(this.shownT).toFixed(3) : "0");
}
this.host.resolution?.update(dt, baked > 0);
this.paintPlayback();
}
// The volume (0..1) and mute: heard at once, shown on the slider (level,
// knob, a readout while dragging) and the speaker (waves by level)
private setVolume(volume: number, muted: boolean) {
this.volume = Math.min(1, Math.max(0, volume));
this.muted = muted || this.volume === 0;
this.job?.audio?.setVolume(this.muted ? 0 : this.volume);
const { volume: root, mute, level } = this.ui;
root.style.setProperty("--level", (this.muted ? 0 : this.volume).toFixed(3));
const wasMuted = root.classList.contains("muted");
root.classList.toggle("muted", this.muted);
if (this.muted && !wasMuted) {
// Restart the shake
mute.style.animation = "none";
void mute.offsetWidth;
mute.style.animation = "";
}
const icon = this.muted ? ICONS.muted : this.volume < 0.5 ? ICONS.soft : ICONS.sound;
if (mute.innerHTML !== icon) {
mute.innerHTML = icon;
}
level.textContent = this.muted ? "muted" : String(Math.round(this.volume * 100));
}
private applyFinish(fx: Finish) {
this.ui.fade.style.opacity = String(fx.fade);
this.ui.flash.style.opacity = String(fx.flash);
this.ui.dim.style.opacity = String(fx.dim);
}
// The menu's and the controls' state
private paint() {
const { ui, job } = this;
const [icon, label, note] = this.sound ? [ICONS.sound, "Sound on", "Tap to mute"] : [ICONS.muted, "Sound off", "Tap for music"];
const sound = `${icon}<span class="demo-sound-label">${label}</span><span class="demo-sound-note">${note}</span>`;
if (ui.sound.innerHTML !== sound) {
ui.sound.innerHTML = sound;
}
ui.sound.classList.toggle("on", this.sound);
const live = this.music === "gpu";
const music = !this.host.webgpu ? "Music <b>from a file</b><span>GPU music needs WebGPU</span>"
: `Music <b>${live ? "made on the GPU" : "from a file"}</b><span>tap to switch</span>`;
if (ui.music.innerHTML !== music) {
ui.music.innerHTML = music;
}
ui.music.classList.toggle("on", live);
ui.music.hidden = !this.sound;
const sharp = this.host.hiDpi();
const dpi = `HiDPI <b>${sharp ? "on" : "off"}</b><span>${sharp ? "tap for faster" : "tap for sharper"}</span>`;
if (ui.hiDpi.innerHTML !== dpi) {
ui.hiDpi.innerHTML = dpi;
}
ui.hiDpi.classList.toggle("on", sharp);
const high = this.host.quality() === "high";
const millions = (n: number) => (n >= 1e6 ? `${n / 1e6}M` : `${n / 1e3}k`);
const other = millions(this.host.splatsAt(high ? "standard" : "high"));
const splats = `Splats <b>${millions(this.host.splatsAt(this.host.quality()))}</b><span>tap for ${other}</span>`;
if (ui.quality.innerHTML !== splats) {
ui.quality.innerHTML = splats;
}
ui.quality.classList.toggle("on", high);
ui.info.textContent = `${this.host.webgpu ? "WebGPU" : "WebGL2"}, ${this.host.platform}`;
for (const tune of TUNES) {
const card = ui.cards.get(tune.name)!;
const mine = job?.tune === tune;
const preparing = mine && this.state === "preparing";
card.classList.toggle("active", Boolean(mine));
card.classList.toggle("dim", Boolean(job && !mine && this.state === "preparing"));
const bar = card.querySelector<HTMLElement>(".demo-progress i")!;
const label = card.querySelector<HTMLElement>(".demo-state")!;
const readiness = mine ? this.readiness(job!) : undefined;
// Live while preparing (or where an error stopped it); full once started
bar.style.width = `${!readiness ? 0 : preparing || job!.error ? 100 * readiness.progress : 100}%`;
if (!mine) {
label.textContent = "Play";
} else if (job!.error) {
label.textContent = `Couldn't prepare (${job!.error}). Tap to retry.`;
} else if (preparing) {
const { progress, waiting } = readiness!;
label.textContent = waiting ? `${Math.round(100 * progress)}%: ${waiting}` : job!.wantStart ? "Starting" : "Ready";
} else {
label.textContent = job!.played ? "Play again" : "Play";
}
}
this.paintPlayback();
}
// How ready a demo is to start (0..1) and what it waits on: its bake
// programs, the bakes before the start, the first pairing, the music
private readiness(job: Job) {
const library = job.library;
const kinds = job.warmed / Math.max(1, job.kinds.length);
const bake = this.phone ? library.stockProgress() : library.startProgress(job.rate * this.share, this.margin);
const paired = library.ready(0, true) && job.compiled ? 1 : 0;
const audio = job.audio;
const music = !audio || audio.ready(MUSIC_AHEAD) ? 1 : audio.kind === "gpu" ? Math.min(1, audio.ahead() / MUSIC_AHEAD) : 0;
const waiting = [
bake < 1 ? "baking" : "",
kinds < 1 ? `shaders ${job.warmed}/${job.kinds.length}` : "",
bake >= 1 && !paired ? "pairing" : "",
music < 1 ? "music" : "",
].filter(Boolean).join(", ");
return { progress: 0.15 * kinds + 0.6 * Math.min(bake, 1) + 0.1 * paired + 0.15 * music, waiting };
}
private painted = "";
// The controls (shown while paused), the buffering note and the time
private paintPlayback() {
const { ui, job } = this;
const playing = this.state === "playing" || this.state === "buffering";
const paused = this.state === "paused";
const time = job ? `${clock(this.shownT)} / ${clock(job.video.duration)}` : "";
const key = `${this.state}|${time}`;
if (key === this.painted) {
return;
}
this.painted = key;
ui.controls.hidden = !paused;
ui.buffering.hidden = this.state !== "buffering";
ui.volume.hidden = !(job?.audio && (playing || paused));
ui.toggle.innerHTML = playing ? ICONS.pause : ICONS.play;
if (job && (playing || paused)) {
ui.time.textContent = time;
(ui.bar.firstElementChild as HTMLElement).style.width = `${(100 * this.shownT) / job.video.duration}%`;
}
}
// --- Frame by frame, for a recorder ---
async film(name: string) {
const tune = TUNES.find((each) => each.name === name) ?? TUNES[0];
const { renderer } = this.host;
this.host.enter();
this.host.yield();
this.state = "film";
const count = Number(new URLSearchParams(location.search).get("splats")) || 900_000;
const times = cueTimes(tune);
// A small GPU pool and the rest in CPU memory, uploaded as the frames
// reach it (every fractal of a demo on the GPU at once fails silently
// at a few million samples each)
const library = new Library(renderer, this.host.kinds, this.host.bakeU, tune.cues, times, count, 4, { stash: true });
const score = new AirScore();
const data = buildScore(tune.compose, tune.mix, score);
const video = new Video(renderer, library, tune, score.marks, this.ui.overlay);
const idle = () => (this.host.webgpu ? device(renderer).queue.onSubmittedWorkDone() : frame());
library.warm();
while (!library.stocked()) {
const n = library.bake(1 << 17, 0, true);
library.sort(0);
await (n === 0 ? sleep(20) : idle());
}
library.endPrep();
// What film time t draws: baked, uploaded and paired
const ready = async (t: number) => {
while (!library.canShow(t)) {
const n = library.bake(1 << 18, t);
library.sort(t);
await (n === 0 ? sleep(5) : idle());
}
};
this.ui.stage.hidden = false;
const none = { yaw: 0, pitch: 0, zoom: 0 };
const seek = async (t: number) => {
await ready(t);
this.applyFinish(video.draw(t, none, innerWidth / innerHeight));
video.render();
await device(renderer).queue.onSubmittedWorkDone();
};
// Every program compiled before the first frame is timed
await seek(0.05);
await seek(times.ends[0] + 0.5);
const audio = async () => {
const gpu = new GpuScore(renderer, video.duration, { score: data });
const bytes = new Uint8Array(toWav(await gpu.renderAll()));
gpu.dispose();
let text = "";
for (let i = 0; i < bytes.length; i += 0x8000) {
text += String.fromCharCode(...bytes.subarray(i, i + 0x8000));
}
return btoa(text);
};
const shots = tune.cues.map((cue, i) => ({ name: `${String(i).padStart(2, "0")} ${cue.preset}`, from: times.starts[i], to: times.starts[i + 1] ?? video.duration }));
Object.assign(window, { film: { ready: true, duration: video.duration, seek, audio, shots, renderer, library } });
}
}