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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Holographic Estate — a11oy</title>
<!-- 0 runtime CDN. All 3D libs vendored in-image and served same-origin via the
     /static/3d/vendor/... importmap below (see VENDOR_MANIFEST.md). System fonts only. -->
<script type="importmap">
{
  "imports": {
    "three": "/static/3d/vendor/three/three.module.min.js",
    "three/webgpu": "/static/3d/vendor/three/three.webgpu.min.js",
    "three/addons/": "/static/3d/vendor/three/addons/"
  }
}
</script>
<style>
 :root{--bg:#05070d;--panel:#0b121b;--line:#1b2734;--teal:#39d3c4;--gold:#e8c074;--cream:#eef3f6;--para:#9fb1bf;}
 *{box-sizing:border-box}
 html,body{margin:0;height:100%}
 body{background:var(--bg);color:var(--cream);font:14px/1.5 ui-sans-serif,system-ui,Segoe UI,Roboto,Arial;overflow:hidden}
 header{padding:10px 16px;border-bottom:1px solid var(--line);background:linear-gradient(180deg,#08101a,#05070d);
  display:flex;align-items:center;gap:14px;flex-wrap:wrap}
 h1{font-size:16px;margin:0;letter-spacing:.4px}
 .badge{display:inline-block;font:10.5px ui-monospace,monospace;padding:2px 7px;border-radius:6px;
  border:1px solid var(--line);color:var(--gold);background:#10171f}
 #backend{color:var(--teal)}
 .tabs{display:flex;gap:6px;flex-wrap:wrap;padding:8px 12px;border-bottom:1px solid var(--line);background:#070d15}
 .tab{font:11.5px ui-monospace,monospace;padding:6px 12px;border-radius:7px;border:1px solid var(--line);
  background:#0a121b;color:var(--para);cursor:pointer;letter-spacing:.3px;transition:.12s}
 .tab:hover{border-color:var(--teal);color:var(--cream)}
 .tab[aria-selected="true"]{background:#12202b;color:var(--cream);border-color:var(--teal);box-shadow:0 0 0 1px var(--teal) inset}
 #stage-wrap{position:relative;width:100vw;height:calc(100vh - 96px)}
 #stage{position:absolute;inset:0}
 #stage canvas{display:block;width:100%;height:100%}
 #fallback{position:absolute;inset:0;display:none;align-items:center;justify-content:center;
  text-align:center;color:var(--para);padding:24px;font:13px ui-monospace,monospace}
 footer{position:fixed;bottom:0;left:0;right:0;padding:6px 14px;border-top:1px solid var(--line);
  background:#070d15;color:var(--para);font:10.5px ui-monospace,monospace;letter-spacing:.3px;z-index:6}
 a{color:var(--teal);text-decoration:none}
</style>
</head>
<body>
<header>
 <h1>◇ Holographic Estate</h1>
 <span class="badge" id="backend">renderer: …</span>
 <button class="badge" id="gpu-toggle" title="Toggle WebGPU compute path (falls back to WebGL2 if the browser/driver can't provide a WebGPU device). WebGPU is not production-safe on all platforms — doctrine." style="cursor:pointer;background:#10171f">⚡ WebGPU: off</button>
 <span class="badge">three r<span id="three-rev">…</span></span>
 <span class="badge">0 runtime CDN</span>
 <span class="badge">Λ = Conjecture 1</span>
 <a href="/" style="margin-left:auto;font:11px ui-monospace,monospace">← a11oy</a>
</header>
<div class="tabs" id="tabs" role="tablist"></div>
<div id="stage-wrap">
 <div id="stage"></div>
 <div id="fallback">3D unavailable on this device — the holographic estate needs a WebGL2 or WebGPU canvas.<br>
  All underlying data is still available as JSON at the per-surface endpoints.</div>
</div>
<footer>Doctrine v11 · locked = 8 @ c7c0ba17 · Λ = Conjecture 1 · Khipu BFT = Conjecture 2 ·
 shared szl3d toolkit (Dev0) · every value carries its honesty label · trust &lt; 100%</footer>

<script type="module">
import szl3d from "/static/3d/szl3d/szl3d_boot.js";
import * as live from "/static/3d/szl3d/szl3d_live.js";
import * as label from "/static/3d/szl3d/szl3d_label.js";
import * as THREE from "three";

// The 9 surface slots the other devs fill. Lazy-loaded per tab.
const SURFACES = [
  { id: "frontier",    title: "Frontier",    mod: "/static/3d/surfaces/frontier.js" },
  { id: "neuromorphic", title: "Neuromorphic", mod: "/static/3d/surfaces/neuromorphic.js" },
  { id: "energy",      title: "Energy",      mod: "/static/3d/surfaces/energy.js" },
  { id: "fabric",      title: "Fabric",      mod: "/static/3d/surfaces/fabric.js" },
  { id: "pnt",         title: "PNT",         mod: "/static/3d/surfaces/pnt.js" },
  { id: "counter-uas", title: "Counter-UAS", mod: "/static/3d/surfaces/counter-uas.js" },
  { id: "governance",  title: "Governance",  mod: "/static/3d/surfaces/governance.js" },
  { id: "pinn",        title: "PINN",        mod: "/static/3d/surfaces/pinn.js" },
  { id: "router",      title: "Router",      mod: "/static/3d/surfaces/router.js" },
  { id: "anatomy",     title: "Anatomy",     mod: "/static/3d/surfaces/anatomy.js" },
  { id: "estate",      title: "Estate",      mod: "/static/3d/surfaces/estate.js" },
];

const stageEl = document.getElementById("stage");
const tabsEl = document.getElementById("tabs");
const fallbackEl = document.getElementById("fallback");
document.getElementById("three-rev").textContent = THREE.REVISION;

let stage = null;
let current = null;       // { def, instance }
let loadToken = 0;

// WebGPU opt-in: seeded from ?webgpu=1, flippable live via the header toggle. WebGPU is not
// production-safe on all browsers/drivers yet (doctrine) so WebGL2 stays the default; the
// toolkit's probe is timeout-guarded and falls back honestly if no device is available.
let wantWebGPU = /[?&]webgpu=1\b/.test(location.search);

async function ensureStage() {
  if (stage) return stage;
  try {
    stage = await szl3d.boot(stageEl, {
      bloom: { strength: 0.85, radius: 0.5, threshold: 0.18 },
      cameraPos: [0, 5, 16],
      forceWebGL: !wantWebGPU,
    });
    document.getElementById("backend").textContent = "renderer: " + stage.backend.toUpperCase();
    _syncGpuToggle();
    stage.start();
  } catch (e) {
    fallbackEl.style.display = "flex";
    document.getElementById("backend").textContent = "renderer: UNAVAILABLE";
    console.error("[holographic] stage boot failed:", e);
    throw e;
  }
  return stage;
}

function _syncGpuToggle() {
  const btn = document.getElementById("gpu-toggle");
  if (!btn) return;
  const on = stage && stage.backend === "webgpu";
  btn.textContent = "\u26a1 WebGPU: " + (on ? "on" : (wantWebGPU ? "requested" : "off"));
  btn.style.color = on ? "var(--proof, #3af4c8)" : "var(--gold)";
  btn.style.borderColor = on ? "var(--teal)" : "var(--line)";
}

// Tear down the current stage + surface and re-boot with the new renderer preference, then
// re-mount the active surface. Used by the header WebGPU toggle so users can engage the
// compute path on capable browsers without editing the URL.
async function rebootStage() {
  const active = current ? current.def.id : (SURFACES[0] && SURFACES[0].id);
  try { if (current && current.instance && current.instance.unmount) current.instance.unmount(); } catch (_) {}
  current = null;
  try { if (stage && stage.dispose) stage.dispose(); } catch (_) {}
  stage = null;
  // The toolkit's dispose() releases the GL context but leaves its <canvas> in the DOM;
  // a fresh boot() appends a new one. Remove the orphaned canvas(es) here so a toggle
  // never accumulates duplicate canvases / leaked contexts.
  try { stageEl.querySelectorAll("canvas").forEach((c) => c.remove()); } catch (_) {}
  fallbackEl.style.display = "none";
  await selectSurface(active);
}

function clearScene() {
  if (!stage) return;
  // Remove everything the previous surface added except the default lights.
  const keep = new Set();
  stage.scene.traverse((o) => { if (o.isLight) keep.add(o); });
  for (let i = stage.scene.children.length - 1; i >= 0; i--) {
    const o = stage.scene.children[i];
    if (!keep.has(o)) stage.scene.remove(o);
  }
  // reset per-frame callbacks by re-booting frame list is overkill; surfaces guard on null.
}

async function selectSurface(id) {
  const def = SURFACES.find((s) => s.id === id);
  if (!def) return;
  const token = ++loadToken;
  // visual selection state
  [...tabsEl.children].forEach((t) => t.setAttribute("aria-selected", String(t.dataset.id === id)));

  await ensureStage();
  // tear down previous
  if (current && current.instance && current.instance.unmount) {
    try { current.instance.unmount(); } catch (_) {}
  }
  clearScene();

  let mod;
  try { mod = await import(def.mod); }
  catch (e) { console.error("[holographic] failed to load surface", id, e); return; }
  if (token !== loadToken) return; // a newer tab click superseded us

  const surface = mod.default || mod;
  const ctx = { stage, container: stageEl, live, label, THREE, szl3d };
  try {
    surface.mount(ctx);
    current = { def, instance: surface };
    history.replaceState(null, "", "#" + id);
  } catch (e) {
    console.error("[holographic] surface mount threw", id, e);
  }
}

// build tabs
SURFACES.forEach((s) => {
  const b = document.createElement("button");
  b.className = "tab"; b.textContent = s.title; b.dataset.id = s.id;
  b.setAttribute("role", "tab"); b.setAttribute("aria-selected", "false");
  b.addEventListener("click", () => selectSurface(s.id));
  tabsEl.appendChild(b);
});

// WebGPU toggle: flip the preference and re-boot the renderer + re-mount the active surface.
// Honest: if the browser/driver yields no WebGPU device the toolkit falls back to WebGL2 and
// the badge reports the real backend ("WebGPU: requested" but renderer stays WEBGL2).
{
  const gpuBtn = document.getElementById("gpu-toggle");
  if (gpuBtn) {
    gpuBtn.addEventListener("click", async () => {
      wantWebGPU = !wantWebGPU;
      gpuBtn.disabled = true;
      const prev = gpuBtn.textContent; gpuBtn.textContent = "\u26a1 switching\u2026";
      try { await rebootStage(); } catch (_) { document.getElementById("backend").textContent = "renderer: UNAVAILABLE"; }
      finally { gpuBtn.disabled = false; _syncGpuToggle(); }
    });
    _syncGpuToggle();
  }
}

// expose a tiny API for the selftest harness to drive the shell headlessly.
window.__SZL3D_SHELL__ = {
  surfaces: SURFACES,
  select: selectSurface,
  get stage() { return stage; },
  get current() { return current; },
  get wantWebGPU() { return wantWebGPU; },
  ensureStage, rebootStage,
};

// initial surface from hash or default to the frontier tier
const initial = (location.hash || "").replace("#", "");
selectSurface(SURFACES.some((s) => s.id === initial) ? initial : "frontier");
</script>
</body>
</html>