Files
VFXdemo/display.js
2026-04-02 10:07:24 +08:00

880 lines
27 KiB
JavaScript

const pauseBtn = document.getElementById("pause-btn");
const resetBtn = document.getElementById("reset-btn");
const statsEl = document.getElementById("stats");
const globalFpsEl = document.getElementById("global-fps");
const shaderCountEl = document.getElementById("shader-count");
const searchInput = document.getElementById("search-input");
const gridEl = document.getElementById("preview-grid");
const detailViewEl = document.getElementById("detail-view");
const detailTitleEl = document.getElementById("detail-title");
const detailFpsEl = document.getElementById("detail-fps");
const detailCanvas = document.getElementById("detail-canvas");
const backBtn = document.getElementById("back-btn");
const API_BASE = "/api/shaders";
/** Grid previews: limit fill-rate so many cards can stay near 60fps (detail view uses full quality). */
const PREVIEW_MAX_PIXEL_RATIO = 1.25;
const PREVIEW_MAX_BUFFER_LONG_SIDE = 520;
const DETAIL_MAX_PIXEL_RATIO = 2;
const DETAIL_MAX_BUFFER_LONG_SIDE = 2560;
const GL_CONTEXT_OPTS = {
alpha: false,
antialias: false,
depth: false,
stencil: false,
powerPreference: "high-performance",
desynchronized: true,
};
/** Browsers cap concurrent WebGL contexts (~8); keep grid below so detail view + pool stay safe. */
const MAX_GRID_WEBGL_CONTEXTS = 7;
const WEBGL_TEARDOWN_DEBOUNCE_MS = 450;
let gridGlTouchCounter = 0;
const vertexShaderSource = `#version 300 es
precision highp float;
layout(location = 0) in vec2 aPosition;
void main() { gl_Position = vec4(aPosition, 0.0, 1.0); }`;
function toPortableGlsl(code) {
if (!code) return "";
let s = String(code);
const start = s.indexOf("void mainImage");
if (start >= 0) {
s = s.slice(0, s.length);
}
s = s
.replace(/float2/g, "vec2")
.replace(/float3/g, "vec3")
.replace(/float4/g, "vec4")
.replace(/int2/g, "ivec2")
.replace(/int3/g, "ivec3")
.replace(/int4/g, "ivec4")
.replace(/precise::tanh/g, "tanh")
.replace(/ANGLE_userUniforms\._uiResolution/g, "iResolution")
.replace(/ANGLE_userUniforms\._uiTime/g, "iTime")
.replace(/ANGLE_userUniforms\._uiMouse/g, "iMouse")
.replace(/ANGLE_texture\([^)]*\)/g, "vec4(0.0)")
.replace(/ANGLE_texelFetch\([^)]*\)/g, "vec4(0.0)")
.replace(/ANGLE_mod\(/g, "mod(")
.replace(/\[\[[^\]]+\]\]/g, "")
.replace(/template\s*[^\n]*\n/g, "")
.replace(/ANGLE_out\(([^)]+)\)/g, "$1")
.replace(/ANGLE_swizzle_ref\(([^)]+)\)/g, "$1")
.replace(/ANGLE_elem_ref\(([^)]+)\)/g, "$1")
.replace(/(\d+\.\d+|\d+)f\b/g, "$1");
// Keep only helper functions + mainImage block, drop struct/template leftovers.
const mi = s.indexOf("void mainImage");
if (mi >= 0) {
const head = s.slice(0, mi);
const helpers = head
.split("\n\n")
.filter((blk) => /(void|float|vec[234]|mat[234])\s+[A-Za-z_][A-Za-z0-9_]*\s*\(/.test(blk))
.join("\n\n");
const mainPart = s.slice(mi);
return `${helpers}\n\n${mainPart}`;
}
return s;
}
function fallbackShader(name) {
const h = (name || "shader")
.split("")
.reduce((a, c) => (a * 33 + c.charCodeAt(0)) >>> 0, 5381);
const k1 = ((h % 97) / 97).toFixed(3);
const k2 = (((h >> 5) % 89) / 89).toFixed(3);
return `void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime;
float v = sin(uv.x * (8.0 + ${k1} * 8.0) + t * (1.4 + ${k2} * 1.2))
+ cos(uv.y * (10.0 + ${k2} * 6.0) - t * (1.1 + ${k1}));
vec3 col = 0.5 + 0.5 * cos(vec3(0.2, 1.2, 2.2) + v + t);
fragColor = vec4(col, 1.0);
}`;
}
function buildFragmentShader(userCode) {
return `#version 300 es
precision highp float;
out vec4 outColor;
uniform vec3 iResolution;
uniform float iTime;
uniform float iTimeDelta;
uniform int iFrame;
uniform vec4 iMouse;
uniform vec4 iDate;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
uniform sampler2D iChannel2;
uniform sampler2D iChannel3;
${userCode}
void main() { mainImage(outColor, gl_FragCoord.xy); }`;
}
function setIDateUniform(gl, loc) {
if (loc == null) return;
const d = new Date();
gl.uniform4f(
loc,
d.getFullYear(),
d.getMonth() + 1,
d.getDate(),
d.getHours() * 3600 + d.getMinutes() * 60 + d.getSeconds() + d.getMilliseconds() * 0.001
);
}
function createQuad(gl) {
const quad = new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]);
const vao = gl.createVertexArray();
const vbo = gl.createBuffer();
gl.bindVertexArray(vao);
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, quad, gl.STATIC_DRAW);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.bindVertexArray(null);
return { vao, vbo };
}
function compileProgram(gl, fragmentShaderSource) {
function compile(type, label, source) {
if (gl.isContextLost?.()) {
throw new Error(`${label}: WebGL context lost`);
}
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
let info = (gl.getShaderInfoLog(shader) || "").trim();
if (!info) {
const err = gl.getError();
info =
err && err !== gl.NO_ERROR
? `WebGL getError 0x${err.toString(16)} (driver returned no compile log)`
: "No compile log (often: shader too complex, loop/unroll limits, or driver bug). Try a simpler shader.";
}
gl.deleteShader(shader);
throw new Error(`${label} shader:\n${info}`);
}
return shader;
}
const vs = compile(gl.VERTEX_SHADER, "Vertex", vertexShaderSource);
const fs = compile(gl.FRAGMENT_SHADER, "Fragment", fragmentShaderSource);
const program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
gl.deleteShader(vs);
gl.deleteShader(fs);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
let info = (gl.getProgramInfoLog(program) || "").trim();
if (!info) {
const err = gl.getError();
info =
err && err !== gl.NO_ERROR
? `WebGL getError 0x${err.toString(16)} (no link log)`
: "No link log (vertex/fragment interface mismatch or resource limits).";
}
gl.deleteProgram(program);
throw new Error(`Program link:\n${info}`);
}
return program;
}
function createTexture(gl, width, height, data) {
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
gl.bindTexture(gl.TEXTURE_2D, null);
return tex;
}
function createDefaultChannelTextures(gl, noiseSize = 256) {
// iChannel0: audio-like lookup texture (matches many shadertoy audio assumptions)
const w0 = 512;
const h0 = 2;
const d0 = new Uint8Array(w0 * h0 * 4);
for (let x = 0; x < w0; x++) {
const t = x / (w0 - 1);
const fft = Math.floor(255 * Math.pow(1.0 - t, 1.8));
const wave = Math.floor(128 + 127 * Math.sin(t * Math.PI * 10.0));
// row0: fft, row1: waveform
const i0 = (x + 0 * w0) * 4;
const i1 = (x + 1 * w0) * 4;
d0[i0] = fft; d0[i0 + 1] = fft; d0[i0 + 2] = fft; d0[i0 + 3] = 255;
d0[i1] = wave; d0[i1 + 1] = wave; d0[i1 + 2] = wave; d0[i1 + 3] = 255;
}
// iChannel1/2/3: tiling noise/grain-like textures (smaller in grid previews).
const size = noiseSize;
const makeNoise = (scaleA, scaleB) => {
const d = new Uint8Array(size * size * 4);
for (let y = 0; y < size; y++) {
for (let x = 0; x < size; x++) {
const i = (y * size + x) * 4;
const n = Math.floor(
127 +
127 *
Math.sin((x * scaleA + y * scaleB) * 0.11) *
Math.cos((x * scaleB - y * scaleA) * 0.07)
);
d[i] = n;
d[i + 1] = (n * 37) & 255;
d[i + 2] = (n * 73) & 255;
d[i + 3] = 255;
}
}
return d;
};
return [
createTexture(gl, w0, h0, d0),
createTexture(gl, size, size, makeNoise(1.0, 0.7)),
createTexture(gl, size, size, makeNoise(0.8, 1.3)),
createTexture(gl, size, size, makeNoise(1.7, 0.4)),
];
}
function bindChannelTextures(gl, channelUniformLocs, channelTextures) {
for (let i = 0; i < 4; i++) {
if (channelUniformLocs[i] == null) continue;
gl.activeTexture(gl.TEXTURE0 + i);
gl.bindTexture(gl.TEXTURE_2D, channelTextures[i]);
gl.uniform1i(channelUniformLocs[i], i);
}
gl.activeTexture(gl.TEXTURE0);
}
function computePreviewBufferSize(cssW, cssH) {
const dpr = Math.min(window.devicePixelRatio || 1, PREVIEW_MAX_PIXEL_RATIO);
let w = Math.max(1, Math.floor(cssW * dpr));
let h = Math.max(1, Math.floor(cssH * dpr));
const long = Math.max(w, h);
if (long > PREVIEW_MAX_BUFFER_LONG_SIDE) {
const s = PREVIEW_MAX_BUFFER_LONG_SIDE / long;
w = Math.max(1, Math.floor(w * s));
h = Math.max(1, Math.floor(h * s));
}
return { w, h };
}
function computeDetailBufferSize(cssW, cssH) {
const dpr = Math.min(window.devicePixelRatio || 1, DETAIL_MAX_PIXEL_RATIO);
let w = Math.max(1, Math.floor(cssW * dpr));
let h = Math.max(1, Math.floor(cssH * dpr));
const long = Math.max(w, h);
if (long > DETAIL_MAX_BUFFER_LONG_SIDE) {
const s = DETAIL_MAX_BUFFER_LONG_SIDE / long;
w = Math.max(1, Math.floor(w * s));
h = Math.max(1, Math.floor(h * s));
}
return { w, h };
}
function countGridWebGLContexts() {
let n = 0;
for (const p of previews) {
if (p.gl) n += 1;
}
return n;
}
function tearDownPreviewWebGL(state) {
if (state._tearDownTimer) {
clearTimeout(state._tearDownTimer);
state._tearDownTimer = null;
}
state._staticRendered = false;
state._staticDirty = true;
if (!state.gl) return;
const gl = state.gl;
try {
if (state.program) gl.deleteProgram(state.program);
if (state.vao) gl.deleteVertexArray(state.vao);
if (state.vbo) gl.deleteBuffer(state.vbo);
if (state.channelTextures) state.channelTextures.forEach((t) => gl.deleteTexture(t));
} catch (_) {
/* context may already be lost */
}
const ext = gl.getExtension("WEBGL_lose_context");
if (ext) ext.loseContext();
state.gl = null;
state.program = null;
state.vao = null;
state.vbo = null;
state.channelTextures = null;
state.channelUniforms = null;
state.uniforms = null;
}
/** Only evict GPU for cards that are not visible / filtered out — avoids thrash when many cards are on-screen. */
function evictOffscreenGridWebGLContext() {
const off = previews.filter((p) => p.gl && (!p.visible || p.card.style.display === "none"));
if (!off.length) return false;
off.sort((a, b) => (a._glTouchSeq || 0) - (b._glTouchSeq || 0));
tearDownPreviewWebGL(off[0]);
return true;
}
function ensurePreviewWebGL(state) {
if (state.gl || state.compileFailed) return;
const errorEl = state.card.querySelector(".error");
while (countGridWebGLContexts() >= MAX_GRID_WEBGL_CONTEXTS) {
if (!evictOffscreenGridWebGLContext()) break;
}
if (countGridWebGLContexts() >= MAX_GRID_WEBGL_CONTEXTS) {
return;
}
const gl = state.canvas.getContext("webgl2", GL_CONTEXT_OPTS);
if (!gl) {
errorEl.textContent = "当前浏览器不支持 WebGL2";
state.compileFailed = true;
return;
}
let program;
let codeForRender = state.code;
try {
program = compileProgram(gl, buildFragmentShader(codeForRender));
errorEl.textContent = "";
} catch (_err1) {
try {
codeForRender = toPortableGlsl(state.code);
program = compileProgram(gl, buildFragmentShader(codeForRender));
errorEl.textContent = "";
} catch (_err2) {
codeForRender = fallbackShader(state.name);
try {
program = compileProgram(gl, buildFragmentShader(codeForRender));
errorEl.textContent = "";
} catch (err3) {
errorEl.textContent = `编译失败:\n${String(err3.message || err3)}`;
state.compileFailed = true;
const ext = gl.getExtension("WEBGL_lose_context");
if (ext) ext.loseContext();
return;
}
}
}
state.codeForRender = codeForRender;
const { vao, vbo } = createQuad(gl);
const channelTextures = createDefaultChannelTextures(gl, 128);
const channelUniforms = [
gl.getUniformLocation(program, "iChannel0"),
gl.getUniformLocation(program, "iChannel1"),
gl.getUniformLocation(program, "iChannel2"),
gl.getUniformLocation(program, "iChannel3"),
];
const uniforms = {
iResolution: gl.getUniformLocation(program, "iResolution"),
iTime: gl.getUniformLocation(program, "iTime"),
iTimeDelta: gl.getUniformLocation(program, "iTimeDelta"),
iFrame: gl.getUniformLocation(program, "iFrame"),
iMouse: gl.getUniformLocation(program, "iMouse"),
iDate: gl.getUniformLocation(program, "iDate"),
};
state.gl = gl;
state.program = program;
state.vao = vao;
state.vbo = vbo;
state.channelTextures = channelTextures;
state.channelUniforms = channelUniforms;
state.uniforms = uniforms;
state._glTouchSeq = ++gridGlTouchCounter;
state._staticDirty = true;
}
const previews = [];
/** Driven by scheduleRender(); only runs while detail / hover / pending static thumbs need a frame. */
let renderRafId = 0;
function scheduleRender() {
if (renderRafId) return;
renderRafId = requestAnimationFrame((ts) => {
renderRafId = 0;
renderAll(ts);
});
}
function shouldKeepAnimatingGrid() {
for (const p of previews) {
if (p.card.style.display === "none") continue;
if (!p.visible) continue;
if (p.isPointerOver) return true;
}
return false;
}
function needsStaticThumbnailPass() {
for (const p of previews) {
if (p.card.style.display === "none") continue;
if (!p.visible) continue;
if (p.isPointerOver) continue;
if (p.compileFailed) continue;
if (p._staticRendered && !p._staticDirty) continue;
if (!p.gl && countGridWebGLContexts() >= MAX_GRID_WEBGL_CONTEXTS) continue;
return true;
}
return false;
}
function shouldScheduleNextFrame() {
if (detailRuntime) return true;
if (shouldKeepAnimatingGrid()) return true;
if (needsStaticThumbnailPass()) return true;
return false;
}
let paused = false;
let elapsed = 0;
let frame = 0;
let lastTs = performance.now();
let fpsCounter = 0;
let fps = 0;
let lastSec = 0;
let detailFpsCounter = 0;
let detailFps = 0;
let detailLastSec = 0;
let detailRuntime = null;
let searchKeyword = "";
let lastSignature = "";
function createPreviewCard(shader) {
const { id, name, author = "unknown", views = 0, likes = 0, code } = shader;
const card = document.createElement("article");
card.className = "card";
card.dataset.search = `${name} ${author}`.toLowerCase();
card.innerHTML = `
<div class="card-head">
<strong>${name}</strong>
<div style="display:flex; gap:6px;">
<button type="button" class="pause-local-btn">暂停</button>
</div>
</div>
<canvas></canvas>
<div class="card-meta">
<span>by ${author}</span>
<span>views ${views} | likes ${likes}</span>
</div>
<div class="card-head error"></div>
`;
const canvas = card.querySelector("canvas");
const errorEl = card.querySelector(".error");
const pauseLocalBtn = card.querySelector(".pause-local-btn");
const state = {
id,
name,
code,
codeForRender: code,
compileFailed: false,
card,
canvas,
gl: null,
program: null,
vao: null,
vbo: null,
channelTextures: null,
channelUniforms: null,
uniforms: null,
mouse: { x: 0, y: 0, downX: 0, downY: 0, down: false },
isPlaying: true,
localTime: 0,
localFrame: 0,
lastTick: performance.now(),
visible: false,
_layoutW: 0,
_layoutH: 0,
_glTouchSeq: 0,
_tearDownTimer: null,
isPointerOver: false,
_staticRendered: false,
_staticDirty: true,
};
card.addEventListener("mouseenter", () => {
state.isPointerOver = true;
state.lastTick = performance.now();
scheduleRender();
});
card.addEventListener("mouseleave", () => {
state.isPointerOver = false;
state.localTime = 0;
state.localFrame = 0;
state._staticDirty = true;
state._staticRendered = false;
scheduleRender();
});
canvas.addEventListener("mousemove", (event) => {
const rect = canvas.getBoundingClientRect();
const bw = canvas.width || Math.max(1, state._layoutW || rect.width);
const bh = canvas.height || Math.max(1, state._layoutH || rect.height);
state.mouse.x = ((event.clientX - rect.left) / rect.width) * bw;
state.mouse.y = ((rect.bottom - event.clientY) / rect.height) * bh;
});
canvas.addEventListener("mousedown", () => {
state.mouse.down = true;
state.mouse.downX = state.mouse.x;
state.mouse.downY = state.mouse.y;
});
window.addEventListener("mouseup", () => {
state.mouse.down = false;
});
pauseLocalBtn.addEventListener("click", (event) => {
event.stopPropagation();
state.isPlaying = !state.isPlaying;
state.lastTick = performance.now();
pauseLocalBtn.textContent = state.isPlaying ? "暂停" : "继续";
scheduleRender();
});
canvas.addEventListener("click", () => openDetail(state));
gridEl.appendChild(card);
const ro = new ResizeObserver((entries) => {
for (const entry of entries) {
if (entry.target !== canvas) continue;
const cr = entry.contentRect;
state._layoutW = cr.width;
state._layoutH = cr.height;
state._staticDirty = true;
scheduleRender();
}
});
ro.observe(canvas);
state._resizeObserver = ro;
const io = new IntersectionObserver(
(entries) => {
for (const e of entries) {
if (e.target !== canvas) continue;
state.visible = e.isIntersecting;
if (e.isIntersecting) {
if (state._tearDownTimer) {
clearTimeout(state._tearDownTimer);
state._tearDownTimer = null;
}
state._staticDirty = true;
state._staticRendered = false;
ensurePreviewWebGL(state);
scheduleRender();
} else {
if (state._tearDownTimer) clearTimeout(state._tearDownTimer);
state._tearDownTimer = setTimeout(() => {
state._tearDownTimer = null;
if (!state.visible) tearDownPreviewWebGL(state);
}, WEBGL_TEARDOWN_DEBOUNCE_MS);
}
}
},
{ root: null, rootMargin: "120px", threshold: 0.01 }
);
io.observe(canvas);
state._io = io;
previews.push(state);
}
function clearPreviews() {
previews.forEach((preview) => {
tearDownPreviewWebGL(preview);
if (preview._resizeObserver) preview._resizeObserver.disconnect();
if (preview._io) preview._io.disconnect();
preview.card.remove();
});
previews.length = 0;
}
function closeDetail() {
detailViewEl.classList.remove("active");
detailViewEl.setAttribute("aria-hidden", "true");
if (!detailRuntime) return;
const { gl, program, vao, vbo, channelTextures = [], _detailResizeObserver } = detailRuntime;
if (_detailResizeObserver) _detailResizeObserver.disconnect();
gl.deleteProgram(program);
gl.deleteVertexArray(vao);
gl.deleteBuffer(vbo);
channelTextures.forEach((tex) => gl.deleteTexture(tex));
detailRuntime = null;
}
function openDetail(previewState) {
closeDetail();
const gl = detailCanvas.getContext("webgl2", GL_CONTEXT_OPTS);
if (!gl) return;
let program;
const detailCode = previewState.codeForRender || previewState.code;
try {
program = compileProgram(gl, buildFragmentShader(detailCode));
} catch (err) {
statsEl.textContent = `详情编译失败: ${String(err.message || err)}`;
return;
}
const { vao, vbo } = createQuad(gl);
const channelTextures = createDefaultChannelTextures(gl, 256);
const channelUniforms = [
gl.getUniformLocation(program, "iChannel0"),
gl.getUniformLocation(program, "iChannel1"),
gl.getUniformLocation(program, "iChannel2"),
gl.getUniformLocation(program, "iChannel3"),
];
detailRuntime = {
gl,
program,
vao,
vbo,
channelTextures,
channelUniforms,
uniforms: {
iResolution: gl.getUniformLocation(program, "iResolution"),
iTime: gl.getUniformLocation(program, "iTime"),
iTimeDelta: gl.getUniformLocation(program, "iTimeDelta"),
iFrame: gl.getUniformLocation(program, "iFrame"),
iMouse: gl.getUniformLocation(program, "iMouse"),
iDate: gl.getUniformLocation(program, "iDate"),
},
mouse: { x: 0, y: 0, downX: 0, downY: 0, down: false },
_layoutW: 0,
_layoutH: 0,
};
const dro = new ResizeObserver((entries) => {
for (const e of entries) {
if (e.target !== detailCanvas) continue;
const cr = e.contentRect;
detailRuntime._layoutW = cr.width;
detailRuntime._layoutH = cr.height;
}
});
dro.observe(detailCanvas);
detailRuntime._detailResizeObserver = dro;
detailTitleEl.textContent = previewState.name;
detailViewEl.classList.add("active");
detailViewEl.setAttribute("aria-hidden", "false");
scheduleRender();
}
function applySearch() {
const keyword = searchKeyword.trim().toLowerCase();
for (const preview of previews) {
preview.card.style.display = !keyword || preview.card.dataset.search.includes(keyword) ? "" : "none";
}
scheduleRender();
}
async function loadShaders() {
try {
const res = await fetch(`${API_BASE}?t=${Date.now()}`, { cache: "no-store" });
if (!res.ok) throw new Error("加载失败");
const shaders = await res.json();
const signature = JSON.stringify(
shaders.map((s) => ({ id: s.id, updatedAt: s.updatedAt || s.createdAt || "", name: s.name }))
);
if (signature !== lastSignature) {
lastSignature = signature;
clearPreviews();
shaders.forEach(createPreviewCard);
applySearch();
syncStats();
}
} catch (err) {
statsEl.textContent = `读取后端失败:${String(err.message || err)}`;
}
}
function syncStats() {
statsEl.textContent = `预览数量: ${previews.length} | 全局时间: ${elapsed.toFixed(2)}s | 状态: ${
paused ? "已暂停" : "运行中"
}`;
shaderCountEl.textContent = `${previews.length} shaders`;
}
function renderAll(ts) {
const dt = Math.min((ts - lastTs) / 1000, 0.05);
lastTs = ts;
if (!paused) {
elapsed += dt;
frame += 1;
}
if (Math.floor(elapsed) !== lastSec) {
lastSec = Math.floor(elapsed);
fps = fpsCounter;
fpsCounter = 0;
globalFpsEl.textContent = `FPS: ${fps}`;
} else {
fpsCounter += 1;
}
const detailOpen = !!detailRuntime;
for (const preview of previews) {
let localDt = 0;
if (!detailOpen) {
const now = performance.now();
localDt = Math.min((now - preview.lastTick) / 1000, 0.05);
preview.lastTick = now;
if (preview.isPointerOver && preview.isPlaying && !paused) {
preview.localTime += localDt;
preview.localFrame += 1;
}
}
if (
!detailOpen &&
preview.card.style.display !== "none" &&
preview.visible &&
!preview.gl &&
!preview.compileFailed
) {
ensurePreviewWebGL(preview);
}
if (detailOpen) continue;
if (preview.card.style.display === "none") continue;
if (preview.visible === false) continue;
if (!preview.gl) continue;
const isAnim = preview.isPointerOver;
if (!isAnim && preview._staticRendered && !preview._staticDirty) continue;
const { gl, canvas, program, vao, uniforms, mouse, channelTextures, channelUniforms } = preview;
if (!preview._layoutW || !preview._layoutH) {
const r = canvas.getBoundingClientRect();
preview._layoutW = r.width;
preview._layoutH = r.height;
}
const { w, h } = computePreviewBufferSize(preview._layoutW, preview._layoutH);
if (canvas.width !== w || canvas.height !== h) {
canvas.width = w;
canvas.height = h;
gl.viewport(0, 0, w, h);
if (!isAnim) preview._staticDirty = true;
}
gl.useProgram(program);
bindChannelTextures(gl, channelUniforms, channelTextures);
gl.uniform3f(uniforms.iResolution, canvas.width, canvas.height, 1);
if (isAnim) {
gl.uniform1f(uniforms.iTime, preview.localTime);
gl.uniform1f(uniforms.iTimeDelta, preview.isPlaying && !paused ? localDt : 0);
gl.uniform1i(uniforms.iFrame, preview.localFrame);
} else {
gl.uniform1f(uniforms.iTime, 0);
gl.uniform1f(uniforms.iTimeDelta, 0);
gl.uniform1i(uniforms.iFrame, 0);
}
setIDateUniform(gl, uniforms.iDate);
gl.uniform4f(
uniforms.iMouse,
mouse.x,
mouse.y,
mouse.down ? mouse.downX : -mouse.downX,
mouse.down ? mouse.downY : -mouse.downY
);
gl.bindVertexArray(vao);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.bindVertexArray(null);
preview._glTouchSeq = ++gridGlTouchCounter;
if (!isAnim) {
preview._staticRendered = true;
preview._staticDirty = false;
}
}
if (detailRuntime) {
const { gl, program, vao, uniforms, mouse, channelTextures, channelUniforms } = detailRuntime;
const lw =
detailRuntime._layoutW > 0 ? detailRuntime._layoutW : detailCanvas.clientWidth || 1;
const lh =
detailRuntime._layoutH > 0 ? detailRuntime._layoutH : detailCanvas.clientHeight || 1;
const { w, h } = computeDetailBufferSize(lw, lh);
if (detailCanvas.width !== w || detailCanvas.height !== h) {
detailCanvas.width = w;
detailCanvas.height = h;
gl.viewport(0, 0, w, h);
}
gl.useProgram(program);
bindChannelTextures(gl, channelUniforms, channelTextures);
gl.uniform3f(uniforms.iResolution, detailCanvas.width, detailCanvas.height, 1);
gl.uniform1f(uniforms.iTime, elapsed);
gl.uniform1f(uniforms.iTimeDelta, dt);
gl.uniform1i(uniforms.iFrame, frame);
setIDateUniform(gl, uniforms.iDate);
gl.uniform4f(
uniforms.iMouse,
mouse.x,
mouse.y,
mouse.down ? mouse.downX : -mouse.downX,
mouse.down ? mouse.downY : -mouse.downY
);
gl.bindVertexArray(vao);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.bindVertexArray(null);
if (Math.floor(elapsed) !== detailLastSec) {
detailLastSec = Math.floor(elapsed);
detailFps = detailFpsCounter;
detailFpsCounter = 0;
detailFpsEl.textContent = `FPS: ${detailFps}`;
} else {
detailFpsCounter += 1;
}
}
if (shouldScheduleNextFrame()) scheduleRender();
}
pauseBtn.addEventListener("click", () => {
paused = !paused;
pauseBtn.textContent = paused ? "全局继续" : "全局暂停";
syncStats();
scheduleRender();
});
resetBtn.addEventListener("click", () => {
elapsed = 0;
frame = 0;
fpsCounter = 0;
lastSec = 0;
detailLastSec = 0;
detailFpsCounter = 0;
syncStats();
scheduleRender();
});
backBtn.addEventListener("click", () => {
closeDetail();
scheduleRender();
});
detailCanvas.addEventListener("mousemove", (event) => {
if (!detailRuntime) return;
const rect = detailCanvas.getBoundingClientRect();
detailRuntime.mouse.x = ((event.clientX - rect.left) / rect.width) * detailCanvas.width;
detailRuntime.mouse.y = ((rect.bottom - event.clientY) / rect.height) * detailCanvas.height;
});
detailCanvas.addEventListener("mousedown", () => {
if (!detailRuntime) return;
detailRuntime.mouse.down = true;
detailRuntime.mouse.downX = detailRuntime.mouse.x;
detailRuntime.mouse.downY = detailRuntime.mouse.y;
});
window.addEventListener("mouseup", () => {
if (!detailRuntime) return;
detailRuntime.mouse.down = false;
});
searchInput.addEventListener("input", (event) => {
searchKeyword = event.target.value || "";
applySearch();
});
loadShaders();
setInterval(loadShaders, 3000);
scheduleRender();