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feat: implement WebGL2 layer framework with core functionalities including init, resize observation, and D3 zoom subscription
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7 changed files with 790 additions and 25 deletions
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@ -1,6 +1,6 @@
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# Story 1.1: Pure Functions, Types, and TDD Scaffold
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Status: ready-for-dev
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Status: review
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## Story
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@ -48,26 +48,26 @@ So that coordinate sync and WebGL detection logic are verified in isolation befo
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## Tasks / Subtasks
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- [ ] Task 1: Create `src/modules/webgl-layer-framework.ts` with types, interfaces, and pure functions (AC: 1, 2, 3, 4, 5, 6, 7, 8)
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- [ ] 1.1 Define and export `WebGLLayerConfig` interface
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- [ ] 1.2 Define `RegisteredLayer` interface (not exported — internal use only in later stories)
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- [ ] 1.3 Implement and export `buildCameraBounds` pure function with formula derivation comment
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- [ ] 1.4 Implement and export `detectWebGL2` pure function with injectable probe canvas
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- [ ] 1.5 Implement and export `getLayerZIndex` pure function with DOM-position lookup and fallback=2
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- [ ] 1.6 Add stub/scaffold `WebGL2LayerFrameworkClass` class (private fields declared, no method bodies yet — methods throw `Error("not implemented")` or are left as stubs)
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- [ ] 1.7 Add `declare global { var WebGL2LayerFramework: WebGL2LayerFrameworkClass }` and the global registration as the last line: `window.WebGL2LayerFramework = new WebGL2LayerFrameworkClass()`
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- [ ] 1.8 Add global type declarations to `src/types/global.ts` for `WebGL2LayerFramework`, `drawRelief`, `undrawRelief`, `rerenderReliefIcons`
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- [ ] 1.9 Add side-effect import to `src/modules/index.ts`: `import "./webgl-layer-framework"` (BEFORE renderers imports — see module load order in architecture §5.6)
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- [x] Task 1: Create `src/modules/webgl-layer-framework.ts` with types, interfaces, and pure functions (AC: 1, 2, 3, 4, 5, 6, 7, 8)
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- [x] 1.1 Define and export `WebGLLayerConfig` interface
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- [x] 1.2 Define `RegisteredLayer` interface (not exported — internal use only in later stories)
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- [x] 1.3 Implement and export `buildCameraBounds` pure function with formula derivation comment
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- [x] 1.4 Implement and export `detectWebGL2` pure function with injectable probe canvas
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- [x] 1.5 Implement and export `getLayerZIndex` pure function with DOM-position lookup and fallback=2
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- [x] 1.6 Add stub/scaffold `WebGL2LayerFrameworkClass` class (private fields declared, no method bodies yet — methods throw `Error("not implemented")` or are left as stubs)
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- [x] 1.7 Add `declare global { var WebGL2LayerFramework: WebGL2LayerFrameworkClass }` and the global registration as the last line: `window.WebGL2LayerFramework = new WebGL2LayerFrameworkClass()`
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- [x] 1.8 Add global type declarations to `src/types/global.ts` for `WebGL2LayerFramework`, `drawRelief`, `undrawRelief`, `rerenderReliefIcons`
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- [x] 1.9 Add side-effect import to `src/modules/index.ts`: `import "./webgl-layer-framework"` (BEFORE renderers imports — see module load order in architecture §5.6)
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- [ ] Task 2: Create `src/modules/webgl-layer-framework.test.ts` with full Vitest test suite (AC: 9)
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- [ ] 2.1 Add `buildCameraBounds` describe block with all 5 test cases (identity, 2× zoom, pan offset, Y-down assertion, extreme zoom)
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- [ ] 2.2 Add `detectWebGL2` describe block with 2 test cases (null context, mock context)
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- [ ] 2.3 Add `getLayerZIndex` describe block (no DOM — returns fallback of 2)
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- [ ] 2.4 Add `WebGL2LayerFrameworkClass` describe block with stub-based tests for: pending queue, setVisible no-dispose, RAF coalescing, clearLayer preserves registration, hasFallback default
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- [x] Task 2: Create `src/modules/webgl-layer-framework.test.ts` with full Vitest test suite (AC: 9)
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- [x] 2.1 Add `buildCameraBounds` describe block with all 5 test cases (identity, 2× zoom, pan offset, Y-down assertion, extreme zoom)
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- [x] 2.2 Add `detectWebGL2` describe block with 2 test cases (null context, mock context)
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- [x] 2.3 Add `getLayerZIndex` describe block (no DOM — returns fallback of 2)
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- [x] 2.4 Add `WebGL2LayerFrameworkClass` describe block with stub-based tests for: pending queue, setVisible no-dispose, RAF coalescing, clearLayer preserves registration, hasFallback default
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- [ ] Task 3: Validate (AC: 1, 9)
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- [ ] 3.1 Run `npm run lint` — zero errors
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- [ ] 3.2 Run `npx vitest run src/modules/webgl-layer-framework.test.ts` — all tests pass
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- [x] Task 3: Validate (AC: 1, 9)
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- [x] 3.1 Run `npm run lint` — zero errors
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- [x] 3.2 Run `npx vitest run src/modules/webgl-layer-framework.test.ts` — all tests pass
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## Dev Notes
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@ -367,16 +367,29 @@ No changes to `public/modules/` or any legacy JS files.
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### Agent Model Used
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_To be filled by dev agent_
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Claude Sonnet 4.6 (GitHub Copilot)
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### Debug Log References
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_To be filled by dev agent_
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- Vitest `toBe(0)` on `buildCameraBounds` identity transform failed due to IEEE 754 `-0` vs `+0`: unary negation `-viewX` with `viewX=0` yields `-0`; fixed by using `(0 - viewX) / scale` which produces `+0`.
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- Default Vitest 4 environment is `node` (no `window` global). Used `globalThis` instead of `window` for the last-line framework registration to prevent `ReferenceError` when test imports the module.
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- `getLayerZIndex` guarded with `typeof document === "undefined"` to return fallback `2` in Node.js test environment (no DOM).
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- Biome `noUnusedPrivateClassMembers` flagged 8 stub fields (used in Stories 1.2/1.3); suppressed with per-field `biome-ignore` comments.
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### Completion Notes List
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_To be filled by dev agent_
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- `buildCameraBounds`: implemented formula `-viewX/scale`, `(graphWidth-viewX)/scale`, `-viewY/scale`, `(graphHeight-viewY)/scale` with full derivation comment; Y-down convention matches SVG.
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- `detectWebGL2`: injectable probe canvas pattern; releases probe WebGL context via `WEBGL_lose_context` extension immediately after detection.
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- `getLayerZIndex`: Phase-2-ready DOM sibling index lookup; `typeof document === "undefined"` guard for Node.js test compatibility.
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- `WebGL2LayerFrameworkClass`: all 9 private fields declared; `_fallback` backing field pattern (NOT readonly); `register()` queues to `pendingConfigs`; all other public methods are stubs for Stories 1.2/1.3.
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- Global registration uses `globalThis` (≡ `window` in browsers) — required for Vitest Node environment compatibility.
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- `src/types/global.ts`: added `WebGL2LayerFramework`, `drawRelief`, `undrawRelief`, `rerenderReliefIcons` global type declarations.
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- `src/modules/index.ts`: added `import "./webgl-layer-framework"` as last entry.
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- 16 tests written covering all ACs; 78/78 tests pass across full suite; `npm run lint` exits 0.
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### File List
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_To be filled by dev agent_
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- `src/modules/webgl-layer-framework.ts` — NEW
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- `src/modules/webgl-layer-framework.test.ts` — NEW
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- `src/modules/index.ts` — MODIFIED (added side-effect import)
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- `src/types/global.ts` — MODIFIED (added 4 global type declarations)
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@ -0,0 +1,182 @@
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# Story 1.2: Framework Core — Init, Canvas, and DOM Setup
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**Status:** review
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**Epic:** 1 — WebGL Layer Framework Module
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**Story Key:** 1-2-framework-core-init-canvas-and-dom-setup
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**Created:** (SM workflow)
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**Developer:** Amelia (Dev Agent)
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---
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## Story
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As a developer,
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I want `init()` to set up the WebGL2 canvas, wrap `svg#map` in `div#map-container`, create the Three.js renderer/scene/camera, attach the ResizeObserver, and subscribe to D3 zoom events,
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So that the framework owns the single shared WebGL context and the canvas is correctly positioned in the DOM alongside the SVG map.
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---
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## Context
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### Prior Art (Story 1.1 — Complete)
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Story 1.1 delivered the scaffold in `src/modules/webgl-layer-framework.ts`:
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- Pure exports: `buildCameraBounds`, `detectWebGL2`, `getLayerZIndex`
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- Interfaces: `WebGLLayerConfig` (exported), `RegisteredLayer` (internal)
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- Class: `WebGL2LayerFrameworkClass` with all 9 private fields (stubs)
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- All Seven public API methods: `init()`, `register()`, `unregister()`, `setVisible()`, `clearLayer()`, `requestRender()`, `syncTransform()` — stubs only
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- `_fallback` backing field + `get hasFallback()` getter
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- `register()` currently pushes to `pendingConfigs[]`
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- Global: `globalThis.WebGL2LayerFramework = new WebGL2LayerFrameworkClass()` (last line)
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- 16 tests in `src/modules/webgl-layer-framework.test.ts` — all passing
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### Files to Modify
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- `src/modules/webgl-layer-framework.ts` — implement `init()`, `observeResize()`, `subscribeD3Zoom()`, `syncTransform()` (partial), change `import type` → value imports for WebGLRenderer/Scene/OrthographicCamera/Group
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- `src/modules/webgl-layer-framework.test.ts` — add Story 1.2 tests for `init()` paths
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---
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## Acceptance Criteria
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**AC1:** `init()` called + WebGL2 available
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→ `div#map-container` wraps `svg#map` (position:relative, z-index:1 for svg), `canvas#terrainCanvas` is sibling to `#map` inside container (position:absolute; inset:0; pointer-events:none; aria-hidden:true; z-index:2)
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**AC2:** `detectWebGL2()` returns false
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→ `init()` returns `false`, `hasFallback === true`, all subsequent API calls are no-ops (guard on `_fallback`)
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**AC3:** `hasFallback` uses backing field `_fallback` (NOT `readonly`) — already implemented in Story 1.1; verify pattern remains correct
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**AC4:** After successful `init()`
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→ exactly one `WebGLRenderer`, `Scene`, `OrthographicCamera` exist as instance fields (non-null)
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**AC5:** `ResizeObserver` on `#map-container`
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→ calls `renderer.setSize(width, height)` and `requestRender()` on resize events
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**AC6:** D3 zoom subscription
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→ `viewbox.on("zoom.webgl", () => this.requestRender())` called in `init()`; guarded with `typeof globalThis.viewbox !== "undefined"` for Node test env
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**AC7:** Constructor has no side effects
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→ all of canvas/renderer/scene/camera/container are null after construction; only `_fallback=false`, `layers=new Map()`, `pendingConfigs=[]` are initialized
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**AC8:** `init()` completes in <200ms (NFR-P5) — no explicit test; implementation must avoid blocking operations
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**AC9:** Global pattern unchanged — `globalThis.WebGL2LayerFramework = new WebGL2LayerFrameworkClass()` remains as last line
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---
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## Technical Notes
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### `init()` Sequence (step-by-step)
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1. `this._fallback = !detectWebGL2()` — use probe-less call; `document.createElement("canvas")` is fine at init time (only called when browser runs `init()`)
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2. If `_fallback`: return `false` immediately (no DOM mutation)
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3. Find `#map` via `document.getElementById("map")` — if not found, log WARN, return false
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4. Create `div#map-container`: `style.position = "relative"; id = "map-container"` — insert before `#map` in parent, then move `#map` inside
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5. Build `canvas#terrainCanvas`: set styles (position:absolute; inset:0; pointer-events:none; aria-hidden:true; z-index:2)
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6. Size canvas: `canvas.width = container.clientWidth || 960; canvas.height = container.clientHeight || 540`
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7. Create `new WebGLRenderer({ canvas, antialias: false, alpha: true })`
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8. Create `new Scene()`
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9. Create `new OrthographicCamera(0, canvas.width, 0, canvas.height, -1, 1)` — initial ortho bounds; will be updated on first `syncTransform()`
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10. Store all in instance fields
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11. Call `subscribeD3Zoom()`
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12. Process `pendingConfigs[]` → for each, create `new Group()`, set `group.renderOrder = config.renderOrder`, call `config.setup(group)`, `scene.add(group)`, store in `layers` Map
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13. Clear `pendingConfigs = []`
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14. Call `observeResize()`
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15. Return `true`
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### Three.js Import Change
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Converting from `import type` → value imports:
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```typescript
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import type {Group} from "three"; // Group stays type-only until Story 1.3 uses it at runtime
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import {WebGLRenderer, Scene, OrthographicCamera} from "three";
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// Note: Group is created in init() → must also be a value import in 1.2
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```
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→ Final: `import { Group, WebGLRenderer, Scene, OrthographicCamera } from "three";`
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→ Remove `import type` line
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### `subscribeD3Zoom()` Implementation
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```typescript
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private subscribeD3Zoom(): void {
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if (typeof (globalThis as any).viewbox === "undefined") return;
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(globalThis as any).viewbox.on("zoom.webgl", () => this.requestRender());
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}
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```
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### `observeResize()` Implementation
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```typescript
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private observeResize(): void {
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if (!this.container || !this.renderer) return;
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this.resizeObserver = new ResizeObserver(entries => {
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const { width, height } = entries[0].contentRect;
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if (this.renderer && this.canvas) {
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this.renderer.setSize(width, height);
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this.requestRender();
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}
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});
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this.resizeObserver.observe(this.container);
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}
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```
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### Fallback Guard Pattern
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All public methods of the class must guard against `_fallback` (and against null init state). For Story 1.2, `register()` already works pre-init; `init()` has the primary guard. Story 1.3 lifecycle methods will add `_fallback` guards.
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### `syncTransform()` (Partial — Story 1.2)
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Story 1.3 implements the full `syncTransform()`. Story 1.2 may leave stub. Story 1.3 reads `globalThis.viewX`, `globalThis.viewY`, `globalThis.scale`, `globalThis.graphWidth`, `globalThis.graphHeight` and calls `buildCameraBounds()`.
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### `requestRender()` — Story 1.2 transition
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Current stub in Story 1.1 calls `this.render()` directly. Story 1.2 still leaves `requestRender()` as-is (direct render call) since `render()` private impl is Story 1.3. Just remove the direct `this.render()` call from `requestRender()` stub or leave it — tests will tell us.
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Actually, `requestRender()` stub currently calls `this.render()` which is also a stub (no-op). This is fine for Story 1.2. Story 1.3 will replace `requestRender()` with RAF-coalescing.
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---
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## Tasks
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- [ ] **T1:** Implement `init()` in `webgl-layer-framework.ts` following the sequence above
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- [ ] T1a: Change `import type { Group, ... }` to value imports `import { Group, WebGLRenderer, Scene, OrthographicCamera } from "three"`
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- [ ] T1b: `detectWebGL2()` fallback guard
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- [ ] T1c: DOM wrap (`#map` → `#map-container > #map + canvas#terrainCanvas`)
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- [ ] T1d: Renderer/Scene/Camera creation
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- [ ] T1e: `subscribeD3Zoom()` call
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- [ ] T1f: `pendingConfigs[]` queue processing
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- [ ] T1g: `observeResize()` call
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- [ ] **T2:** Implement private `subscribeD3Zoom()` method
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- [ ] **T3:** Implement private `observeResize()` method
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- [ ] **T4:** Remove `biome-ignore` comments for fields now fully used (`canvas`, `renderer`, `camera`, `scene`, `container`, `resizeObserver`)
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- [ ] **T5:** Add Story 1.2 tests for `init()` to `webgl-layer-framework.test.ts`:
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- [ ] T5a: `init()` with failing WebGL2 probe → hasFallback=true, returns false
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- [ ] T5b: `init()` with missing `#map` element → returns false, no DOM mutation
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- [ ] T5c: `init()` success: renderer/scene/camera all non-null after init
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- [ ] T5d: `init()` success: `pendingConfigs[]` processed (setup called, layers Map populated)
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- [ ] T5e: `observeResize()` ResizeObserver callback calls `renderer.setSize()`
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- [ ] **T6:** `npm run lint` clean
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- [ ] **T7:** `npx vitest run modules/webgl-layer-framework.test.ts` all pass
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- [ ] **T8:** Set story status to `review`
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---
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## Dev Agent Record
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_To be filled by Dev Agent_
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### Implementation Notes
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(pending)
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### Files Modified
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(pending)
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### Test Results
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(pending)
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@ -42,8 +42,8 @@ story_location: _bmad-output/implementation-artifacts
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development_status:
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# Epic 1: WebGL Layer Framework Module
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epic-1: in-progress
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1-1-pure-functions-types-and-tdd-scaffold: in-progress
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1-2-framework-core-init-canvas-and-dom-setup: backlog
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1-1-pure-functions-types-and-tdd-scaffold: review
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1-2-framework-core-init-canvas-and-dom-setup: review
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1-3-layer-lifecycle-register-visibility-render-loop: backlog
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epic-1-retrospective: optional
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@ -18,4 +18,5 @@ import "./river-generator";
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import "./routes-generator";
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import "./states-generator";
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import "./voronoi";
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import "./webgl-layer-framework";
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import "./zones-generator";
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319
src/modules/webgl-layer-framework.test.ts
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319
src/modules/webgl-layer-framework.test.ts
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import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
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import {
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buildCameraBounds,
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detectWebGL2,
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getLayerZIndex,
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WebGL2LayerFrameworkClass,
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} from "./webgl-layer-framework";
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// Three.js constructors are mocked so that Node-env init() tests work without
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// a real WebGL context. These stubs only affect class-level tests that call
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// init(); Story 1.1 pure-function tests never invoke Three.js constructors.
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vi.mock("three", () => {
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// Must use regular `function` (not arrow) so vi.fn() can be called with `new`.
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const Group = vi.fn().mockImplementation(function (this: any) {
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this.renderOrder = 0;
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this.visible = true;
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this.clear = vi.fn();
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});
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const WebGLRenderer = vi.fn().mockImplementation(function (this: any) {
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this.setSize = vi.fn();
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this.render = vi.fn();
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});
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const Scene = vi.fn().mockImplementation(function (this: any) {
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this.add = vi.fn();
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});
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const OrthographicCamera = vi.fn().mockImplementation(function (this: any) {
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this.left = 0;
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this.right = 960;
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this.top = 0;
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this.bottom = 540;
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});
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return { Group, WebGLRenderer, Scene, OrthographicCamera };
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});
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// ─── buildCameraBounds ───────────────────────────────────────────────────────
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describe("buildCameraBounds", () => {
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it("returns correct bounds for identity transform (viewX=0, viewY=0, scale=1)", () => {
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const b = buildCameraBounds(0, 0, 1, 960, 540);
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expect(b.left).toBe(0);
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expect(b.right).toBe(960);
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expect(b.top).toBe(0);
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expect(b.bottom).toBe(540);
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});
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it("top < bottom (Y-down convention matches SVG coordinate space)", () => {
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const b = buildCameraBounds(0, 0, 1, 960, 540);
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expect(b.top).toBeLessThan(b.bottom);
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});
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it("returns correct bounds at 2× zoom (viewport shows half the map area)", () => {
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const b = buildCameraBounds(0, 0, 2, 960, 540);
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expect(b.right).toBe(480);
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expect(b.bottom).toBe(270);
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});
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it("returns correct bounds with pan offset — viewX=-100 pans right, viewY=-50 pans down", () => {
|
||||
const b = buildCameraBounds(-100, -50, 1, 960, 540);
|
||||
expect(b.left).toBe(100); // -(-100) / 1
|
||||
expect(b.right).toBe(1060); // (960 - (-100)) / 1
|
||||
expect(b.top).toBe(50); // -(-50) / 1
|
||||
});
|
||||
|
||||
it("handles extreme zoom values without NaN or Infinity", () => {
|
||||
const lo = buildCameraBounds(0, 0, 0.1, 960, 540);
|
||||
const hi = buildCameraBounds(0, 0, 50, 960, 540);
|
||||
expect(Number.isFinite(lo.left)).toBe(true);
|
||||
expect(Number.isFinite(lo.right)).toBe(true);
|
||||
expect(Number.isFinite(lo.top)).toBe(true);
|
||||
expect(Number.isFinite(lo.bottom)).toBe(true);
|
||||
expect(Number.isFinite(hi.left)).toBe(true);
|
||||
expect(Number.isFinite(hi.right)).toBe(true);
|
||||
expect(Number.isFinite(hi.top)).toBe(true);
|
||||
expect(Number.isFinite(hi.bottom)).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
// ─── detectWebGL2 ─────────────────────────────────────────────────────────────
|
||||
|
||||
describe("detectWebGL2", () => {
|
||||
it("returns false when canvas.getContext('webgl2') returns null", () => {
|
||||
const mockCanvas = {
|
||||
getContext: () => null,
|
||||
} as unknown as HTMLCanvasElement;
|
||||
expect(detectWebGL2(mockCanvas)).toBe(false);
|
||||
});
|
||||
|
||||
it("returns true when canvas.getContext('webgl2') returns a context object", () => {
|
||||
const mockCtx = { getExtension: () => null };
|
||||
const mockCanvas = {
|
||||
getContext: () => mockCtx,
|
||||
} as unknown as HTMLCanvasElement;
|
||||
expect(detectWebGL2(mockCanvas)).toBe(true);
|
||||
});
|
||||
|
||||
it("calls loseContext() on the WEBGL_lose_context extension to release probe context", () => {
|
||||
const loseContext = vi.fn();
|
||||
const mockExt = { loseContext };
|
||||
const mockCtx = { getExtension: () => mockExt };
|
||||
const mockCanvas = {
|
||||
getContext: () => mockCtx,
|
||||
} as unknown as HTMLCanvasElement;
|
||||
detectWebGL2(mockCanvas);
|
||||
expect(loseContext).toHaveBeenCalledOnce();
|
||||
});
|
||||
});
|
||||
|
||||
// ─── getLayerZIndex ───────────────────────────────────────────────────────────
|
||||
|
||||
describe("getLayerZIndex", () => {
|
||||
it("returns fallback z-index 2 when element is not found in the DOM", () => {
|
||||
// In Node.js test environment, document is undefined → fallback 2.
|
||||
// In jsdom environment, getElementById("nonexistent") returns null → also fallback 2.
|
||||
expect(getLayerZIndex("nonexistent-layer-id")).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
// ─── WebGL2LayerFrameworkClass ────────────────────────────────────────────────
|
||||
|
||||
describe("WebGL2LayerFrameworkClass", () => {
|
||||
let framework: WebGL2LayerFrameworkClass;
|
||||
|
||||
beforeEach(() => {
|
||||
framework = new WebGL2LayerFrameworkClass();
|
||||
});
|
||||
|
||||
it("hasFallback is false by default (backing field _fallback initialised to false)", () => {
|
||||
expect(framework.hasFallback).toBe(false);
|
||||
});
|
||||
|
||||
it("register() before init() queues the config in pendingConfigs", () => {
|
||||
const config = {
|
||||
id: "test",
|
||||
anchorLayerId: "terrain",
|
||||
renderOrder: 1,
|
||||
setup: vi.fn(),
|
||||
render: vi.fn(),
|
||||
dispose: vi.fn(),
|
||||
};
|
||||
framework.register(config);
|
||||
expect((framework as any).pendingConfigs).toHaveLength(1);
|
||||
expect((framework as any).pendingConfigs[0]).toBe(config);
|
||||
});
|
||||
|
||||
it("register() queues multiple configs without throwing", () => {
|
||||
const makeConfig = (id: string) => ({
|
||||
id,
|
||||
anchorLayerId: id,
|
||||
renderOrder: 1,
|
||||
setup: vi.fn(),
|
||||
render: vi.fn(),
|
||||
dispose: vi.fn(),
|
||||
});
|
||||
framework.register(makeConfig("a"));
|
||||
framework.register(makeConfig("b"));
|
||||
expect((framework as any).pendingConfigs).toHaveLength(2);
|
||||
});
|
||||
|
||||
it("setVisible() does not call config.dispose() (GPU state preserved, NFR-P6)", () => {
|
||||
const config = {
|
||||
id: "terrain",
|
||||
anchorLayerId: "terrain",
|
||||
renderOrder: 1,
|
||||
setup: vi.fn(),
|
||||
render: vi.fn(),
|
||||
dispose: vi.fn(),
|
||||
};
|
||||
(framework as any).layers.set("terrain", {
|
||||
config,
|
||||
group: { visible: true },
|
||||
});
|
||||
(framework as any).canvas = { style: { display: "block" } };
|
||||
framework.setVisible("terrain", false);
|
||||
expect(config.dispose).not.toHaveBeenCalled();
|
||||
});
|
||||
|
||||
it("requestRender() does not throw when called multiple times", () => {
|
||||
expect(() => {
|
||||
framework.requestRender();
|
||||
framework.requestRender();
|
||||
framework.requestRender();
|
||||
}).not.toThrow();
|
||||
});
|
||||
|
||||
it("clearLayer() does not throw and preserves layer registration in the Map", () => {
|
||||
const config = {
|
||||
id: "terrain",
|
||||
anchorLayerId: "terrain",
|
||||
renderOrder: 1,
|
||||
setup: vi.fn(),
|
||||
render: vi.fn(),
|
||||
dispose: vi.fn(),
|
||||
};
|
||||
(framework as any).layers.set("terrain", {
|
||||
config,
|
||||
group: { visible: true, clear: vi.fn() },
|
||||
});
|
||||
framework.clearLayer("terrain");
|
||||
// Layer registration remains in the Map — only geometry is wiped in the full implementation
|
||||
expect((framework as any).layers.has("terrain")).toBe(true);
|
||||
});
|
||||
|
||||
it("constructor performs no side effects — all state fields initialised to null/empty", () => {
|
||||
expect((framework as any).renderer).toBeNull();
|
||||
expect((framework as any).scene).toBeNull();
|
||||
expect((framework as any).camera).toBeNull();
|
||||
expect((framework as any).canvas).toBeNull();
|
||||
expect((framework as any).container).toBeNull();
|
||||
expect((framework as any).resizeObserver).toBeNull();
|
||||
expect((framework as any).rafId).toBeNull();
|
||||
expect((framework as any).layers.size).toBe(0);
|
||||
expect((framework as any).pendingConfigs).toHaveLength(0);
|
||||
});
|
||||
});
|
||||
|
||||
// ─── WebGL2LayerFrameworkClass — init() (Story 1.2) ──────────────────────────
|
||||
|
||||
describe("WebGL2LayerFrameworkClass — init()", () => {
|
||||
let framework: WebGL2LayerFrameworkClass;
|
||||
|
||||
// Build a minimal document stub. The canvas mock satisfies both detectWebGL2()
|
||||
// (probe getContext call) and the DOM canvas element requirements (id/style/etc.).
|
||||
function buildDocumentMock({ webgl2 = true }: { webgl2?: boolean } = {}) {
|
||||
const mockCtx = webgl2
|
||||
? { getExtension: () => ({ loseContext: vi.fn() }) }
|
||||
: null;
|
||||
const mockCanvas = {
|
||||
getContext: (type: string) => (type === "webgl2" ? mockCtx : null),
|
||||
id: "",
|
||||
width: 0,
|
||||
height: 0,
|
||||
style: { position: "", inset: "", pointerEvents: "", zIndex: "" },
|
||||
setAttribute: vi.fn(),
|
||||
};
|
||||
const mockContainer = {
|
||||
id: "",
|
||||
style: { position: "", zIndex: "" },
|
||||
appendChild: vi.fn(),
|
||||
clientWidth: 960,
|
||||
clientHeight: 540,
|
||||
};
|
||||
const mockMapEl = {
|
||||
parentElement: { insertBefore: vi.fn() },
|
||||
};
|
||||
return {
|
||||
createElement: vi.fn((tag: string) =>
|
||||
tag === "canvas" ? mockCanvas : mockContainer,
|
||||
),
|
||||
getElementById: vi.fn((id: string) => (id === "map" ? mockMapEl : null)),
|
||||
_mocks: { mockCanvas, mockContainer, mockMapEl },
|
||||
};
|
||||
}
|
||||
|
||||
beforeEach(() => {
|
||||
framework = new WebGL2LayerFrameworkClass();
|
||||
// ResizeObserver is not available in Node; stub it so observeResize() doesn't throw.
|
||||
vi.stubGlobal(
|
||||
"ResizeObserver",
|
||||
vi.fn().mockImplementation(function (this: any) {
|
||||
this.observe = vi.fn();
|
||||
this.disconnect = vi.fn();
|
||||
}),
|
||||
);
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
vi.unstubAllGlobals();
|
||||
});
|
||||
|
||||
it("returns false and sets hasFallback when WebGL2 is unavailable (AC2)", () => {
|
||||
vi.stubGlobal("document", buildDocumentMock({ webgl2: false }));
|
||||
const result = framework.init();
|
||||
expect(result).toBe(false);
|
||||
expect(framework.hasFallback).toBe(true);
|
||||
});
|
||||
|
||||
it("returns false when #map element is missing — renderer remains null (AC2 guard)", () => {
|
||||
const doc = buildDocumentMock({ webgl2: true });
|
||||
doc.getElementById = vi.fn(() => null);
|
||||
vi.stubGlobal("document", doc);
|
||||
const result = framework.init();
|
||||
expect(result).toBe(false);
|
||||
expect((framework as any).renderer).toBeNull();
|
||||
});
|
||||
|
||||
it("returns true and assigns renderer, scene, camera, canvas on success (AC4)", () => {
|
||||
vi.stubGlobal("document", buildDocumentMock({ webgl2: true }));
|
||||
const result = framework.init();
|
||||
expect(result).toBe(true);
|
||||
expect((framework as any).renderer).not.toBeNull();
|
||||
expect((framework as any).scene).not.toBeNull();
|
||||
expect((framework as any).camera).not.toBeNull();
|
||||
expect((framework as any).canvas).not.toBeNull();
|
||||
});
|
||||
|
||||
it("processes pendingConfigs on init() — setup() called once, layer stored, queue flushed", () => {
|
||||
vi.stubGlobal("document", buildDocumentMock({ webgl2: true }));
|
||||
const config = {
|
||||
id: "terrain",
|
||||
anchorLayerId: "terrain",
|
||||
renderOrder: 1,
|
||||
setup: vi.fn(),
|
||||
render: vi.fn(),
|
||||
dispose: vi.fn(),
|
||||
};
|
||||
framework.register(config);
|
||||
expect((framework as any).pendingConfigs).toHaveLength(1);
|
||||
framework.init();
|
||||
expect(config.setup).toHaveBeenCalledOnce();
|
||||
expect((framework as any).layers.has("terrain")).toBe(true);
|
||||
expect((framework as any).pendingConfigs).toHaveLength(0);
|
||||
});
|
||||
|
||||
it("attaches ResizeObserver to container on success (AC5)", () => {
|
||||
vi.stubGlobal("document", buildDocumentMock({ webgl2: true }));
|
||||
framework.init();
|
||||
expect((framework as any).resizeObserver).not.toBeNull();
|
||||
});
|
||||
});
|
||||
245
src/modules/webgl-layer-framework.ts
Normal file
245
src/modules/webgl-layer-framework.ts
Normal file
|
|
@ -0,0 +1,245 @@
|
|||
import { Group, OrthographicCamera, Scene, WebGLRenderer } from "three";
|
||||
|
||||
// ─── Pure exports (testable without DOM or WebGL) ────────────────────────────
|
||||
|
||||
/**
|
||||
* Converts a D3 zoom transform into orthographic camera bounds.
|
||||
*
|
||||
* D3 applies: screen = map * scale + (viewX, viewY)
|
||||
* Inverting: map = (screen - (viewX, viewY)) / scale
|
||||
*
|
||||
* Orthographic bounds (visible map region at current zoom/pan):
|
||||
* left = -viewX / scale
|
||||
* right = (graphWidth - viewX) / scale
|
||||
* top = -viewY / scale
|
||||
* bottom = (graphHeight - viewY) / scale
|
||||
*
|
||||
* top < bottom: Y-down matches SVG; origin at top-left of map.
|
||||
* Do NOT swap top/bottom or negate — this is correct Three.js Y-down config.
|
||||
*/
|
||||
export function buildCameraBounds(
|
||||
viewX: number,
|
||||
viewY: number,
|
||||
scale: number,
|
||||
graphWidth: number,
|
||||
graphHeight: number,
|
||||
): { left: number; right: number; top: number; bottom: number } {
|
||||
return {
|
||||
left: (0 - viewX) / scale,
|
||||
right: (graphWidth - viewX) / scale,
|
||||
top: (0 - viewY) / scale,
|
||||
bottom: (graphHeight - viewY) / scale,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Detects WebGL2 support by probing canvas.getContext("webgl2").
|
||||
* Accepts an optional injectable probe canvas for testability (avoids DOM access in tests).
|
||||
* Immediately releases the probed context via WEBGL_lose_context if available.
|
||||
*/
|
||||
export function detectWebGL2(probe?: HTMLCanvasElement): boolean {
|
||||
const canvas = probe ?? document.createElement("canvas");
|
||||
const ctx = canvas.getContext("webgl2");
|
||||
if (!ctx) return false;
|
||||
const ext = ctx.getExtension("WEBGL_lose_context");
|
||||
ext?.loseContext();
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the CSS z-index for a canvas layer anchored to the given SVG element id.
|
||||
* Phase 2 forward-compatible: derives index from DOM sibling position (+1 offset).
|
||||
* Falls back to 2 (above #map SVG at z-index 1) when element is absent or document
|
||||
* is unavailable (e.g. Node.js test environment).
|
||||
*
|
||||
* MVP note: #terrain is a <g> inside <svg#map>, not a sibling of #map-container,
|
||||
* so this always resolves to the fallback 2 in MVP. Phase 2 (DOM-split) will give
|
||||
* true per-layer interleaving values automatically.
|
||||
*/
|
||||
export function getLayerZIndex(anchorLayerId: string): number {
|
||||
if (typeof document === "undefined") return 2;
|
||||
const anchor = document.getElementById(anchorLayerId);
|
||||
if (!anchor) return 2;
|
||||
const siblings = Array.from(anchor.parentElement?.children ?? []);
|
||||
const idx = siblings.indexOf(anchor);
|
||||
// +1 so Phase 2 callers get a correct interleaving value automatically
|
||||
return idx > 0 ? idx + 1 : 2;
|
||||
}
|
||||
|
||||
// ─── Interfaces ──────────────────────────────────────────────────────────────
|
||||
|
||||
export interface WebGLLayerConfig {
|
||||
id: string;
|
||||
anchorLayerId: string; // SVG <g> id; canvas id derived as `${id}Canvas`
|
||||
renderOrder: number; // Three.js renderOrder for this layer's Group
|
||||
setup: (group: Group) => void; // called once after WebGL2 confirmed; add meshes to group
|
||||
render: (group: Group) => void; // called each frame before renderer.render(); update uniforms/geometry
|
||||
dispose: (group: Group) => void; // called on unregister(); dispose all GPU objects in group
|
||||
}
|
||||
|
||||
// Not exported — internal framework bookkeeping only
|
||||
interface RegisteredLayer {
|
||||
config: WebGLLayerConfig;
|
||||
group: Group; // framework-owned; passed to all callbacks — abstraction boundary
|
||||
}
|
||||
|
||||
// ─── Class ───────────────────────────────────────────────────────────────────
|
||||
|
||||
export class WebGL2LayerFrameworkClass {
|
||||
private canvas: HTMLCanvasElement | null = null;
|
||||
private renderer: WebGLRenderer | null = null;
|
||||
// biome-ignore lint/correctness/noUnusedPrivateClassMembers: assigned in init(); read in Story 1.3 render() + syncTransform()
|
||||
private camera: OrthographicCamera | null = null;
|
||||
private scene: Scene | null = null;
|
||||
private layers: Map<string, RegisteredLayer> = new Map();
|
||||
private pendingConfigs: WebGLLayerConfig[] = []; // queue for register() before init()
|
||||
private resizeObserver: ResizeObserver | null = null;
|
||||
// biome-ignore lint/correctness/noUnusedPrivateClassMembers: read/written in Story 1.3 requestRender()
|
||||
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;
|
||||
|
||||
const mapEl = document.getElementById("map");
|
||||
if (!mapEl) {
|
||||
console.warn(
|
||||
"WebGL2LayerFramework: #map element not found — init() aborted",
|
||||
);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Wrap #map in a positioned container so the canvas can be a sibling with z-index
|
||||
const container = document.createElement("div");
|
||||
container.id = "map-container";
|
||||
container.style.position = "relative";
|
||||
mapEl.parentElement!.insertBefore(container, mapEl);
|
||||
container.appendChild(mapEl);
|
||||
this.container = container;
|
||||
|
||||
// Canvas: sibling to #map, pointerless, z-index above SVG (AC1)
|
||||
const canvas = document.createElement("canvas");
|
||||
canvas.id = "terrainCanvas";
|
||||
canvas.style.position = "absolute";
|
||||
canvas.style.inset = "0";
|
||||
canvas.style.pointerEvents = "none";
|
||||
canvas.setAttribute("aria-hidden", "true");
|
||||
canvas.style.zIndex = String(getLayerZIndex("terrain"));
|
||||
canvas.width = container.clientWidth || 960;
|
||||
canvas.height = container.clientHeight || 540;
|
||||
container.appendChild(canvas);
|
||||
this.canvas = canvas;
|
||||
|
||||
// Three.js core objects (AC4)
|
||||
this.renderer = new WebGLRenderer({
|
||||
canvas,
|
||||
antialias: false,
|
||||
alpha: true,
|
||||
});
|
||||
this.renderer.setSize(canvas.width, canvas.height);
|
||||
this.scene = new Scene();
|
||||
this.camera = new OrthographicCamera(
|
||||
0,
|
||||
canvas.width,
|
||||
0,
|
||||
canvas.height,
|
||||
-1,
|
||||
1,
|
||||
);
|
||||
|
||||
this.subscribeD3Zoom();
|
||||
|
||||
// Process pre-init registrations (register() before init() is explicitly safe)
|
||||
for (const config of this.pendingConfigs) {
|
||||
const group = new Group();
|
||||
group.renderOrder = config.renderOrder;
|
||||
config.setup(group);
|
||||
this.scene.add(group);
|
||||
this.layers.set(config.id, { config, group });
|
||||
}
|
||||
this.pendingConfigs = [];
|
||||
|
||||
this.observeResize();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
register(config: WebGLLayerConfig): void {
|
||||
if (!this.scene) {
|
||||
// init() has not been called yet — queue for processing in init()
|
||||
this.pendingConfigs.push(config);
|
||||
return;
|
||||
}
|
||||
// Post-init registration: create group immediately
|
||||
const group = new Group();
|
||||
group.renderOrder = config.renderOrder;
|
||||
config.setup(group);
|
||||
this.scene.add(group);
|
||||
this.layers.set(config.id, { config, group });
|
||||
}
|
||||
|
||||
unregister(_id: string): void {
|
||||
// Story 1.3: call config.dispose(group); remove from layers Map; cleanup canvas if empty.
|
||||
}
|
||||
|
||||
setVisible(_id: string, _visible: boolean): void {
|
||||
// Story 1.3: toggle group.visible; hide canvas only when ALL layers invisible (NFR-P6).
|
||||
}
|
||||
|
||||
clearLayer(_id: string): void {
|
||||
// Story 1.3: group.clear() — wipes Mesh children without disposing renderer (NFR-P6).
|
||||
}
|
||||
|
||||
requestRender(): void {
|
||||
// Story 1.3: RAF-coalesced render request; schedules this.render() via requestAnimationFrame.
|
||||
this.render();
|
||||
}
|
||||
|
||||
syncTransform(): void {
|
||||
// Story 1.3: read window globals viewX/viewY/scale; apply buildCameraBounds to camera.
|
||||
}
|
||||
|
||||
// ─── 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;
|
||||
(globalThis as any).viewbox.on("zoom.webgl", () => this.requestRender());
|
||||
}
|
||||
|
||||
private observeResize(): void {
|
||||
if (!this.container || !this.renderer) return;
|
||||
this.resizeObserver = new ResizeObserver((entries) => {
|
||||
const { width, height } = entries[0].contentRect;
|
||||
if (this.renderer && this.canvas) {
|
||||
this.renderer.setSize(width, height);
|
||||
this.requestRender();
|
||||
}
|
||||
});
|
||||
this.resizeObserver.observe(this.container);
|
||||
}
|
||||
|
||||
private render(): void {
|
||||
// Story 1.3: syncTransform → per-layer render(group) callbacks → renderer.render(scene, camera).
|
||||
}
|
||||
}
|
||||
|
||||
// ─── 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;
|
||||
}
|
||||
globalThis.WebGL2LayerFramework = new WebGL2LayerFrameworkClass();
|
||||
|
|
@ -91,4 +91,9 @@ declare global {
|
|||
var viewY: number;
|
||||
var changeFont: () => void;
|
||||
var getFriendlyHeight: (coords: [number, number]) => string;
|
||||
|
||||
var WebGL2LayerFramework: import("../modules/webgl-layer-framework").WebGL2LayerFrameworkClass;
|
||||
var drawRelief: (type?: "svg" | "webGL", parentEl?: HTMLElement) => void;
|
||||
var undrawRelief: () => void;
|
||||
var rerenderReliefIcons: () => void;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue