Move fullscreen wash to WebGPU

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lucast committed 2026-10-06 02:11:56 +02:00
1 parent ebd6fedd89
commit b696da1854
5 files changed
+579 -134

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@@ -1,23 +1,30 @@
<script setup lang="ts">
import {
extractPalette,
fromOkLab,
toOkLab,
type AlbumPalette,
} from "./palette"
import { createCpuRenderer } from "./renderers/cpu"
import { createWebGpuRenderer } from "./renderers/webgpu"
import type { BackgroundFrame, BackgroundRenderer } from "./renderers/types"
import { shapeBeatPulse } from "~/utils/beat"
const props = defineProps<{ src: string; active: boolean }>()
const ANIMATION_SPEED = 0.3
const { beatEnergy } = usePlayer()
const canvas = ref<HTMLCanvasElement | null>(null)
const cpuCanvas = ref<HTMLCanvasElement | null>(null)
const webGpuCanvas = ref<HTMLCanvasElement | null>(null)
const palette = ref<AlbumPalette | null>(null)
const backend = ref<"cpu" | "webgpu">("cpu")
let frame = 0
let startedAt = 0
let lastFrameAt = 0
let random = [0, 0]
let random: [number, number] = [0, 0]
let angleJitter = 0
let flowParams: [number, number, number, number] = [5, 25, 0.75, -0.08]
let cpuRenderer: BackgroundRenderer | null = null
let webGpuRenderer: BackgroundRenderer | null = null
let activeRenderer: BackgroundRenderer | null = null
let disposed = false
const fallback: AlbumPalette = { dominant: [30, 35, 55], accent: [105, 65, 45] }
@@ -26,23 +33,19 @@ function loadArtwork() {
image.crossOrigin = "anonymous"
image.onload = () => {
try {
setPalette(extractPalette(image))
palette.value = extractPalette(image)
} catch {
setPalette(fallback)
palette.value = fallback
}
}
image.onerror = () => {
setPalette(fallback)
palette.value = fallback
}
image.src = props.src
}
function setPalette(next: AlbumPalette) {
palette.value = next
}
function randomizeMotion() {
random = Array.from({ length: 2 }, () => Math.random() * Math.PI * 2)
random = [Math.random() * Math.PI * 2, Math.random() * Math.PI * 2]
angleJitter = (Math.random() - 0.5) * 0.3
flowParams = [
4.5 + Math.random(),
@@ -52,6 +55,101 @@ function randomizeMotion() {
]
}
function useCpuFallback() {
if (!cpuRenderer) return
activeRenderer = cpuRenderer
backend.value = "cpu"
}
async function initializeRenderers() {
const cpuElement = cpuCanvas.value
const gpuElement = webGpuCanvas.value
if (!cpuElement || !gpuElement) return
cpuRenderer = createCpuRenderer(cpuElement)
activeRenderer = cpuRenderer
if (!cpuRenderer) {
console.warn("[background renderer] 2D canvas is unavailable")
return
}
let rendererLost = false
const renderer = await createWebGpuRenderer(gpuElement, () => {
rendererLost = true
webGpuRenderer = null
console.warn("[background renderer] WebGPU device lost; using CPU")
useCpuFallback()
})
if (!renderer) return
if (disposed || rendererLost) {
renderer.dispose()
return
}
webGpuRenderer = renderer
activeRenderer = renderer
backend.value = "webgpu"
console.info("[background renderer] using WebGPU")
}
function makeFrame(now: number, canvas: HTMLCanvasElement): BackgroundFrame {
if (!startedAt) startedAt = now
const width = 224
const height = Math.max(
72,
Math.round(
(width * canvas.clientHeight) / Math.max(1, canvas.clientWidth),
),
)
return {
width,
height,
time: ((now - startedAt) / 1000) * ANIMATION_SPEED,
beat: shapeBeatPulse(beatEnergy.value),
random,
angleJitter,
flowParams,
palette: palette.value ?? fallback,
}
}
function draw(now: number) {
if (!props.active || disposed) return
if (now - lastFrameAt < 1000 / 24) {
frame = requestAnimationFrame(draw)
return
}
lastFrameAt = now
const canvas = backend.value === "webgpu" ? webGpuCanvas.value : cpuCanvas.value
if (canvas && activeRenderer) {
const renderFrame = makeFrame(now, canvas)
canvas.style.transform = `scale(${1.08 + renderFrame.beat * 0.003})`
try {
activeRenderer.render(renderFrame)
} catch (error) {
if (backend.value === "webgpu") {
console.warn(
"[background renderer] WebGPU render failed; using CPU",
error,
)
webGpuRenderer?.dispose()
webGpuRenderer = null
useCpuFallback()
cpuCanvas.value?.style.setProperty(
"transform",
`scale(${1.08 + renderFrame.beat * 0.003})`,
)
try {
cpuRenderer?.render(renderFrame)
} catch (fallbackError) {
console.warn("[background renderer] CPU fallback failed", fallbackError)
}
} else {
console.warn("[background renderer] CPU render failed", error)
}
}
}
frame = requestAnimationFrame(draw)
}
function startAnimation() {
cancelAnimationFrame(frame)
startedAt = 0
@@ -60,147 +158,42 @@ function startAnimation() {
frame = requestAnimationFrame(draw)
}
function gradientHash(x: number, y: number): [number, number] {
const hash = (a: number, b: number, xScale: number, yScale: number) => {
const value = Math.sin(a * xScale + b * yScale) * 43758.5453
return (value - Math.floor(value)) * 2 - 1
}
return [hash(x, y, 127.1, 311.7), hash(x, y, 269.5, 183.3)]
}
function gradientNoise(x: number, y: number) {
const cellX = Math.floor(x)
const cellY = Math.floor(y)
const offsetX = x - cellX
const offsetY = y - cellY
const easeX = offsetX * offsetX * (3 - 2 * offsetX)
const easeY = offsetY * offsetY * (3 - 2 * offsetY)
const dot = (cx: number, cy: number, ox: number, oy: number) => {
const [gx, gy] = gradientHash(cx, cy)
return gx * ox + gy * oy
}
const lower =
dot(cellX, cellY, offsetX, offsetY) * (1 - easeX) +
dot(cellX + 1, cellY, offsetX - 1, offsetY) * easeX
const upper =
dot(cellX, cellY + 1, offsetX, offsetY - 1) * (1 - easeX) +
dot(cellX + 1, cellY + 1, offsetX - 1, offsetY - 1) * easeX
return 0.5 + 0.5 * (lower * (1 - easeY) + upper * easeY)
}
function smoothstep(edge0: number, edge1: number, value: number) {
const amount = Math.max(0, Math.min(1, (value - edge0) / (edge1 - edge0)))
return amount * amount * (3 - 2 * amount)
}
function ditherNoise(x: number, y: number, channel: number) {
const value = Math.sin(
(x + channel * 17) * 127.1 + (y + channel * 59) * 311.7,
) * 43758.5453
return value - Math.floor(value) - 0.5
}
function flowPoint(x: number, y: number, time: number): [number, number] {
const degree = gradientNoise(
time * 0.1 + random[0] * 0.07,
x * y + random[1] * 0.07,
)
const angle = (((degree - 0.5) * 720 + 180) * Math.PI) / 180 + angleJitter
const sine = Math.sin(angle)
const cosine = Math.cos(angle)
let flowX = x * cosine - y * sine
let flowY = x * sine + y * cosine
const speed = time * flowParams[2]
flowX += Math.sin(flowY * flowParams[0] + speed) / flowParams[1]
flowY +=
Math.sin(flowX * flowParams[0] * 1.5 + speed) / (flowParams[1] * 0.5)
const tiltSine = Math.sin(flowParams[3])
const tiltCosine = Math.cos(flowParams[3])
return [
flowX * tiltCosine - flowY * tiltSine,
flowX * tiltSine + flowY * tiltCosine,
]
}
function draw(now: number) {
const element = canvas.value
const context = element?.getContext("2d")
if (!element || !context) return
if (!startedAt) startedAt = now
if (now - lastFrameAt < 1000 / 24) {
frame = requestAnimationFrame(draw)
return
}
lastFrameAt = now
const time = (now - startedAt) / 1000
const width = 224
const height = Math.max(
72,
Math.round(
(width * element.clientHeight) / Math.max(1, element.clientWidth),
),
)
if (element.width !== width || element.height !== height) {
element.width = width
element.height = height
}
const image = context.createImageData(width, height)
const colors = palette.value ?? fallback
const dominant = toOkLab(colors.dominant)
const accent = toOkLab(colors.accent)
const maxPaletteLightness = Math.max(dominant[0], accent[0])
const motionTime = time * ANIMATION_SPEED
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const px = x / (width - 1)
const py = y / (height - 1)
const point = flowPoint(px - 0.5, py - 0.5, motionTime)
const blend = smoothstep(-0.34, 0.16, point[0])
const transition = 1 - Math.abs(blend * 2 - 1)
const lab = dominant.map(
(value, channel) =>
value * (1 - blend) + accent[channel] * blend,
) as [number, number, number]
const beat = shapeBeatPulse(beatEnergy.value)
lab[0] = Math.min(maxPaletteLightness, lab[0] + beat * 0.01)
lab[1] *= 1 + beat * 0.02
lab[2] *= 1 + beat * 0.02
const color = fromOkLab(lab)
const offset = (y * width + x) * 4
image.data[offset] = color[0] + ditherNoise(x, y, 0) * transition * 3
image.data[offset + 1] = color[1] + ditherNoise(x, y, 1) * transition * 3
image.data[offset + 2] = color[2] + ditherNoise(x, y, 2) * transition * 3
image.data[offset + 3] = 255
}
}
element.style.transform = `scale(${1.08 + shapeBeatPulse(beatEnergy.value) * 0.003})`
context.putImageData(image, 0, 0)
if (props.active) frame = requestAnimationFrame(draw)
}
watch(() => props.src, loadArtwork)
watch(
() => props.active,
(active) => {
if (active) startAnimation()
else {
cancelAnimationFrame(frame)
}
else cancelAnimationFrame(frame)
},
)
onMounted(() => {
loadArtwork()
void initializeRenderers()
if (props.active) startAnimation()
})
onBeforeUnmount(() => {
disposed = true
cancelAnimationFrame(frame)
webGpuRenderer?.dispose()
cpuRenderer?.dispose()
})
</script>
<template>
<canvas ref="canvas" class="background-wash" aria-hidden="true" />
<canvas
ref="webGpuCanvas"
class="background-wash"
:class="{ 'background-wash--active': backend === 'webgpu' }"
aria-hidden="true"
/>
<canvas
ref="cpuCanvas"
class="background-wash"
:class="{ 'background-wash--active': backend === 'cpu' }"
aria-hidden="true"
/>
</template>
<style scoped>
@@ -211,5 +204,10 @@ onBeforeUnmount(() => {
height: 50%;
filter: blur(6px) saturate(1.08);
transform: scale(1.08);
visibility: hidden;
}
.background-wash--active {
visibility: visible;
}
</style>