webgl fallback
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This commit is contained in:
2026-07-28 00:25:30 +02:00
parent 457a649df7
commit 3ad5cf55e3
5 changed files with 262 additions and 4 deletions

View File

@@ -83,7 +83,14 @@
align-items: center;
gap: 0.75rem;
max-width: min(90vw, 720px);
max-height: 76vh;
overflow-y: auto;
padding-bottom: 2rem;
scrollbar-width: thin;
scrollbar-color: rgba(255,255,255,0.15) transparent;
}
#scene-content::-webkit-scrollbar { width: 5px; }
#scene-content::-webkit-scrollbar-thumb { background: rgba(255,255,255,0.15); border-radius: 3px; }
#scene-title {
font-size: clamp(1.6rem, 5vw, 3rem);
margin: 0;
@@ -478,8 +485,8 @@
</div>
<div id="fallback">
<div>
<h2>WebGPU not available</h2>
<p>Open this page in a recent Chrome/Edge (or any WebGPU-enabled browser).</p>
<h2>Graphics not available</h2>
<p>Your browser doesn't support WebGPU or WebGL. Open this page in a recent Chrome, Edge, or Firefox.</p>
</div>
</div>
<script type="module" src="/src/main.ts"></script>

View File

@@ -1,4 +1,6 @@
import { Renderer, UiState } from './engine/renderer'
import { GlRenderer } from './engine/gl-renderer'
import type { RendererLike } from './engine/types'
import { Input } from './ui/input'
import { DomOverlay } from './ui/overlay'
import { Router, Route } from './router'
@@ -9,7 +11,7 @@ const DPR_CAP = 2
export class App {
private canvas: HTMLCanvasElement
private renderer = new Renderer()
private renderer: RendererLike = new Renderer()
private input!: Input
private overlay!: DomOverlay
private router = new Router()
@@ -47,7 +49,11 @@ export class App {
this.router.replace(Router.sceneToBasePath(this.scene))
this.resize()
const ok = await this.renderer.init(this.canvas)
let ok = await this.renderer.init(this.canvas)
if (!ok) {
this.renderer = new GlRenderer()
ok = await this.renderer.init(this.canvas)
}
if (!ok) return false
this.startTime = performance.now()
this.running = true

127
src/engine/gl-renderer.ts Normal file
View File

@@ -0,0 +1,127 @@
import glslSource from './shaders/fullscreen.glsl?raw'
import type { UiState } from './renderer'
import type { RendererLike } from './types'
const UNIFORM_FLOATS = 48
const UNIFORM_BYTES = UNIFORM_FLOATS * 4
function compileShader(gl: WebGL2RenderingContext, type: number, source: string): WebGLShader | null {
const shader = gl.createShader(type)
if (!shader) return null
gl.shaderSource(shader, source)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('GL shader compile error:', gl.getShaderInfoLog(shader))
gl.deleteShader(shader)
return null
}
return shader
}
function linkProgram(gl: WebGL2RenderingContext, vs: WebGLShader, fs: WebGLShader): WebGLProgram | null {
const program = gl.createProgram()
if (!program) return null
gl.attachShader(program, vs)
gl.attachShader(program, fs)
gl.linkProgram(program)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('GL program link error:', gl.getProgramInfoLog(program))
gl.deleteProgram(program)
return null
}
return program
}
function splitShaderSource(source: string): { vs: string; fs: string } {
const parts = source.split('//---FRAGMENT---')
if (parts.length !== 2) throw new Error('GLSL source must contain //---VERTEX--- and //---FRAGMENT--- markers')
const vs = parts[0].replace('//---VERTEX---', '').trim()
const fs = parts[1].trim()
return { vs, fs }
}
export class GlRenderer implements RendererLike {
private gl: WebGL2RenderingContext | null = null
private program: WebGLProgram | null = null
private ubo: WebGLBuffer | null = null
private uniformData = new Float32Array(UNIFORM_FLOATS)
private _ready = false
get ready(): boolean {
return this._ready
}
async init(canvas: HTMLCanvasElement): Promise<boolean> {
const gl = canvas.getContext('webgl2', {
alpha: false,
antialias: false,
depth: false,
stencil: false,
preserveDrawingBuffer: false,
})
if (!gl) return false
this.gl = gl
const { vs: vsSrc, fs: fsSrc } = splitShaderSource(glslSource)
const vs = compileShader(gl, gl.VERTEX_SHADER, vsSrc)
if (!vs) return false
const fs = compileShader(gl, gl.FRAGMENT_SHADER, fsSrc)
if (!fs) {
gl.deleteShader(vs)
return false
}
const program = linkProgram(gl, vs, fs)
gl.deleteShader(vs)
gl.deleteShader(fs)
if (!program) return false
this.program = program
const ubo = gl.createBuffer()
if (!ubo) return false
gl.bindBuffer(gl.UNIFORM_BUFFER, ubo)
gl.bufferData(gl.UNIFORM_BUFFER, UNIFORM_BYTES, gl.DYNAMIC_DRAW)
const blockIndex = gl.getUniformBlockIndex(program, 'Uniforms')
if (blockIndex === gl.INVALID_INDEX) {
console.error('Uniform block "Uniforms" not found in GLSL program')
return false
}
gl.uniformBlockBinding(program, blockIndex, 0)
gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, ubo)
this.ubo = ubo
this._ready = true
return true
}
resize(): void {
if (!this.gl) return
this.gl.viewport(0, 0, this.gl.canvas.width, this.gl.canvas.height)
}
render(state: UiState): void {
const gl = this.gl
if (!gl || !this.ubo || !this._ready) return
const d = this.uniformData
d[0] = state.resolution[0]
d[1] = state.resolution[1]
d[2] = state.time
d[3] = state.scene
d[4] = state.mouse[0]
d[5] = state.mouse[1]
d[8] = state.dim
d.set(state.stemMultipliers, 16)
gl.bindBuffer(gl.UNIFORM_BUFFER, this.ubo)
gl.bufferSubData(gl.UNIFORM_BUFFER, 0, this.uniformData)
gl.useProgram(this.program)
gl.drawArrays(gl.TRIANGLES, 0, 3)
}
}

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@@ -0,0 +1,110 @@
//---VERTEX---
#version 300 es
const vec2 POSITIONS[3] = vec2[](
vec2(-1.0, -1.0),
vec2(-1.0, 3.0),
vec2( 3.0, -1.0)
);
out vec2 vUv;
void main() {
vec2 pos = POSITIONS[gl_VertexID];
gl_Position = vec4(pos, 0.0, 1.0);
vUv = pos;
}
//---FRAGMENT---
#version 300 es
precision highp float;
layout(std140) uniform Uniforms {
vec2 resolution;
float time;
float scene;
vec2 mouse;
vec4 date;
vec4 sampleRate;
vec4 stemMultipliers[8];
};
in vec2 vUv;
out vec4 outColor;
void main() {
vec2 fragCoord = (vUv * 0.5 + 0.5) * resolution;
vec2 uv = (fragCoord - 0.5 * resolution) / resolution.y;
float slowTime = time * 0.2;
vec3 bgGrey = vec3(0.11, 0.11, 0.12);
vec3 cardGrey = vec3(0.30, 0.32, 0.36);
vec3 coreWhite = vec3(0.90, 0.95, 0.90);
vec3 scene0 = vec3(0.20, 0.75, 0.20);
vec3 scene1 = vec3(0.85, 0.55, 0.20);
vec3 scene2 = vec3(0.25, 0.60, 0.95);
vec3 scene3 = vec3(0.90, 0.35, 0.55);
int sFloor = int(clamp(floor(scene), 0.0, 3.0));
int sCeil = int(clamp(ceil(scene), 0.0, 3.0));
vec3 c0;
if (sFloor == 0) c0 = scene0;
else if (sFloor == 1) c0 = scene1;
else if (sFloor == 2) c0 = scene2;
else c0 = scene3;
vec3 c1;
if (sCeil == 0) c1 = scene0;
else if (sCeil == 1) c1 = scene1;
else if (sCeil == 2) c1 = scene2;
else c1 = scene3;
float tBlend = scene - floor(scene);
float smoothT = tBlend * tBlend * (3.0 - 2.0 * tBlend);
vec3 sceneAccent = mix(c0, c1, smoothT);
vec2 mousePos = (mouse - 0.5 * resolution) / resolution.y;
float distMouse = length(uv - mousePos);
float influence = exp(-distMouse * 7.0);
uv += (mousePos - uv) * influence * 0.12;
float angle = atan(uv.y, uv.x);
float radius = length(uv);
float baseSpiral = angle + (radius * 8.0) - slowTime;
float ripple = sin(radius * 15.0 - (time * 0.5)) * 0.08;
float distortedSpiral = baseSpiral + ripple;
float armCount = 2.0;
float rChannel = smoothstep(0.05, 0.55, abs(sin((distortedSpiral + 0.04) * armCount)));
float gChannel = smoothstep(0.05, 0.55, abs(sin(distortedSpiral * armCount)));
float bChannel = smoothstep(0.05, 0.55, abs(sin((distortedSpiral - 0.04) * armCount)));
vec3 patternChannels = vec3(rChannel, gChannel, bChannel);
vec3 coreNeon = vec3(0.02 / (patternChannels + 0.025));
vec3 spiralColor = mix(cardGrey, sceneAccent, patternChannels.g);
vec3 primarySpiral = coreNeon * spiralColor;
float ringWave = sin(radius * 12.0 - (time * 1.5));
float sharpRing = smoothstep(0.85, 0.95, ringWave);
float ringMask = sharpRing * smoothstep(0.7, 0.1, radius);
vec3 secondaryRings = cardGrey * ringMask * 0.4;
float vignette = smoothstep(0.95, 0.4, radius);
vec3 finalColor = bgGrey + secondaryRings;
finalColor = mix(finalColor, primarySpiral, 0.85);
float centerLight = 0.015 / (radius + 0.02);
finalColor += centerLight * coreWhite;
finalColor += exp(-distMouse * 4.0) * 0.03 * sceneAccent;
float dim = date.x;
finalColor = mix(finalColor, vec3(0.0), dim);
outColor = vec4(finalColor * vignette, 1.0);
}

8
src/engine/types.ts Normal file
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@@ -0,0 +1,8 @@
import type { UiState } from './renderer'
export interface RendererLike {
readonly ready: boolean
init(canvas: HTMLCanvasElement): Promise<boolean>
render(state: UiState): void
resize(): void
}