Initial commit: DJ Visualizer

Electron app with audio-reactive fractal/abstract visuals on an external
display. Dual-window setup (control panel + fullscreen output), 8 WebGL
scenes, audio from file/live input/system audio, image and scrolling-text
overlays.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
lucianoandClaude Opus 4.8 committed 2026-06-19 12:44:17 +02:00
commit b32ea47ae5
14 files changed
+5748

No files matched your search

+101
View File
@@ -0,0 +1,101 @@
// WebGL2 engine: renders a fullscreen quad through one of the scene shaders.
class Visualizer {
constructor(canvas) {
this.canvas = canvas;
const gl = canvas.getContext('webgl2', { antialias: false, alpha: false, powerPreference: 'high-performance' });
if (!gl) throw new Error('WebGL2 non disponibile su questo sistema.');
this.gl = gl;
this.programs = window.SHADERS.scenes.map(src => this._buildProgram(window.SHADERS.vert, src));
this.sceneIndex = 0;
// Fullscreen triangle covering the viewport.
const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
this.vbo = buf;
// Per-program attribute/uniform locations.
this.locs = this.programs.map(p => {
gl.useProgram(p);
const aPos = gl.getAttribLocation(p, 'aPos');
return {
aPos,
uRes: gl.getUniformLocation(p, 'uRes'),
uTime: gl.getUniformLocation(p, 'uTime'),
uBass: gl.getUniformLocation(p, 'uBass'),
uMid: gl.getUniformLocation(p, 'uMid'),
uTreble: gl.getUniformLocation(p, 'uTreble'),
uLevel: gl.getUniformLocation(p, 'uLevel'),
uBeat: gl.getUniformLocation(p, 'uBeat')
};
});
this.resize();
window.addEventListener('resize', () => this.resize());
}
_compile(type, src) {
const gl = this.gl;
const sh = gl.createShader(type);
gl.shaderSource(sh, src);
gl.compileShader(sh);
if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {
const log = gl.getShaderInfoLog(sh);
throw new Error('Errore compilazione shader:\n' + log + '\n\n' + src);
}
return sh;
}
_buildProgram(vsrc, fsrc) {
const gl = this.gl;
const p = gl.createProgram();
gl.attachShader(p, this._compile(gl.VERTEX_SHADER, vsrc));
gl.attachShader(p, this._compile(gl.FRAGMENT_SHADER, fsrc));
gl.linkProgram(p);
if (!gl.getProgramParameter(p, gl.LINK_STATUS)) {
throw new Error('Errore link programma: ' + gl.getProgramInfoLog(p));
}
return p;
}
resize() {
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const w = Math.floor(window.innerWidth * dpr);
const h = Math.floor(window.innerHeight * dpr);
if (this.canvas.width !== w || this.canvas.height !== h) {
this.canvas.width = w;
this.canvas.height = h;
}
this.gl.viewport(0, 0, w, h);
}
setScene(i) {
this.sceneIndex = Math.max(0, Math.min(this.programs.length - 1, i));
}
// audio: { bass, mid, treble, level, beat }
render(timeSec, audio) {
const gl = this.gl;
const p = this.programs[this.sceneIndex];
const l = this.locs[this.sceneIndex];
gl.useProgram(p);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vbo);
gl.enableVertexAttribArray(l.aPos);
gl.vertexAttribPointer(l.aPos, 2, gl.FLOAT, false, 0, 0);
gl.uniform2f(l.uRes, this.canvas.width, this.canvas.height);
gl.uniform1f(l.uTime, timeSec);
gl.uniform1f(l.uBass, audio.bass);
gl.uniform1f(l.uMid, audio.mid);
gl.uniform1f(l.uTreble, audio.treble);
gl.uniform1f(l.uLevel, audio.level);
gl.uniform1f(l.uBeat, audio.beat);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
}
window.Visualizer = Visualizer;