mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2026-03-22 15:17:23 +01:00
feat: Enhance WebGL2LayerFramework initialization and improve global variable handling
This commit is contained in:
parent
2dae325d05
commit
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6 changed files with 202 additions and 147 deletions
53
.github/copilot-instructions.md
vendored
53
.github/copilot-instructions.md
vendored
|
|
@ -1,4 +1,5 @@
|
|||
<!-- BMAD:START -->
|
||||
|
||||
# BMAD Method — Project Instructions
|
||||
|
||||
## Project Configuration
|
||||
|
|
@ -8,9 +9,9 @@
|
|||
- **Communication Language**: English
|
||||
- **Document Output Language**: English
|
||||
- **User Skill Level**: intermediate
|
||||
- **Output Folder**: {project-root}/_bmad-output
|
||||
- **Planning Artifacts**: {project-root}/_bmad-output/planning-artifacts
|
||||
- **Implementation Artifacts**: {project-root}/_bmad-output/implementation-artifacts
|
||||
- **Output Folder**: {project-root}/\_bmad-output
|
||||
- **Planning Artifacts**: {project-root}/\_bmad-output/planning-artifacts
|
||||
- **Implementation Artifacts**: {project-root}/\_bmad-output/implementation-artifacts
|
||||
- **Project Knowledge**: {project-root}/docs
|
||||
|
||||
## BMAD Runtime Structure
|
||||
|
|
@ -39,20 +40,42 @@
|
|||
|
||||
## Available Agents
|
||||
|
||||
| Agent | Persona | Title | Capabilities |
|
||||
|---|---|---|---|
|
||||
| bmad-master | BMad Master | BMad Master Executor, Knowledge Custodian, and Workflow Orchestrator | runtime resource management, workflow orchestration, task execution, knowledge custodian |
|
||||
| analyst | Mary | Business Analyst | market research, competitive analysis, requirements elicitation, domain expertise |
|
||||
| architect | Winston | Architect | distributed systems, cloud infrastructure, API design, scalable patterns |
|
||||
| dev | Amelia | Developer Agent | story execution, test-driven development, code implementation |
|
||||
| pm | John | Product Manager | PRD creation, requirements discovery, stakeholder alignment, user interviews |
|
||||
| qa | Quinn | QA Engineer | test automation, API testing, E2E testing, coverage analysis |
|
||||
| quick-flow-solo-dev | Barry | Quick Flow Solo Dev | rapid spec creation, lean implementation, minimum ceremony |
|
||||
| sm | Bob | Scrum Master | sprint planning, story preparation, agile ceremonies, backlog management |
|
||||
| tech-writer | Paige | Technical Writer | documentation, Mermaid diagrams, standards compliance, concept explanation |
|
||||
| ux-designer | Sally | UX Designer | user research, interaction design, UI patterns, experience strategy |
|
||||
| Agent | Persona | Title | Capabilities |
|
||||
| ------------------- | ----------- | -------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- |
|
||||
| bmad-master | BMad Master | BMad Master Executor, Knowledge Custodian, and Workflow Orchestrator | runtime resource management, workflow orchestration, task execution, knowledge custodian |
|
||||
| analyst | Mary | Business Analyst | market research, competitive analysis, requirements elicitation, domain expertise |
|
||||
| architect | Winston | Architect | distributed systems, cloud infrastructure, API design, scalable patterns |
|
||||
| dev | Amelia | Developer Agent | story execution, test-driven development, code implementation |
|
||||
| pm | John | Product Manager | PRD creation, requirements discovery, stakeholder alignment, user interviews |
|
||||
| qa | Quinn | QA Engineer | test automation, API testing, E2E testing, coverage analysis |
|
||||
| quick-flow-solo-dev | Barry | Quick Flow Solo Dev | rapid spec creation, lean implementation, minimum ceremony |
|
||||
| sm | Bob | Scrum Master | sprint planning, story preparation, agile ceremonies, backlog management |
|
||||
| tech-writer | Paige | Technical Writer | documentation, Mermaid diagrams, standards compliance, concept explanation |
|
||||
| ux-designer | Sally | UX Designer | user research, interaction design, UI patterns, experience strategy |
|
||||
|
||||
## Slash Commands
|
||||
|
||||
Type `/bmad-` in Copilot Chat to see all available BMAD workflows and agent activators. Agents are also available in the agents dropdown.
|
||||
|
||||
## Project Architecture: Critical Rules for All Agents
|
||||
|
||||
### main.js globals — NEVER use globalThis
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|
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`public/main.js` and all `public/modules/**/*.js` files are **plain `<script defer>` tags — NOT ES modules**. Every top-level declaration is a `window` property automatically.
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Key globals always available on `window` at runtime: `scale`, `viewX`, `viewY`, `graphWidth`, `graphHeight`, `svgWidth`, `svgHeight`, `pack`, `grid`, `viewbox`, `svg`, `zoom`, `seed`, `options`, `byId`, `rn`, `tip`, `layerIsOn`, `drawRelief`, `undrawRelief`, `rerenderReliefIcons`, and many more.
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|
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**Rule: In `src/**/\*.ts`(ES modules), just use the globals directly — they are declared as ambient globals in`src/types/global.ts`:\*\*
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```ts
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// ✅ CORRECT — declared in src/types/global.ts, use as bare identifiers
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buildCameraBounds(viewX, viewY, scale, graphWidth, graphHeight);
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viewbox.on("zoom.webgl", handler);
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// ❌ WRONG — never do these
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(window as any).scale(globalThis as any).scale;
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```
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||||
|
||||
Full reference: see `docs/architecture-globals.md`.
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||||
|
||||
<!-- BMAD:END -->
|
||||
|
|
|
|||
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@ -102,12 +102,7 @@ Reads window globals (`viewX`, `viewY`, `scale`, `graphWidth`, `graphHeight`) an
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```typescript
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syncTransform(): void {
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if (this._fallback || !this.camera) return;
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const viewX = (globalThis as any).viewX ?? 0;
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const viewY = (globalThis as any).viewY ?? 0;
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const scale = (globalThis as any).scale ?? 1;
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const graphWidth = (globalThis as any).graphWidth ?? 960;
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const graphHeight = (globalThis as any).graphHeight ?? 540;
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if (this._fallback || !this.camera) return
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const bounds = buildCameraBounds(viewX, viewY, scale, graphWidth, graphHeight);
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this.camera.left = bounds.left;
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this.camera.right = bounds.right;
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79
docs/architecture-globals.md
Normal file
79
docs/architecture-globals.md
Normal file
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@ -0,0 +1,79 @@
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# Fantasy Map Generator — Global Variable Architecture
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## Critical: main.js is NOT an ES Module
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`public/main.js` (and all other `public/modules/**/*.js` files) are loaded as plain
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`<script defer>` tags — **not** ES modules. Every `var`, `let`, `const`, and `function`
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declaration at the top level of these files is automatically a **property of `window`**
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(the global object).
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### Key globals exposed by main.js
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| Variable | Type | Description |
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| ------------- | ----------------- | -------------------------------------------- |
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| `scale` | `number` | Current D3 zoom scale factor (initially `1`) |
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| `viewX` | `number` | Current D3 zoom translate X (initially `0`) |
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| `viewY` | `number` | Current D3 zoom translate Y (initially `0`) |
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| `graphWidth` | `number` | Map canvas width in SVG user units |
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| `graphHeight` | `number` | Map canvas height in SVG user units |
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| `svgWidth` | `number` | SVG element rendered width (px) |
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| `svgHeight` | `number` | SVG element rendered height (px) |
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| `pack` | `object` | Packed voronoi graph + all generated data |
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| `grid` | `object` | Initial grid graph |
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| `viewbox` | D3 selection | D3 selection of `#viewbox` `<g>` |
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| `svg` | D3 selection | D3 selection of `#map` `<svg>` |
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| `zoom` | D3 zoom behaviour | The active d3-zoom instance |
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| `seed` | `string` | Current map seed |
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| `options` | `object` | Global render/UI options |
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### Rule for TypeScript/ES-module code in `src/`
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All main.js globals are declared as ambient globals in `src/types/global.ts`.
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Just **use them directly** — no `window.` prefix, no `(window as any)`, no `globalThis`.
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TypeScript already knows their types.
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```ts
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// ✅ CORRECT — declared in src/types/global.ts, use as bare globals
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buildCameraBounds(viewX, viewY, scale, graphWidth, graphHeight);
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viewbox.on("zoom.webgl", handler);
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// ❌ WRONG — unnecessary indirection
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(window as any).scale(globalThis as any).viewX;
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```
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The only exception is a Node/test-env guard where the global may genuinely not exist:
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```ts
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if (typeof viewbox === "undefined") return; // guard for Node test env
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viewbox.on("zoom.webgl", handler); // then use directly
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```
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In `webgl-layer-framework.ts` the `syncTransform()` method correctly reads:
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```ts
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buildCameraBounds(viewX, viewY, scale, graphWidth, graphHeight);
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```
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### Why this matters for new WebGL/canvas overlays
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Any canvas or WebGL overlay that must stay pixel-aligned with the SVG viewbox **must**
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read `scale`, `viewX`, `viewY` at render time — these are live globals updated on every
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D3 zoom event. Do not cache them at module load time.
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### Other public/modules globals of note
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`toggleRelief`, `drawRelief`, `undrawRelief`, `rerenderReliefIcons`, `layerIsOn`,
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`turnButtonOn`, `turnButtonOff`, `byId`, `tip`, `rn`, `P`, `gauss` — all utility
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functions defined in public JS files and available globally.
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|
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## Module loading order
|
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|
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1. `public/libs/*.js` — third-party (d3, jQuery, etc.)
|
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2. `src/utils/index.ts`, `src/modules/index.ts`, `src/renderers/index.ts` — ES modules
|
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(bundled by Vite); these run **before** the deferred legacy scripts
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3. `public/main.js` and `public/modules/**/*.js` — deferred plain scripts
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**Implication:** ES modules in `src/` that call `WebGL2LayerFramework.register()` at
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module load time are safe because the framework class is instantiated at the bottom of
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`webgl-layer-framework.ts` (an ES module), which runs before the deferred `main.js`.
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`main.js` then calls `WebGL2LayerFramework.init()` inside `generateMapOnLoad()`.
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@ -303,6 +303,7 @@ async function checkLoadParameters() {
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async function generateMapOnLoad() {
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await applyStyleOnLoad(); // apply previously selected default or custom style
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await generate(); // generate map
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WebGL2LayerFramework.init();
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applyLayersPreset(); // apply saved layers preset and reder layers
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drawLayers();
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fitMapToScreen();
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|
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@ -1,68 +1,61 @@
|
|||
|
||||
<!doctype html>
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<html lang="en">
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|
||||
<head>
|
||||
<head>
|
||||
<title>Code coverage report for webgl-layer-framework.ts</title>
|
||||
<meta charset="utf-8" />
|
||||
<link rel="stylesheet" href="prettify.css" />
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||||
<link rel="stylesheet" href="base.css" />
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||||
<link rel="shortcut icon" type="image/x-icon" href="favicon.png" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
||||
<style type='text/css'>
|
||||
.coverage-summary .sorter {
|
||||
background-image: url(sort-arrow-sprite.png);
|
||||
}
|
||||
<style type="text/css">
|
||||
.coverage-summary .sorter {
|
||||
background-image: url(sort-arrow-sprite.png);
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class='wrapper'>
|
||||
<div class='pad1'>
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||||
</head>
|
||||
|
||||
<body>
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||||
<div class="wrapper">
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||||
<div class="pad1">
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||||
<h1><a href="index.html">All files</a> webgl-layer-framework.ts</h1>
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||||
<div class='clearfix'>
|
||||
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||||
<div class='fl pad1y space-right2'>
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||||
<span class="strong">88.51% </span>
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||||
<span class="quiet">Statements</span>
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<span class='fraction'>131/148</span>
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</div>
|
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||||
<div class='fl pad1y space-right2'>
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<span class="strong">76.82% </span>
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<span class="quiet">Branches</span>
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<span class='fraction'>63/82</span>
|
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</div>
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||||
|
||||
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<div class='fl pad1y space-right2'>
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||||
<span class="strong">84.21% </span>
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||||
<span class="quiet">Functions</span>
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||||
<span class='fraction'>16/19</span>
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||||
</div>
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||||
|
||||
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||||
<div class='fl pad1y space-right2'>
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<span class="strong">91.26% </span>
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<span class="quiet">Lines</span>
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||||
<span class='fraction'>115/126</span>
|
||||
</div>
|
||||
|
||||
|
||||
<div class="clearfix">
|
||||
<div class="fl pad1y space-right2">
|
||||
<span class="strong">88.51% </span>
|
||||
<span class="quiet">Statements</span>
|
||||
<span class="fraction">131/148</span>
|
||||
</div>
|
||||
|
||||
<div class="fl pad1y space-right2">
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||||
<span class="strong">76.82% </span>
|
||||
<span class="quiet">Branches</span>
|
||||
<span class="fraction">63/82</span>
|
||||
</div>
|
||||
|
||||
<div class="fl pad1y space-right2">
|
||||
<span class="strong">84.21% </span>
|
||||
<span class="quiet">Functions</span>
|
||||
<span class="fraction">16/19</span>
|
||||
</div>
|
||||
|
||||
<div class="fl pad1y space-right2">
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||||
<span class="strong">91.26% </span>
|
||||
<span class="quiet">Lines</span>
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||||
<span class="fraction">115/126</span>
|
||||
</div>
|
||||
</div>
|
||||
<p class="quiet">
|
||||
Press <em>n</em> or <em>j</em> to go to the next uncovered block, <em>b</em>, <em>p</em> or <em>k</em> for the previous block.
|
||||
Press <em>n</em> or <em>j</em> to go to the next uncovered block, <em>b</em>, <em>p</em> or <em>k</em> for the
|
||||
previous block.
|
||||
</p>
|
||||
<template id="filterTemplate">
|
||||
<div class="quiet">
|
||||
Filter:
|
||||
<input type="search" id="fileSearch">
|
||||
</div>
|
||||
<div class="quiet">
|
||||
Filter:
|
||||
<input type="search" id="fileSearch" />
|
||||
</div>
|
||||
</template>
|
||||
</div>
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||||
<div class='status-line high'></div>
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<pre><table class="coverage">
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||||
</div>
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||||
<div class="status-line high"></div>
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<pre><table class="coverage">
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||||
<tr><td class="line-count quiet"><a name='L1'></a><a href='#L1'>1</a>
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<a name='L2'></a><a href='#L2'>2</a>
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<a name='L3'></a><a href='#L3'>3</a>
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@ -835,11 +828,6 @@ export class WebGL2LayerFrameworkClass {
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syncTransform(): void {
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if (this._fallback || !this.camera) return;
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const camera = this.camera;
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const viewX = (globalThis as any).viewX ?? 0;
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const viewY = (globalThis as any).viewY ?? 0;
|
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const scale = (globalThis as any).scale ?? 1;
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const graphWidth = (globalThis as any).graphWidth ?? 960;
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const graphHeight = (globalThis as any).graphHeight ?? 540;
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const bounds = buildCameraBounds(
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viewX,
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viewY,
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|
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@ -893,21 +881,22 @@ declare global {
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globalThis.WebGL2LayerFramework = new WebGL2LayerFrameworkClass();
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</pre></td></tr></table></pre>
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||||
<div class='push'></div><!-- for sticky footer -->
|
||||
</div><!-- /wrapper -->
|
||||
<div class='footer quiet pad2 space-top1 center small'>
|
||||
Code coverage generated by
|
||||
<a href="https://istanbul.js.org/" target="_blank" rel="noopener noreferrer">istanbul</a>
|
||||
at 2026-03-12T13:47:51.911Z
|
||||
</div>
|
||||
<script src="prettify.js"></script>
|
||||
<script>
|
||||
window.onload = function () {
|
||||
prettyPrint();
|
||||
};
|
||||
</script>
|
||||
<script src="sorter.js"></script>
|
||||
<script src="block-navigation.js"></script>
|
||||
</body>
|
||||
<div class="push"></div>
|
||||
<!-- for sticky footer -->
|
||||
</div>
|
||||
<!-- /wrapper -->
|
||||
<div class="footer quiet pad2 space-top1 center small">
|
||||
Code coverage generated by
|
||||
<a href="https://istanbul.js.org/" target="_blank" rel="noopener noreferrer">istanbul</a>
|
||||
at 2026-03-12T13:47:51.911Z
|
||||
</div>
|
||||
<script src="prettify.js"></script>
|
||||
<script>
|
||||
window.onload = function () {
|
||||
prettyPrint();
|
||||
};
|
||||
</script>
|
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<script src="sorter.js"></script>
|
||||
<script src="block-navigation.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
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@ -91,25 +91,11 @@ export class WebGL2LayerFrameworkClass {
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private resizeObserver: ResizeObserver | null = null;
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private rafId: number | null = null;
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private container: HTMLElement | null = null;
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private _fallback = false;
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get hasFallback(): boolean {
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return this._fallback;
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}
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init(): boolean {
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this._fallback = !detectWebGL2();
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if (this._fallback) return false;
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|
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const mapEl = document.getElementById("map");
|
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if (!mapEl) {
|
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console.warn(
|
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"WebGL2LayerFramework: #map element not found — init() aborted",
|
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);
|
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return false;
|
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}
|
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if (!mapEl) throw new Error("Map element not found");
|
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|
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// Wrap #map in a positioned container so the canvas can be a sibling with z-index
|
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const container = document.createElement("div");
|
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container.id = "map-container";
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container.style.position = "relative";
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|
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@ -117,7 +103,6 @@ export class WebGL2LayerFrameworkClass {
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container.appendChild(mapEl);
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this.container = container;
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// Canvas: sibling to #map, pointerless, z-index above SVG (AC1)
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const canvas = document.createElement("canvas");
|
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canvas.id = "terrainCanvas";
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canvas.style.position = "absolute";
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@ -125,27 +110,20 @@ export class WebGL2LayerFrameworkClass {
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canvas.style.pointerEvents = "none";
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canvas.setAttribute("aria-hidden", "true");
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canvas.style.zIndex = String(getLayerZIndex("terrain"));
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canvas.width = container.clientWidth || 960;
|
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canvas.height = container.clientHeight || 540;
|
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canvas.width = mapEl.clientWidth || 960;
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canvas.height = mapEl.clientHeight || 540;
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container.appendChild(canvas);
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this.canvas = canvas;
|
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// Three.js core objects (AC4)
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this.renderer = new WebGLRenderer({
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canvas,
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antialias: false,
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antialias: true,
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alpha: true,
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});
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this.renderer.setSize(canvas.width, canvas.height);
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this.renderer.setPixelRatio(window.devicePixelRatio);
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this.renderer.setSize(canvas.width, canvas.height, false);
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this.scene = new Scene();
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this.camera = new OrthographicCamera(
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0,
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canvas.width,
|
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0,
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canvas.height,
|
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-1,
|
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1,
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);
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this.camera = new OrthographicCamera(0, graphWidth, 0, graphHeight, -1, 1);
|
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this.subscribeD3Zoom();
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|
||||
|
|
@ -178,7 +156,6 @@ export class WebGL2LayerFrameworkClass {
|
|||
}
|
||||
|
||||
unregister(id: string): void {
|
||||
if (this._fallback) return;
|
||||
const layer = this.layers.get(id);
|
||||
if (!layer || !this.scene) return;
|
||||
const scene = this.scene;
|
||||
|
|
@ -190,7 +167,6 @@ export class WebGL2LayerFrameworkClass {
|
|||
}
|
||||
|
||||
setVisible(id: string, visible: boolean): void {
|
||||
if (this._fallback) return;
|
||||
const layer = this.layers.get(id);
|
||||
if (!layer) return;
|
||||
layer.group.visible = visible;
|
||||
|
|
@ -200,14 +176,13 @@ export class WebGL2LayerFrameworkClass {
|
|||
}
|
||||
|
||||
clearLayer(id: string): void {
|
||||
if (this._fallback) return;
|
||||
const layer = this.layers.get(id);
|
||||
if (!layer) return;
|
||||
layer.group.clear();
|
||||
this.requestRender();
|
||||
}
|
||||
|
||||
requestRender(): void {
|
||||
if (this._fallback) return;
|
||||
if (this.rafId !== null) return;
|
||||
this.rafId = requestAnimationFrame(() => {
|
||||
this.rafId = null;
|
||||
|
|
@ -216,13 +191,7 @@ export class WebGL2LayerFrameworkClass {
|
|||
}
|
||||
|
||||
syncTransform(): void {
|
||||
if (this._fallback || !this.camera) return;
|
||||
const camera = this.camera;
|
||||
const viewX = (globalThis as any).viewX ?? 0;
|
||||
const viewY = (globalThis as any).viewY ?? 0;
|
||||
const scale = (globalThis as any).scale ?? 1;
|
||||
const graphWidth = (globalThis as any).graphWidth ?? 960;
|
||||
const graphHeight = (globalThis as any).graphHeight ?? 540;
|
||||
const bounds = buildCameraBounds(
|
||||
viewX,
|
||||
viewY,
|
||||
|
|
@ -238,39 +207,38 @@ export class WebGL2LayerFrameworkClass {
|
|||
}
|
||||
|
||||
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());
|
||||
// viewbox is declared as a global in src/types/global.ts (exposed by main.js).
|
||||
// Guard for Node test env where it doesn't exist.
|
||||
if (typeof viewbox === "undefined") return;
|
||||
viewbox.on("zoom.webgl", () => this.requestRender());
|
||||
}
|
||||
|
||||
private observeResize(): void {
|
||||
if (!this.container || !this.renderer) return;
|
||||
const mapEl = this.container.querySelector("#map") ?? this.container;
|
||||
this.resizeObserver = new ResizeObserver((entries) => {
|
||||
const { width, height } = entries[0].contentRect;
|
||||
if (this.renderer && this.canvas) {
|
||||
this.renderer.setSize(width, height);
|
||||
if (this.renderer && this.canvas && width > 0 && height > 0) {
|
||||
// updateStyle=false — CSS inset:0 handles canvas positioning.
|
||||
this.renderer.setSize(width, height, false);
|
||||
this.requestRender();
|
||||
}
|
||||
});
|
||||
this.resizeObserver.observe(this.container);
|
||||
this.resizeObserver.observe(mapEl);
|
||||
}
|
||||
|
||||
private render(): void {
|
||||
if (this._fallback || !this.renderer || !this.scene || !this.camera) return;
|
||||
const renderer = this.renderer;
|
||||
const scene = this.scene;
|
||||
const camera = this.camera;
|
||||
if (!this.renderer || !this.scene || !this.camera) return;
|
||||
this.syncTransform();
|
||||
for (const layer of this.layers.values()) {
|
||||
if (layer.group.visible) {
|
||||
layer.config.render(layer.group);
|
||||
}
|
||||
if (layer.group.visible) layer.config.render(layer.group);
|
||||
}
|
||||
renderer.render(scene, camera);
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
}
|
||||
}
|
||||
|
||||
declare global {
|
||||
var WebGL2LayerFramework: WebGL2LayerFrameworkClass;
|
||||
}
|
||||
globalThis.WebGL2LayerFramework = new WebGL2LayerFrameworkClass();
|
||||
|
||||
window.WebGL2LayerFramework = new WebGL2LayerFrameworkClass();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue