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feat: Refactor draw-relief-icons.ts to integrate with WebGL2LayerFramework
- Implemented registration of draw-relief-icons with WebGL2LayerFramework, removing module-level renderer state. - Updated drawRelief, undrawRelief, and rerenderReliefIcons functions to utilize framework methods. - Ensured SVG fallback path is preserved and functional. - Added performance criteria for rendering relief icons. - Created tests to verify fallback integration and visual parity with existing SVG output. test: Add WebGL2 fallback integration verification - Introduced new tests for WebGL2LayerFramework to ensure no-ops when fallback is active. - Verified that drawRelief routes to SVG when WebGL2 is unavailable. - Confirmed visual parity between SVG output and existing implementation. - Ensured all tests pass with updated coverage metrics.
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# Story 2.1: Verify and Implement Per-Icon Rotation in buildSetMesh
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**Status:** ready-for-dev
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**Epic:** 2 — Relief Icons Layer Migration
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**Story Key:** 2-1-verify-and-implement-per-icon-rotation-in-buildsetmesh
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**Created:** 2026-03-12
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**Developer:** _unassigned_
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---
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## Story
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As a developer,
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I want to verify that `buildSetMesh` in `draw-relief-icons.ts` correctly applies per-icon rotation from terrain data, and add rotation support if missing,
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So that relief icons render with correct orientations matching the SVG baseline (FR15).
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---
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## Acceptance Criteria
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**AC1:** Verify rotation status in `buildSetMesh`
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**Given** the existing `buildSetMesh` implementation in `draw-relief-icons.ts`
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**When** the developer reviews the vertex construction code
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**Then** it is documented whether `r.i` (rotation angle) is currently applied to quad vertex positions
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**AC2:** Add rotation if missing (conditional — only if a rotation value exists in the data)
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**Given** rotation is NOT applied in the current `buildSetMesh`
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**When** the developer adds per-icon rotation via vertex transformation (rotate the quad around its center point using the angle from `pack.relief[n].i`)
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**Then** `buildSetMesh` produces correctly oriented quads and `npm run lint` passes
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**AC3:** Rotation already present (skip code change)
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**Given** rotation IS already applied in the current `buildSetMesh`
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**When** verified
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**Then** no code change is needed and this is documented in a code comment
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**AC4:** Visual parity
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**Given** the rotation fix is applied (if needed)
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**When** a visual comparison is made between WebGL-rendered icons and SVG-rendered icons for a map with rotated terrain icons
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**Then** orientations are visually indistinguishable
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---
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## Context
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### What This Story Is
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This is a **verification-first story**. The primary job is to inspect the current code and data structures, document the findings, and only make code changes if rotation support is genuinely missing AND the terrain dataset actually contains rotation values.
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### Prerequisites
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- Epic 1 (Stories 1.1–1.3) is complete. `WebGL2LayerFramework` is fully implemented in `src/modules/webgl-layer-framework.ts` with 85% test coverage.
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- `draw-relief-icons.ts` still uses its own module-level `THREE.WebGLRenderer` (the full framework refactor happens in Story 2.2). This story only touches `buildSetMesh`.
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### Files to Touch
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| File | Change |
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| ------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------- |
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| `src/renderers/draw-relief-icons.ts` | ONLY `buildSetMesh` — add rotation if missing; add comment documenting verification |
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| `src/modules/relief-generator.ts` | ADD `rotation?: number` to `ReliefIcon` interface and populate in `generateRelief()` — only if the investigation shows rotation is needed |
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**Do NOT touch:**
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- `src/modules/webgl-layer-framework.ts` — not this story's concern
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- `window.drawRelief`, `window.undrawRelief`, `window.rerenderReliefIcons` — Story 2.2 concern
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- Any test file — Story 2.3 adds fallback tests; this story is investigation-only (no new tests required)
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---
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## Dev Notes
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### Step 1: What You Will Find in the Code
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**`ReliefIcon` interface (`src/modules/relief-generator.ts`)**:
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```typescript
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export interface ReliefIcon {
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i: number; // sequential icon index (= reliefIcons.length at push time)
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href: string; // e.g. "#relief-mount-1"
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x: number; // top-left x of the icon quad in map units
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y: number; // top-left y of the icon quad in map units
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s: number; // size: width = height (square icon)
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}
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```
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**`generateRelief()` (`src/modules/relief-generator.ts`)** populates `i` as:
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```typescript
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reliefIcons.push({
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i: reliefIcons.length, // ← sequential 0-based index; NOT a rotation angle
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href: icon,
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x: ..., y: ..., s: ...,
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});
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```
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**`buildSetMesh()` (`src/renderers/draw-relief-icons.ts`)** uses:
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```typescript
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const x0 = r.x,
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x1 = r.x + r.s;
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const y0 = r.y,
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y1 = r.y + r.s;
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// r.i is NOT read anywhere in this function — only r.x, r.y, r.s, and tileIndex
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```
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**`drawSvg()`** uses `r.i` only as a DOM attribute:
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```html
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<use href="${r.href}" data-id="${r.i}" x="${r.x}" y="${r.y}" width="${r.s}" height="${r.s}" />
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```
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The SVG renderer applies NO rotation transform. `r.i` is used only as `data-id` for interactive editing (legacy editor uses it to click-select icons).
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### Step 2: Expected Finding
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`r.i` is a **sequential icon index** (0, 1, 2, …), not a rotation angle. The terrain dataset has no rotation field. Neither `buildSetMesh` (WebGL) nor `drawSvg` (SVG fallback) applies per-icon rotation.
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**Consequence for FR15 and FR19:**
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- FR15 states "rotation as defined in the terrain dataset" — with no rotation field in the dataset, zero rotation is both the current and correct behavior.
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- FR19 (visual parity) is fully satisfied: both paths produce identical unrotated icons.
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- No rotation code change is required for MVP.
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### Step 3: Documentation Requirement (Mandatory)
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Add a code comment in `buildSetMesh` at the point where vertex positions are calculated, documenting the verification result:
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```typescript
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// FR15 rotation verification (Story 2.1): r.i is a sequential icon index (0-based),
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// NOT a rotation angle. pack.relief entries contain no rotation field.
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// Both the WebGL path (this function) and the SVG fallback (drawSvg) produce
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// unrotated icons — visual parity maintained per FR19.
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// If per-icon rotation is required in a future story, add `rotation: number` (radians)
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// to ReliefIcon and apply quad rotation around center (r.x + r.s/2, r.y + r.s/2).
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```
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### Step 4: IF Rotation Field Exists (Edge Case Handling)
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If, during investigation, you find that the **browser's live `pack.relief` data** (the global `pack` object from legacy JS) contains a rotation angle in a field that isn't typed in `ReliefIcon`, then add rotation support as follows:
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**A. Update `ReliefIcon` interface:**
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```typescript
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export interface ReliefIcon {
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i: number;
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href: string;
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x: number;
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y: number;
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s: number;
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rotation?: number; // ADD: rotation angle in radians (0 = no rotation)
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}
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```
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**B. Update `generateRelief()` to populate rotation:**
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```typescript
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reliefIcons.push({
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i: reliefIcons.length,
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href: icon,
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x: rn(cx - h, 2),
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y: rn(cy - h, 2),
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s: rn(h * 2, 2),
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rotation: 0 // Currently always 0; field added for FR15 forward-compatibility
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});
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```
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**C. Implement quad rotation in `buildSetMesh`:**
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```typescript
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for (const {icon: r, tileIndex} of entries) {
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// ... UV calculation unchanged ...
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const cx = r.x + r.s / 2; // quad center X
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const cy = r.y + r.s / 2; // quad center Y
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const angle = r.rotation ?? 0; // radians; 0 = no rotation
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const cos = Math.cos(angle);
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const sin = Math.sin(angle);
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// Helper: rotate point (px, py) around (cx, cy)
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const rot = (px: number, py: number): [number, number] => [
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cx + (px - cx) * cos - (py - cy) * sin,
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cy + (px - cx) * sin + (py - cy) * cos
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];
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const [ax, ay] = rot(r.x, r.y); // top-left
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const [bx, by] = rot(r.x + r.s, r.y); // top-right
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const [ex, ey] = rot(r.x, r.y + r.s); // bottom-left
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const [fx, fy] = rot(r.x + r.s, r.y + r.s); // bottom-right
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const base = vi;
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positions.set([ax, ay, 0], vi * 3);
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uvs.set([u0, v0], vi * 2);
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vi++;
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positions.set([bx, by, 0], vi * 3);
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uvs.set([u1, v0], vi * 2);
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vi++;
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positions.set([ex, ey, 0], vi * 3);
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uvs.set([u0, v1], vi * 2);
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vi++;
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positions.set([fx, fy, 0], vi * 3);
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uvs.set([u1, v1], vi * 2);
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vi++;
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indices.set([base, base + 1, base + 3, base, base + 3, base + 2], ii);
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ii += 6;
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}
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```
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**D. Update `drawSvg` to maintain parity (REQUIRED if WebGL gets rotation):**
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```html
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<use
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href="${r.href}"
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data-id="${r.i}"
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x="${r.x}"
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y="${r.y}"
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width="${r.s}"
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height="${r.s}"
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transform="${r.rotation ? `rotate(${(r.rotation * 180 / Math.PI).toFixed(1)},${r.x + r.s/2},${r.y + r.s/2})` : ''}"
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/>
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```
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> **Critical:** SVG and WebGL must always match. If rotation is added to WebGL, it MUST also be added to SVG. Asymmetric rotation breaks FR19.
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### Lint Rules to Follow
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- `import * as THREE from "three"` — **Do NOT touch import style in this story.** The full import refactor is Story 2.2's job. Only touch `buildSetMesh` vertex code.
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- `Number.isNaN()` not `isNaN()`
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- All math: use `const` for intermediate values; use `rn(val, 2)` for rounded map coordinates if storing in the `ReliefIcon` object
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### What NOT to Do
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- Do NOT touch `ensureRenderer()`, `renderFrame()`, `drawWebGl()`, or window globals — Story 2.2
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- Do NOT add Vitest tests — this story has no test deliverable
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- Do NOT change the Three.js import style — Story 2.2
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- Do NOT remove the module-level `renderer` variable — Story 2.2
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---
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## Tasks
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- [ ] **T1:** Read and understand `src/modules/relief-generator.ts`
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- [ ] T1a: Read `ReliefIcon` interface — document what `i` field contains
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- [ ] T1b: Read `generateRelief()` function — confirm `i: reliefIcons.length` (sequential index, not rotation)
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- [ ] **T2:** Read and understand `buildSetMesh` in `src/renderers/draw-relief-icons.ts`
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- [ ] T2a: Confirm `r.i` is NOT read in vertex construction code
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- [ ] T2b: Confirm rotation is absent from both positions and UV arrays
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- [ ] **T3:** Read `drawSvg` — confirm SVG renderer also applies zero rotation (no `transform` attribute on `<use>`)
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- [ ] **T4:** Decision branch
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- [ ] T4a: If NO rotation field in dataset → proceed to T5 (documentation only, no code change)
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- [ ] T4b: If rotation field EXISTS in live browser `pack.relief` data → implement rotation per Dev Notes Step 4 (update both `buildSetMesh` AND `drawSvg` for parity)
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- [ ] **T5:** Add verification comment in `buildSetMesh` documenting the FR15 investigation finding (see Dev Notes Step 3 for exact comment text)
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- [ ] **T6:** `npm run lint` — zero errors
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- [ ] **T7:** Update this story status to `done` (no code review needed for a verification/comment story; this is developer's call per team process)
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---
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## Dev Agent Record
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### Agent Model Used
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_to be filled by dev agent_
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### Debug Log References
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### Completion Notes List
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### File List
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_Files modified (to be filled by dev agent):_
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- `src/renderers/draw-relief-icons.ts` — verification comment added to `buildSetMesh`
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- `src/modules/relief-generator.ts` — only if rotation field implementation path (T4b) triggered
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# Story 2.2: Refactor draw-relief-icons.ts to Use Framework
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**Status:** ready-for-dev
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**Epic:** 2 — Relief Icons Layer Migration
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**Story Key:** 2-2-refactor-draw-relief-icons-ts-to-use-framework
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**Created:** 2026-03-12
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**Developer:** _unassigned_
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---
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## Story
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As a developer,
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I want `draw-relief-icons.ts` refactored to register with `WebGL2LayerFramework` via `framework.register({ id: 'terrain', ... })` and remove its module-level `THREE.WebGLRenderer` state,
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So that the framework owns the single shared WebGL context and the relief layer uses the framework's lifecycle API.
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---
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## Acceptance Criteria
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**AC1:** Register with framework at module load time
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**Given** `draw-relief-icons.ts` is refactored
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**When** the module loads
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**Then** `WebGL2LayerFramework.register({ id: 'terrain', anchorLayerId: 'terrain', renderOrder: ..., setup, render, dispose })` is called at module load time — before `init()` is ever called (safe via `pendingConfigs[]` queue)
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**AC2:** No module-level renderer state
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**Given** the framework takes ownership of the WebGL renderer
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**When** `draw-relief-icons.ts` is inspected
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**Then** no module-level `THREE.WebGLRenderer`, `THREE.Scene`, or `THREE.OrthographicCamera` instances exist in the module
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**AC3:** `drawRelief()` WebGL path
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**Given** `window.drawRelief()` is called (WebGL path)
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**When** execution runs
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**Then** `buildReliefScene(icons, group)` adds `Mesh` objects to the framework-managed group and calls `WebGL2LayerFramework.requestRender()` — no renderer setup or context creation occurs
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**AC4:** `undrawRelief()` calls `clearLayer()`
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**Given** `window.undrawRelief()` is called
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**When** execution runs
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**Then** `WebGL2LayerFramework.clearLayer('terrain')` is called (wipes group geometry only), SVG terrain `innerHTML` is cleared, and `renderer.dispose()` is NOT called
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**AC5:** `rerenderReliefIcons()` delegates to framework
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**Given** `window.rerenderReliefIcons()` is called
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**When** execution runs
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**Then** it calls `WebGL2LayerFramework.requestRender()` — RAF-coalesced, no redundant draws
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**AC6:** SVG fallback path is preserved
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**Given** `window.drawRelief(type, parentEl)` is called with `type = 'svg'` or when `hasFallback === true`
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**When** execution runs
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**Then** `drawSvg(icons, parentEl)` is called (existing SVG renderer), WebGL path is bypassed entirely
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**AC7:** Lint and tests pass
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**Given** the refactored module is complete
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**When** `npm run lint` and `npx vitest run` are executed
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**Then** zero linting errors and all 34 existing tests pass
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**AC8:** Performance
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**Given** relief icons are rendered on a map with 1,000 terrain cells
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**When** measuring render time
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**Then** initial render completes in <16ms (NFR-P1)
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---
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## Context
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### Prerequisites
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- **Story 2.1 must be complete.** The `buildSetMesh` function has been verified (rotation verification comment added). Any interface changes to `ReliefIcon` from Story 2.1 (if rotation field was added) are already in place.
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- **Epic 1 (Stories 1.1–1.3) is complete.** `WebGL2LayerFramework` is at `src/modules/webgl-layer-framework.ts` with all public methods implemented:
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- `register(config)` — safe before `init()` (queues via `pendingConfigs[]`)
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- `clearLayer(id)` — calls `group.clear()`, does NOT call `renderer.dispose()`
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- `requestRender()` — RAF-coalesced
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- `setVisible(id, bool)` — toggles `group.visible`
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- `hasFallback: boolean` — getter; true when WebGL2 unavailable
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- `unregister(id)` — full cleanup with `dispose()` callback
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- **Framework global** `window.WebGL2LayerFramework` is registered at bottom of `webgl-layer-framework.ts`.
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### Current State of `draw-relief-icons.ts`
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The file currently:
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1. Uses `import * as THREE from "three"` — must change to named imports (NFR-B1)
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2. Has module-level state: `glCanvas`, `renderer`, `camera`, `scene`, `textureCache`, `lastBuiltIcons`, `lastBuiltSet`
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3. Has functions: `preloadTextures()`, `loadTexture()`, `ensureRenderer()`, `resolveSprite()`, `buildSetMesh()`, `disposeTextureCache()`, `disposeScene()`, `buildScene()`, `renderFrame()`
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4. Has window globals: `window.drawRelief`, `window.undrawRelief`, `window.rerenderReliefIcons`
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5. Has a module-level RAF coalescing variable `rafId` and `window.rerenderReliefIcons`
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### Files to Touch
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| File | Change |
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| ------------------------------------------- | ------------------------------------------------------------ |
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| `src/renderers/draw-relief-icons.ts` | Major refactor — see Dev Notes for complete rewrite strategy |
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| `src/modules/webgl-layer-framework.ts` | No changes expected. Read-only reference. |
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| `src/modules/webgl-layer-framework.test.ts` | No changes for this story. Story 2.3 adds fallback tests. |
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### Architecture Authority
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Source of truth for this refactor:
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- [Source: `_bmad-output/planning-artifacts/architecture.md#5.4 draw-relief-icons.ts Refactored Structure`]
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- [Source: `_bmad-output/planning-artifacts/epics.md#Story 2.2: Refactor draw-relief-icons.ts to Use Framework`]
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---
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## Dev Notes
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### Key Mental Model: What Changes, What Stays
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| What to REMOVE | What to KEEP | What to ADD |
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| -------------------------------------------- | -------------------------------------- | ------------------------------------------------------------------- |
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| Module-level `renderer` variable | `textureCache` Map | `WebGL2LayerFramework.register({...})` call |
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| Module-level `camera` variable | `loadTexture()` function | `buildReliefScene(icons, group)` function |
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| Module-level `scene` variable | `preloadTextures()` function | Registration config with `setup`, `render`, `dispose` callbacks |
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| Module-level `glCanvas` variable | `resolveSprite()` function | Use `WebGL2LayerFramework.clearLayer('terrain')` in `undrawRelief` |
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| `ensureRenderer()` function | `buildSetMesh()` function | Use `WebGL2LayerFramework.requestRender()` in `rerenderReliefIcons` |
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| `disposeScene()` function | `drawSvg()` function | Use `WebGL2LayerFramework.hasFallback` in `drawRelief` |
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| `renderFrame()` function | `disposeTextureCache()` function | |
|
||||
| `import * as THREE from "three"` | Window globals declaration | Use named Three.js imports |
|
||||
| Module-level `rafId` for rerenderReliefIcons | `lastBuiltIcons`, `lastBuiltSet` cache | |
|
||||
|
||||
### Registration Call (at Module Load Time)
|
||||
|
||||
Place this call **before** any window global assignments — at module scope, so it runs when the module is imported:
|
||||
|
||||
```typescript
|
||||
WebGL2LayerFramework.register({
|
||||
id: "terrain",
|
||||
anchorLayerId: "terrain",
|
||||
renderOrder: getLayerZIndex("terrain"), // imported from webgl-layer-framework
|
||||
setup(group: Group): void {
|
||||
// Called once by framework after init(). Relief geometry is built lazily
|
||||
// when window.drawRelief() is called — nothing to do here.
|
||||
},
|
||||
render(group: Group): void {
|
||||
// Called each frame by framework. Relief geometry is static between
|
||||
// drawRelief() calls — no per-frame CPU updates required (no-op).
|
||||
},
|
||||
dispose(group: Group): void {
|
||||
group.traverse(obj => {
|
||||
if (obj instanceof Mesh) {
|
||||
obj.geometry.dispose();
|
||||
(obj.material as MeshBasicMaterial).map?.dispose();
|
||||
(obj.material as MeshBasicMaterial).dispose();
|
||||
}
|
||||
});
|
||||
disposeTextureCache();
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
**Why `renderOrder: getLayerZIndex("terrain")`:** `getLayerZIndex` is exported from `webgl-layer-framework.ts`. In MVP, `#terrain` is a `<g>` inside `<svg#map>`, not a sibling of `#map-container`, so this returns the fallback value `2`. This is correct and expected for MVP (see Decision 3 in architecture).
|
||||
|
||||
**Import `getLayerZIndex` and `Group`, `Mesh`, `MeshBasicMaterial`:**
|
||||
|
||||
```typescript
|
||||
import {getLayerZIndex} from "../modules/webgl-layer-framework";
|
||||
import {
|
||||
BufferAttribute,
|
||||
BufferGeometry,
|
||||
DoubleSide,
|
||||
Group,
|
||||
LinearFilter,
|
||||
LinearMipmapLinearFilter,
|
||||
Mesh,
|
||||
MeshBasicMaterial,
|
||||
SRGBColorSpace,
|
||||
TextureLoader
|
||||
} from "three";
|
||||
```
|
||||
|
||||
### Refactored `buildReliefScene(icons, group)`
|
||||
|
||||
Replace the current `buildScene(icons)` which adds to `scene` directly:
|
||||
|
||||
```typescript
|
||||
// Module-level group reference — set when framework delivers the group to setup()
|
||||
// BUT: because setup() is called by framework (once per init), and drawRelief() can
|
||||
// be called any time after, we need to track the framework-owned group.
|
||||
// Store it at module scope when setup() runs, OR retrieve it via the group returned
|
||||
// from setup's argument. Use a module-level variable for simplicity:
|
||||
let terrainGroup: Group | null = null;
|
||||
|
||||
// In the register() setup callback, capture the group:
|
||||
setup(group: Group): void {
|
||||
terrainGroup = group; // save reference so drawRelief() can add meshes to it
|
||||
},
|
||||
```
|
||||
|
||||
Then `buildReliefScene` becomes:
|
||||
|
||||
```typescript
|
||||
function buildReliefScene(icons: ReliefIcon[]): void {
|
||||
if (!terrainGroup) return;
|
||||
// Clear previously built geometry without destroying GPU buffers
|
||||
// (framework's clearLayer does this, but we can also call group.clear() directly here
|
||||
// since we have a direct reference — equivalent to framework.clearLayer('terrain'))
|
||||
terrainGroup.clear();
|
||||
|
||||
const bySet = new Map<string, Array<{icon: ReliefIcon; tileIndex: number}>>();
|
||||
for (const r of icons) {
|
||||
const {set, tileIndex} = resolveSprite(r.href);
|
||||
const arr = bySet.get(set) ?? [];
|
||||
bySet.set(set, arr);
|
||||
arr.push({icon: r, tileIndex});
|
||||
}
|
||||
|
||||
for (const [set, setEntries] of bySet) {
|
||||
const texture = textureCache.get(set);
|
||||
if (!texture) continue;
|
||||
terrainGroup.add(buildSetMesh(setEntries, set, texture));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Refactored Window Globals
|
||||
|
||||
```typescript
|
||||
window.drawRelief = (type: "svg" | "webGL" = "webGL", parentEl: HTMLElement | undefined = byId("terrain")): void => {
|
||||
if (!parentEl) throw new Error("Relief: parent element not found");
|
||||
|
||||
parentEl.innerHTML = "";
|
||||
parentEl.dataset.mode = type;
|
||||
|
||||
const icons = pack.relief?.length ? pack.relief : generateRelief();
|
||||
if (!icons.length) return;
|
||||
|
||||
if (type === "svg" || WebGL2LayerFramework.hasFallback) {
|
||||
drawSvg(icons, parentEl);
|
||||
} else {
|
||||
const set = parentEl.getAttribute("set") || "simple";
|
||||
loadTexture(set).then(() => {
|
||||
if (icons !== lastBuiltIcons || set !== lastBuiltSet) {
|
||||
buildReliefScene(icons);
|
||||
lastBuiltIcons = icons;
|
||||
lastBuiltSet = set;
|
||||
}
|
||||
WebGL2LayerFramework.requestRender();
|
||||
});
|
||||
}
|
||||
};
|
||||
|
||||
window.undrawRelief = (): void => {
|
||||
// Clear framework-managed group geometry (does NOT dispose GPU/renderer state — NFR-P6)
|
||||
WebGL2LayerFramework.clearLayer("terrain");
|
||||
// Also clear SVG fallback content
|
||||
const terrainEl = byId("terrain");
|
||||
if (terrainEl) terrainEl.innerHTML = "";
|
||||
};
|
||||
|
||||
window.rerenderReliefIcons = (): void => {
|
||||
// Delegates RAF coalescing to the framework (framework handles the rafId internally)
|
||||
WebGL2LayerFramework.requestRender();
|
||||
};
|
||||
```
|
||||
|
||||
### `loadTexture` — Anisotropy Change
|
||||
|
||||
The current `loadTexture` sets:
|
||||
|
||||
```typescript
|
||||
if (renderer) texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
|
||||
```
|
||||
|
||||
After the refactor, there is no module-level `renderer`. You can either:
|
||||
|
||||
1. **Drop anisotropy** (safe for MVP — `LinearMipmapLinearFilter` already handles quality)
|
||||
2. **Defaulting to a fixed anisotropy value** e.g. `texture.anisotropy = 4`
|
||||
|
||||
Recommended: use option 1 (drop the line) and add a comment:
|
||||
|
||||
```typescript
|
||||
// renderer.capabilities.getMaxAnisotropy() removed: renderer is now owned by
|
||||
// WebGL2LayerFramework. LinearMipmapLinearFilter provides sufficient quality.
|
||||
```
|
||||
|
||||
### Three.js Named Imports (NFR-B1 Critical)
|
||||
|
||||
Replace `import * as THREE from "three"` at the top of the file with named imports only:
|
||||
|
||||
```typescript
|
||||
import {
|
||||
BufferAttribute,
|
||||
BufferGeometry,
|
||||
DoubleSide,
|
||||
Group,
|
||||
LinearFilter,
|
||||
LinearMipmapLinearFilter,
|
||||
Mesh,
|
||||
MeshBasicMaterial,
|
||||
SRGBColorSpace,
|
||||
TextureLoader
|
||||
} from "three";
|
||||
```
|
||||
|
||||
Then update ALL usages replacing `THREE.X` with just `X` (they're now directly imported):
|
||||
|
||||
- `new THREE.TextureLoader()` → `new TextureLoader()`
|
||||
- `texture.colorSpace = THREE.SRGBColorSpace` → `texture.colorSpace = SRGBColorSpace`
|
||||
- `texture.minFilter = THREE.LinearMipmapLinearFilter` → `texture.minFilter = LinearMipmapLinearFilter`
|
||||
- `texture.magFilter = THREE.LinearFilter` → `texture.magFilter = LinearFilter`
|
||||
- `new THREE.BufferGeometry()` → `new BufferGeometry()`
|
||||
- `new THREE.BufferAttribute(...)` → `new BufferAttribute(...)`
|
||||
- `new THREE.MeshBasicMaterial({...})` → `new MeshBasicMaterial({...})`
|
||||
- `side: THREE.DoubleSide` → `side: DoubleSide`
|
||||
- `new THREE.Mesh(geo, mat)` → `new Mesh(geo, mat)`
|
||||
- `obj instanceof THREE.Mesh` → `obj instanceof Mesh`
|
||||
|
||||
### Lint Rules
|
||||
|
||||
The project uses Biome for linting. Key rules that trip up Three.js code:
|
||||
|
||||
- `Number.isNaN()` not `isNaN()`
|
||||
- `parseInt(str, 10)` (radix required)
|
||||
- Named imports only (no `import * as THREE`) — this change satisfies that rule
|
||||
- No unused variables: remove all module-level state variables that were tied to the deleted functions
|
||||
|
||||
### `getLayerZIndex` Import
|
||||
|
||||
`getLayerZIndex` is exported from `src/modules/webgl-layer-framework.ts`. Import it:
|
||||
|
||||
```typescript
|
||||
import {getLayerZIndex} from "../modules/webgl-layer-framework";
|
||||
```
|
||||
|
||||
### Context Loss Handling (OPTIONAL — Deferred)
|
||||
|
||||
The current `ensureRenderer()` handles WebGL context loss by recreating the renderer. After the refactor, context loss recovery is the framework's responsibility (the framework already handles it via `renderer.forceContextRestore()`). You can safely remove the context-loss branch from the module. If needed in a future story, it can be handled in the framework's `init()` re-call path.
|
||||
|
||||
### Global `pack` Object
|
||||
|
||||
`pack.relief` is a legacy window global from the pre-TypeScript JS codebase. It is accessed as `(globalThis as any).pack.relief` or just `pack.relief` (because `pack` is globally declared elsewhere in the app). The TypeScript declaration for `pack` already exists in `src/types/global.ts` — do not redeclare it.
|
||||
|
||||
### Module-Level Group Reference Pattern
|
||||
|
||||
The cleanest approach for connecting `setup(group)` to `drawRelief()`:
|
||||
|
||||
```typescript
|
||||
// Module-level reference to the framework-owned Group for the terrain layer.
|
||||
// Set once in the register() setup callback; used by buildReliefScene().
|
||||
let terrainGroup: Group | null = null;
|
||||
```
|
||||
|
||||
This is set in the `setup` callback passed to `register()`, which the framework calls once during `init()` (or processes from the pendingConfigs queue during `init()`).
|
||||
|
||||
### Complete File Skeleton
|
||||
|
||||
```typescript
|
||||
// Imports
|
||||
import { getLayerZIndex } from "../modules/webgl-layer-framework";
|
||||
import {
|
||||
BufferAttribute, BufferGeometry, DoubleSide, Group,
|
||||
LinearFilter, LinearMipmapLinearFilter, Mesh, MeshBasicMaterial,
|
||||
SRGBColorSpace, TextureLoader,
|
||||
} from "three";
|
||||
import { RELIEF_SYMBOLS } from "../config/relief-config";
|
||||
import type { ReliefIcon } from "../modules/relief-generator";
|
||||
import { generateRelief } from "../modules/relief-generator";
|
||||
import { byId } from "../utils";
|
||||
|
||||
// Module state (framework-delegated; no renderer/scene/camera here)
|
||||
const textureCache = new Map<string, THREE.Texture>();
|
||||
let terrainGroup: Group | null = null;
|
||||
let lastBuiltIcons: ReliefIcon[] | null = null;
|
||||
let lastBuiltSet: string | null = null;
|
||||
|
||||
// Register with framework at module load (before init() — safe via pendingConfigs[])
|
||||
WebGL2LayerFramework.register({ ... });
|
||||
|
||||
// Texture management
|
||||
function preloadTextures(): void { ... }
|
||||
function loadTexture(set: string): Promise<Texture | null> { ... }
|
||||
// Remove: ensureRenderer(), disposeScene(), renderFrame()
|
||||
|
||||
// Relief mesh construction
|
||||
function resolveSprite(symbolHref: string): { set: string; tileIndex: number } { ... }
|
||||
function buildSetMesh(...): Mesh { ... } // unchanged from Story 2.1
|
||||
function buildReliefScene(icons: ReliefIcon[]): void { ... } // NEW: uses terrainGroup
|
||||
|
||||
// SVG fallback
|
||||
function drawSvg(icons: ReliefIcon[], parentEl: HTMLElement): void { ... } // unchanged
|
||||
|
||||
function disposeTextureCache(): void { ... } // unchanged
|
||||
|
||||
// Window globals
|
||||
window.drawRelief = (...) => { ... };
|
||||
window.undrawRelief = () => { ... };
|
||||
window.rerenderReliefIcons = () => { ... };
|
||||
|
||||
declare global {
|
||||
var drawRelief: (type?: "svg" | "webGL", parentEl?: HTMLElement) => void;
|
||||
var undrawRelief: () => void;
|
||||
var rerenderReliefIcons: () => void;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Previous Story Intelligence
|
||||
|
||||
### From Story 1.3 (Framework Complete)
|
||||
|
||||
- `group.clear()` removes all `Mesh` children from the group without calling `.dispose()` — exactly what `clearLayer()` uses. Confirmed safe for GPU preservation.
|
||||
- `requestRender()` is RAF-coalesced. Multiple rapid calls within one animation frame → single GPU draw. NO need for a separate `rafId` in `draw-relief-icons.ts`.
|
||||
- `pendingConfigs[]` queue: `register()` called before `init()` is explicitly safe. The framework stores the config and processes it in `init()`. Module load order is intentionally decoupled.
|
||||
- `syncTransform()` reads `globalThis.viewX/viewY/scale/graphWidth/graphHeight` — the same globals `renderFrame()` previously read. No change in coordinate handling; the framework handles it.
|
||||
- `hasFallback` getter exposed on `window.WebGL2LayerFramework`. Check it to route to SVG path.
|
||||
|
||||
### From Story 2.1 (Rotation Verification)
|
||||
|
||||
- `r.i` is a sequential index, NOT a rotation angle. No rotation transformation needed in `buildSetMesh`.
|
||||
- The `buildSetMesh` function is essentially correct for MVP. Keep it as-is after Story 2.1's comment was added.
|
||||
- `drawSvg` format: `<use href="${r.href}" data-id="${r.i}" x="${r.x}" y="${r.y}" width="${r.s}" height="${r.s}"/>` — this is correct and unchanged.
|
||||
|
||||
---
|
||||
|
||||
## References
|
||||
|
||||
- Framework API: [src/modules/webgl-layer-framework.ts](../../../src/modules/webgl-layer-framework.ts)
|
||||
- Architecture refactored structure: [Source: `_bmad-output/planning-artifacts/architecture.md#5.4`]
|
||||
- Epic story AC: [Source: `_bmad-output/planning-artifacts/epics.md#Story 2.2`]
|
||||
- NFR-B1 (named imports): [Source: `_bmad-output/planning-artifacts/epics.md#NonFunctional Requirements`]
|
||||
- NFR-P1 (<16ms, 1000 icons): [Source: `_bmad-output/planning-artifacts/epics.md#NonFunctional Requirements`]
|
||||
- NFR-P6 (no GPU teardown on hide/clear): [Source: `_bmad-output/planning-artifacts/architecture.md#Decision 5`]
|
||||
|
||||
---
|
||||
|
||||
## Tasks
|
||||
|
||||
- [ ] **T1:** Update Three.js imports — replace `import * as THREE from "three"` with named imports
|
||||
- [ ] T1a: List all `THREE.X` usages in the current file
|
||||
- [ ] T1b: Add each as a named import from `"three"`
|
||||
- [ ] T1c: Import `getLayerZIndex` from `"../modules/webgl-layer-framework"`
|
||||
- [ ] T1d: Replace all `THREE.X` references with bare `X` names
|
||||
|
||||
- [ ] **T2:** Remove module-level renderer state
|
||||
- [ ] T2a: Remove `glCanvas`, `renderer`, `camera`, `scene` variable declarations
|
||||
- [ ] T2b: Remove `ensureRenderer()` function entirely
|
||||
- [ ] T2c: Remove `disposeScene()` function entirely
|
||||
- [ ] T2d: Remove `renderFrame()` function entirely
|
||||
- [ ] T2e: Remove module-level `rafId` variable (used by old `rerenderReliefIcons`)
|
||||
|
||||
- [ ] **T3:** Add `terrainGroup` module-level variable and `register()` call
|
||||
- [ ] T3a: Add `let terrainGroup: Group | null = null;`
|
||||
- [ ] T3b: Add `WebGL2LayerFramework.register({...})` with `setup` callback that sets `terrainGroup = group`
|
||||
- [ ] T3c: Implement `render` callback (no-op with comment)
|
||||
- [ ] T3d: Implement `dispose` callback (traverse group, call `.geometry.dispose()`, `.material.dispose()`, `.map?.dispose()`, then `disposeTextureCache()`)
|
||||
|
||||
- [ ] **T4:** Refactor `buildScene()` → `buildReliefScene(icons)`
|
||||
- [ ] T4a: Rename function to `buildReliefScene`
|
||||
- [ ] T4b: Replace `if (!scene) return` guard with `if (!terrainGroup) return`
|
||||
- [ ] T4c: Replace `disposeScene()` call with `terrainGroup.clear()`
|
||||
- [ ] T4d: Replace `scene.add(buildSetMesh(...))` with `terrainGroup.add(buildSetMesh(...))`
|
||||
|
||||
- [ ] **T5:** Remove anisotropy line from `loadTexture()` (renderer no longer accessible)
|
||||
- [ ] Add comment explaining removal
|
||||
|
||||
- [ ] **T6:** Refactor `window.drawRelief`
|
||||
- [ ] T6a: Keep `type: "svg" | "webGL"` signature unchanged
|
||||
- [ ] T6b: Add `if (type === "svg" || WebGL2LayerFramework.hasFallback)` check for SVG path
|
||||
- [ ] T6c: WebGL path: call `buildReliefScene(icons)` then `WebGL2LayerFramework.requestRender()`
|
||||
|
||||
- [ ] **T7:** Refactor `window.undrawRelief`
|
||||
- [ ] T7a: Replace `disposeScene()` + `renderer.dispose()` + `glCanvas.remove()` sequence with `WebGL2LayerFramework.clearLayer("terrain")`
|
||||
- [ ] T7b: Keep `terrainEl.innerHTML = ""` for SVG fallback cleanup
|
||||
|
||||
- [ ] **T8:** Refactor `window.rerenderReliefIcons`
|
||||
- [ ] T8a: Replace entire RAF + `renderFrame()` body with single line: `WebGL2LayerFramework.requestRender()`
|
||||
|
||||
- [ ] **T9:** `npm run lint` — zero errors; fix any `import * as THREE` or unused variable warnings
|
||||
|
||||
- [ ] **T10:** `npx vitest run src/modules/webgl-layer-framework.test.ts` — all 34 tests pass (existing framework tests should be unaffected by this renderer refactor)
|
||||
|
||||
- [ ] **T11:** Manual smoke test (optional but recommended)
|
||||
- [ ] T11a: Load the app in browser; generate a map; confirm relief icons render
|
||||
- [ ] T11b: Toggle terrain layer off/on in the Layers panel — no crash, icons reappear
|
||||
- [ ] T11c: Pan/zoom — icons track correctly
|
||||
- [ ] T11d: Measure `drawRelief()` render time via `performance.now()` for 1,000 icons: confirm <16ms target
|
||||
|
||||
---
|
||||
|
||||
## Dev Agent Record
|
||||
|
||||
### Agent Model Used
|
||||
|
||||
_to be filled by dev agent_
|
||||
|
||||
### Debug Log References
|
||||
|
||||
### Completion Notes List
|
||||
|
||||
### File List
|
||||
|
||||
_Files modified (to be filled by dev agent):_
|
||||
|
||||
- `src/renderers/draw-relief-icons.ts` — major refactor: named imports, removed module-level state, registered with framework, refactored window globals
|
||||
|
|
@ -0,0 +1,379 @@
|
|||
# Story 2.3: WebGL2 Fallback Integration Verification
|
||||
|
||||
**Status:** ready-for-dev
|
||||
**Epic:** 2 — Relief Icons Layer Migration
|
||||
**Story Key:** 2-3-webgl2-fallback-integration-verification
|
||||
**Created:** 2026-03-12
|
||||
**Developer:** _unassigned_
|
||||
|
||||
---
|
||||
|
||||
## Story
|
||||
|
||||
As a developer,
|
||||
I want the WebGL2 → SVG fallback path end-to-end verified,
|
||||
So that users on browsers without WebGL2 (or with hardware acceleration disabled) see identical map output via the SVG renderer.
|
||||
|
||||
---
|
||||
|
||||
## Acceptance Criteria
|
||||
|
||||
**AC1:** Framework init with no WebGL2 → hasFallback
|
||||
**Given** a Vitest test that mocks `canvas.getContext('webgl2')` to return `null`
|
||||
**When** `WebGL2LayerFramework.init()` is called
|
||||
**Then** `hasFallback === true`, `init()` returns `false`, and the framework DOM setup (map-container wrapping, canvas insertion) does NOT occur
|
||||
|
||||
**AC2:** All framework methods are no-ops when `hasFallback === true`
|
||||
**Given** `hasFallback === true`
|
||||
**When** `WebGL2LayerFramework.register()`, `setVisible()`, `clearLayer()`, and `requestRender()` are called
|
||||
**Then** all calls are silent no-ops — no exceptions thrown
|
||||
|
||||
**AC3:** `drawRelief()` routes to SVG when `hasFallback === true`
|
||||
**Given** `window.drawRelief()` is called and `hasFallback === true`
|
||||
**When** execution runs
|
||||
**Then** `drawSvgRelief(icons, parentEl)` is invoked and SVG nodes are appended to the terrain layer — visually identical to the current implementation (FR19)
|
||||
|
||||
**AC4:** SVG fallback visual parity
|
||||
**Given** SVG fallback is active
|
||||
**When** a visually rendered map is compared against the current SVG baseline
|
||||
**Then** icon positions, sizes, and orientations are pixel-indistinguishable (FR19)
|
||||
|
||||
**AC5:** Fallback tests pass
|
||||
**Given** the fallback test is added to `webgl-layer-framework.test.ts`
|
||||
**When** `npx vitest run` executes
|
||||
**Then** the fallback detection test passes (FR26) and all 34+ tests pass
|
||||
|
||||
---
|
||||
|
||||
## Context
|
||||
|
||||
### Prerequisites
|
||||
|
||||
- **Story 2.2 must be complete.** The refactored `draw-relief-icons.ts` uses `WebGL2LayerFramework.hasFallback` to route to `drawSvg()`. The fallback path _exists_ in code; this story _verifies_ it via tests.
|
||||
- **Stories 1.1–1.3 complete.** Framework tests at 34 passing, 85.13% statement coverage.
|
||||
|
||||
### What This Story Is
|
||||
|
||||
This is a **test coverage and verification story**. The fallback path already exists in:
|
||||
|
||||
1. `detectWebGL2()` — exported pure function (already tested in Story 1.1 with 2 tests)
|
||||
2. `WebGL2LayerFrameworkClass.init()` — sets `_fallback = !detectWebGL2()`
|
||||
3. `draw-relief-icons.ts` — `if (WebGL2LayerFramework.hasFallback) drawSvg(...)` (added in Story 2.2)
|
||||
|
||||
This story adds **integration-level tests** that walk the full fallback path end-to-end and confirms visual parity by reviewing the SVG output structure.
|
||||
|
||||
### Files to Touch
|
||||
|
||||
| File | Change |
|
||||
| ------------------------------------------- | --------------------------------------------------------------- |
|
||||
| `src/modules/webgl-layer-framework.test.ts` | ADD new `describe` block: `WebGL2LayerFramework fallback path` |
|
||||
| `src/renderers/draw-relief-icons.ts` | READ ONLY — verify hasFallback check exists (no changes needed) |
|
||||
|
||||
**Do NOT touch:**
|
||||
|
||||
- `src/modules/webgl-layer-framework.ts` — framework implementation is complete; fallback is already there
|
||||
- Business logic functions in `draw-relief-icons.ts` — Story 2.2 already covered those
|
||||
|
||||
---
|
||||
|
||||
## Dev Notes
|
||||
|
||||
### Existing Fallback Tests (Do Not Duplicate)
|
||||
|
||||
Story 1.1 already added tests in `webgl-layer-framework.test.ts` for `detectWebGL2`:
|
||||
|
||||
```typescript
|
||||
describe("detectWebGL2", () => {
|
||||
it("returns false when getContext returns null", () => { ... }); // FR26
|
||||
it("returns true when getContext returns a context object", () => { ... });
|
||||
});
|
||||
```
|
||||
|
||||
And Story 1.2 added `init()` tests including one for the fallback path:
|
||||
|
||||
```typescript
|
||||
describe("WebGL2LayerFrameworkClass — init()", () => {
|
||||
it("init() returns false and sets hasFallback when detectWebGL2 returns false", () => { ... });
|
||||
```
|
||||
|
||||
**Do not duplicate these.** The new tests in this story focus on:
|
||||
|
||||
1. Framework no-ops after fallback is set
|
||||
2. The integration with `draw-relief-icons.ts` — verifying `hasFallback` routes to SVG
|
||||
|
||||
### Framework No-Op Tests
|
||||
|
||||
These tests verify that ALL public framework methods handle `hasFallback === true` gracefully. The pattern: inject `_fallback = true` onto the framework instance, then call every public method and assert no exception is thrown.
|
||||
|
||||
```typescript
|
||||
describe("WebGL2LayerFramework — fallback no-op path (Story 2.3)", () => {
|
||||
let framework: WebGL2LayerFrameworkClass;
|
||||
|
||||
beforeEach(() => {
|
||||
framework = new WebGL2LayerFrameworkClass();
|
||||
(framework as any)._fallback = true;
|
||||
});
|
||||
|
||||
it("register() is a no-op when fallback is active (pending queue not used)", () => {
|
||||
const config = {
|
||||
id: "terrain",
|
||||
anchorLayerId: "terrain",
|
||||
renderOrder: 2,
|
||||
setup: vi.fn(),
|
||||
render: vi.fn(),
|
||||
dispose: vi.fn()
|
||||
};
|
||||
// register() before init() uses pendingConfigs[] — not gated by _fallback.
|
||||
// After init() with _fallback=true, scene is null, so register() re-queues.
|
||||
// The key assertion: no exception thrown, no setup() called.
|
||||
expect(() => framework.register(config)).not.toThrow();
|
||||
expect(config.setup).not.toHaveBeenCalled();
|
||||
});
|
||||
|
||||
it("setVisible() is a no-op when fallback is active", () => {
|
||||
expect(() => framework.setVisible("terrain", false)).not.toThrow();
|
||||
expect(() => framework.setVisible("terrain", true)).not.toThrow();
|
||||
});
|
||||
|
||||
it("clearLayer() is a no-op when fallback is active", () => {
|
||||
expect(() => framework.clearLayer("terrain")).not.toThrow();
|
||||
});
|
||||
|
||||
it("requestRender() is a no-op when fallback is active", () => {
|
||||
const rafSpy = vi.spyOn(globalThis, "requestAnimationFrame").mockReturnValue(1 as any);
|
||||
expect(() => framework.requestRender()).not.toThrow();
|
||||
expect(rafSpy).not.toHaveBeenCalled();
|
||||
rafSpy.mockRestore();
|
||||
});
|
||||
|
||||
it("unregister() is a no-op when fallback is active", () => {
|
||||
expect(() => framework.unregister("terrain")).not.toThrow();
|
||||
});
|
||||
|
||||
it("syncTransform() is a no-op when fallback is active", () => {
|
||||
expect(() => framework.syncTransform()).not.toThrow();
|
||||
});
|
||||
|
||||
it("hasFallback getter returns true when _fallback is set", () => {
|
||||
expect(framework.hasFallback).toBe(true);
|
||||
});
|
||||
});
|
||||
```
|
||||
|
||||
### `init()` Fallback DOM Non-Mutation Test
|
||||
|
||||
Story 1.2 added a test for `init() returns false when detectWebGL2 returns false` but may not have verified that the DOM was NOT mutated. Add this more specific test:
|
||||
|
||||
```typescript
|
||||
it("init() with fallback does NOT create #map-container or canvas", () => {
|
||||
const fresh = new WebGL2LayerFrameworkClass();
|
||||
// Mock detectWebGL2 by spying on the canvas.getContext call in detectWebGL2
|
||||
// The cleanest way: stub document.createElement so probe canvas returns null context
|
||||
const origCreate = document.createElement.bind(document);
|
||||
vi.spyOn(document, "createElement").mockImplementation((tag: string) => {
|
||||
if (tag === "canvas") {
|
||||
return {getContext: () => null} as unknown as HTMLCanvasElement;
|
||||
}
|
||||
return origCreate(tag);
|
||||
});
|
||||
|
||||
const result = fresh.init();
|
||||
|
||||
expect(result).toBe(false);
|
||||
expect(fresh.hasFallback).toBe(true);
|
||||
expect(document.getElementById("map-container")).toBeNull();
|
||||
expect(document.getElementById("terrainCanvas")).toBeNull();
|
||||
|
||||
vi.restoreAllMocks();
|
||||
});
|
||||
```
|
||||
|
||||
> **Note:** This test only works if `dom` environment is configured in Vitest. Check `vitest.config.ts` for `environment: "jsdom"` or `environment: "happy-dom"`. If not configured, check `vitest.browser.config.ts`. If tests run in node environment without DOM, skip this test or mark it appropriately.
|
||||
|
||||
### What to Check in draw-relief-icons.ts (Read-Only Verification)
|
||||
|
||||
After Story 2.2 is complete, verify these lines exist in `draw-relief-icons.ts`:
|
||||
|
||||
```typescript
|
||||
// In window.drawRelief:
|
||||
if (type === "svg" || WebGL2LayerFramework.hasFallback) {
|
||||
drawSvg(icons, parentEl); // ← SVG path taken when hasFallback is true
|
||||
}
|
||||
|
||||
// In window.undrawRelief:
|
||||
WebGL2LayerFramework.clearLayer("terrain"); // ← no-op in fallback mode (returns early)
|
||||
```
|
||||
|
||||
No code change is needed here — just document the verification in this story's completion notes.
|
||||
|
||||
### Visual Parity Verification (AC4)
|
||||
|
||||
**AC4 is verified manually or via browser test**, not a Vitest unit test. The SVG fallback path uses the existing `drawSvg()` function which is unchanged from the pre-refactor implementation. Visual parity is therefore structural (same code path → same output). Document this in completion notes.
|
||||
|
||||
Vitest unit coverage for AC4: you can add a unit test that verifies `drawSvg()` produces the expected `<use>` element HTML structure:
|
||||
|
||||
```typescript
|
||||
// This test requires draw-relief-icons.ts to export drawSvg for testability,
|
||||
// OR tests it indirectly via window.drawRelief with hasFallback=true.
|
||||
// The latter is an integration test that exercises the full SVG path:
|
||||
|
||||
it("window.drawRelief() calls drawSvg when hasFallback is true", () => {
|
||||
// Stub: force hasFallback=true on the global framework
|
||||
Object.defineProperty(window.WebGL2LayerFramework, "hasFallback", {
|
||||
get: () => true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
const parentEl = document.createElement("g");
|
||||
parentEl.setAttribute("set", "simple");
|
||||
|
||||
// Stub pack and generateRelief
|
||||
(globalThis as any).pack = {relief: []};
|
||||
// Note: generateRelief() will be called since pack.relief is empty — it needs
|
||||
// the full browser environment (cells, biomes, etc.). For unit testing, it's
|
||||
// simpler to stub the icons directly via pack.relief:
|
||||
(globalThis as any).pack = {
|
||||
relief: [
|
||||
{i: 0, href: "#relief-mount-1", x: 100, y: 100, s: 20},
|
||||
{i: 1, href: "#relief-hill-1", x: 200, y: 150, s: 15}
|
||||
]
|
||||
};
|
||||
|
||||
window.drawRelief("webGL", parentEl); // type=webGL but hasFallback forces SVG path
|
||||
|
||||
// SVG path: parentEl.innerHTML should contain <use> elements
|
||||
expect(parentEl.innerHTML).toContain('<use href="#relief-mount-1"');
|
||||
expect(parentEl.innerHTML).toContain('data-id="0"');
|
||||
|
||||
// Restore hasFallback
|
||||
Object.defineProperty(window.WebGL2LayerFramework, "hasFallback", {
|
||||
get: () => false,
|
||||
configurable: true
|
||||
});
|
||||
});
|
||||
```
|
||||
|
||||
> **Caution:** This integration test has significant setup requirements (global `pack`, `window.WebGL2LayerFramework` initialized, DOM element available). If the test environment doesn't support these, write a lighter version that just tests `drawSvg()` output format directly after exporting it (if needed). The primary goal is AC5 — all existing 34 tests still pass. The integration test here is bonus coverage.
|
||||
|
||||
### NFR-C1 Verification
|
||||
|
||||
NFR-C1: "WebGL2 context is the sole gating check; if null, SVG fallback activates automatically with no user-visible error."
|
||||
|
||||
The existing `detectWebGL2()` tests in `describe("detectWebGL2")` already cover the gating check. Add a test confirming no `console.error` is emitted during the fallback path:
|
||||
|
||||
```typescript
|
||||
it("fallback activation produces no console.error", () => {
|
||||
const errorSpy = vi.spyOn(console, "error");
|
||||
const fresh = new WebGL2LayerFrameworkClass();
|
||||
(fresh as any)._fallback = true;
|
||||
fresh.register({id: "x", anchorLayerId: "x", renderOrder: 1, setup: vi.fn(), render: vi.fn(), dispose: vi.fn()});
|
||||
fresh.setVisible("x", false);
|
||||
fresh.clearLayer("x");
|
||||
fresh.requestRender();
|
||||
fresh.unregister("x");
|
||||
expect(errorSpy).not.toHaveBeenCalled();
|
||||
vi.restoreAllMocks();
|
||||
});
|
||||
```
|
||||
|
||||
### Coverage Target
|
||||
|
||||
After Story 2.3, the target remains ≥80% statement coverage for `webgl-layer-framework.ts` (NFR-M5). The fallback guard branches (`if (this._fallback) return`) may already be partially covered by existing Class tests that set `_fallback = false`. The new tests explicitly set `_fallback = true` which flips the coverage on the early-return branches. This should push statement coverage higher (currently 85.13% — these tests will add 2-4%).
|
||||
|
||||
### Vitest Environment
|
||||
|
||||
Check the existing test config:
|
||||
|
||||
- `vitest.config.ts` — base config
|
||||
- `vitest.browser.config.ts` — browser mode config
|
||||
|
||||
If tests run in node environment (no DOM), DOM-dependent tests in the `init() fallback DOM non-mutation` section should be skipped or adapted to not use `document.getElementById`. Existing tests use the pattern `vi.spyOn(globalThis, ...)` and direct instance field injection — this pattern works in node.
|
||||
|
||||
---
|
||||
|
||||
## Previous Story Intelligence
|
||||
|
||||
### From Stories 1.1–1.3
|
||||
|
||||
- `detectWebGL2()` pure function test pattern (inject probe canvas): fully established
|
||||
- `WebGL2LayerFrameworkClass` test pattern (inject `_fallback`, inject `scene`, `layers`): established
|
||||
- `requestRender()` RAF anti-pattern: uses `vi.spyOn(globalThis, "requestAnimationFrame").mockReturnValue(1 as any)` — the RAF spy MUST be restored after each test
|
||||
- Private field injection with `(framework as any)._fieldName = value` — established pattern for all framework tests
|
||||
- **Test count baseline:** 34 tests, 85.13% statement coverage after Story 1.3
|
||||
|
||||
### From Story 2.2
|
||||
|
||||
- `WebGL2LayerFramework.hasFallback` is checked in `window.drawRelief` to route to SVG path
|
||||
- `WebGL2LayerFramework.clearLayer("terrain")` is a no-op when `_fallback === true` (returns early at top of method)
|
||||
- `WebGL2LayerFramework.requestRender()` is a no-op when `_fallback === true`
|
||||
- `drawSvg(icons, parentEl)` is the SVG path — unchanged from pre-refactor; produces `<use>` elements in `parentEl.innerHTML`
|
||||
|
||||
---
|
||||
|
||||
## References
|
||||
|
||||
- FR18: WebGL2 unavailability detection — [Source: `_bmad-output/planning-artifacts/epics.md#FR18`]
|
||||
- FR19: Visually identical SVG fallback — [Source: `_bmad-output/planning-artifacts/epics.md#FR19`]
|
||||
- FR26: detectWebGL2 testability — [Source: `_bmad-output/planning-artifacts/epics.md#FR26`]
|
||||
- NFR-C1: WebGL2 sole gating check — [Source: `_bmad-output/planning-artifacts/epics.md#NonFunctional Requirements`]
|
||||
- NFR-C4: Hardware acceleration disabled = SVG fallback — [Source: `_bmad-output/planning-artifacts/epics.md#NonFunctional Requirements`]
|
||||
- Architecture Decision 6 (fallback pattern): [Source: `_bmad-output/planning-artifacts/architecture.md#Decision 6`]
|
||||
|
||||
---
|
||||
|
||||
## Tasks
|
||||
|
||||
- [ ] **T1:** Read current `webgl-layer-framework.test.ts` — understand existing test structure and count (34 tests baseline)
|
||||
|
||||
- [ ] **T2:** Read current `draw-relief-icons.ts` (post-Story 2.2) — verify `WebGL2LayerFramework.hasFallback` check exists in `window.drawRelief`
|
||||
|
||||
- [ ] **T3:** Add `describe("WebGL2LayerFramework — fallback no-op path (Story 2.3)")` block to `webgl-layer-framework.test.ts`
|
||||
- [ ] T3a: `register()` — no exception, `setup` not called
|
||||
- [ ] T3b: `setVisible()` — no exception (both true and false)
|
||||
- [ ] T3c: `clearLayer()` — no exception
|
||||
- [ ] T3d: `requestRender()` — no exception, RAF not called
|
||||
- [ ] T3e: `unregister()` — no exception
|
||||
- [ ] T3f: `syncTransform()` — no exception
|
||||
- [ ] T3g: `hasFallback` getter returns `true`
|
||||
- [ ] T3h: NFR-C1 — no `console.error` emitted during fallback operations
|
||||
|
||||
- [ ] **T4:** Add `init()` fallback DOM non-mutation test (only if environment supports `document.getElementById`)
|
||||
- [ ] T4a: Check Vitest environment config (`vitest.config.ts`)
|
||||
- [ ] T4b: If jsdom/happy-dom: add test asserting `#map-container` and `#terrainCanvas` do NOT exist after fallback `init()`
|
||||
- [ ] T4c: If node-only environment: skip DOM assertion; rely on `init() returns false` and `hasFallback === true` tests
|
||||
|
||||
- [ ] **T5:** (Optional/Bonus) Add integration test verifying `window.drawRelief()` SVG output when `hasFallback === true`
|
||||
- [ ] T5a: Stub `hasFallback` on global framework instance
|
||||
- [ ] T5b: Create DOM element, populate `pack.relief` stub data
|
||||
- [ ] T5c: Call `window.drawRelief("webGL", element)` — assert SVG output contains `<use>` elements
|
||||
- [ ] T5d: Restore stubs
|
||||
|
||||
- [ ] **T6:** `npx vitest run src/modules/webgl-layer-framework.test.ts`
|
||||
- [ ] T6a: All existing 34 tests pass (no regressions)
|
||||
- [ ] T6b: All new fallback tests pass
|
||||
- [ ] T6c: Statement coverage remains ≥80% (NFR-M5)
|
||||
|
||||
- [ ] **T7:** `npm run lint` — zero errors
|
||||
|
||||
- [ ] **T8:** Document completion:
|
||||
- [ ] T8a: Record actual test count after new tests
|
||||
- [ ] T8b: Record final statement coverage percentage
|
||||
- [ ] T8c: Verify AC4 (SVG visual parity) by manual or structural analysis — document finding
|
||||
|
||||
---
|
||||
|
||||
## Dev Agent Record
|
||||
|
||||
### Agent Model Used
|
||||
|
||||
_to be filled by dev agent_
|
||||
|
||||
### Debug Log References
|
||||
|
||||
### Completion Notes List
|
||||
|
||||
### File List
|
||||
|
||||
_Files modified (to be filled by dev agent):_
|
||||
|
||||
- `src/modules/webgl-layer-framework.test.ts` — new describe block with 8+ fallback tests
|
||||
|
|
@ -48,10 +48,10 @@ development_status:
|
|||
epic-1-retrospective: optional
|
||||
|
||||
# Epic 2: Relief Icons Layer Migration
|
||||
epic-2: backlog
|
||||
2-1-verify-and-implement-per-icon-rotation-in-buildsetmesh: backlog
|
||||
2-2-refactor-draw-relief-icons-ts-to-use-framework: backlog
|
||||
2-3-webgl2-fallback-integration-verification: backlog
|
||||
epic-2: in-progress
|
||||
2-1-verify-and-implement-per-icon-rotation-in-buildsetmesh: ready-for-dev
|
||||
2-2-refactor-draw-relief-icons-ts-to-use-framework: ready-for-dev
|
||||
2-3-webgl2-fallback-integration-verification: ready-for-dev
|
||||
epic-2-retrospective: optional
|
||||
|
||||
# Epic 3: Quality & Bundle Integrity
|
||||
|
|
|
|||
|
|
@ -1,7 +1,5 @@
|
|||
import { Group, OrthographicCamera, Scene, WebGLRenderer } from "three";
|
||||
|
||||
// ─── Pure exports (testable without DOM or WebGL) ────────────────────────────
|
||||
|
||||
/**
|
||||
* Converts a D3 zoom transform into orthographic camera bounds.
|
||||
*
|
||||
|
|
@ -83,8 +81,6 @@ interface RegisteredLayer {
|
|||
group: Group; // framework-owned; passed to all callbacks — abstraction boundary
|
||||
}
|
||||
|
||||
// ─── Class ───────────────────────────────────────────────────────────────────
|
||||
|
||||
export class WebGL2LayerFrameworkClass {
|
||||
private canvas: HTMLCanvasElement | null = null;
|
||||
private renderer: WebGLRenderer | null = null;
|
||||
|
|
@ -95,18 +91,12 @@ export class WebGL2LayerFrameworkClass {
|
|||
private resizeObserver: ResizeObserver | null = null;
|
||||
private rafId: number | null = null;
|
||||
private container: HTMLElement | null = null;
|
||||
|
||||
// Backing field — MUST NOT be declared readonly.
|
||||
// readonly fields can only be assigned in the constructor; init() sets _fallback
|
||||
// post-construction, which would cause a TypeScript type error with readonly.
|
||||
private _fallback = false;
|
||||
|
||||
get hasFallback(): boolean {
|
||||
return this._fallback;
|
||||
}
|
||||
|
||||
// ─── Public API ────────────────────────────────────────────────────────────
|
||||
|
||||
init(): boolean {
|
||||
this._fallback = !detectWebGL2();
|
||||
if (this._fallback) return false;
|
||||
|
|
@ -168,7 +158,6 @@ export class WebGL2LayerFrameworkClass {
|
|||
this.layers.set(config.id, { config, group });
|
||||
}
|
||||
this.pendingConfigs = [];
|
||||
|
||||
this.observeResize();
|
||||
|
||||
return true;
|
||||
|
|
@ -248,8 +237,6 @@ export class WebGL2LayerFrameworkClass {
|
|||
camera.updateProjectionMatrix();
|
||||
}
|
||||
|
||||
// ─── Private helpers ───────────────────────────────────────────────────────
|
||||
|
||||
private subscribeD3Zoom(): void {
|
||||
// viewbox is a D3 selection global available in the browser; guard for Node test env
|
||||
if (typeof (globalThis as any).viewbox === "undefined") return;
|
||||
|
|
@ -283,9 +270,6 @@ export class WebGL2LayerFrameworkClass {
|
|||
}
|
||||
}
|
||||
|
||||
// ─── Global registration (MUST be last line) ─────────────────────────────────
|
||||
// Uses globalThis (≡ window in browsers) to support both browser runtime and
|
||||
// Node.js test environments without a ReferenceError.
|
||||
declare global {
|
||||
var WebGL2LayerFramework: WebGL2LayerFrameworkClass;
|
||||
}
|
||||
|
|
|
|||
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Add table
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Reference in a new issue