diff --git a/_bmad-output/implementation-artifacts/1-1-pure-functions-types-and-tdd-scaffold.md b/_bmad-output/implementation-artifacts/1-1-pure-functions-types-and-tdd-scaffold.md index 0da88dca..dd824db1 100644 --- a/_bmad-output/implementation-artifacts/1-1-pure-functions-types-and-tdd-scaffold.md +++ b/_bmad-output/implementation-artifacts/1-1-pure-functions-types-and-tdd-scaffold.md @@ -1,6 +1,6 @@ # Story 1.1: Pure Functions, Types, and TDD Scaffold -Status: review +Status: done ## Story diff --git a/_bmad-output/implementation-artifacts/1-2-framework-core-init-canvas-and-dom-setup.md b/_bmad-output/implementation-artifacts/1-2-framework-core-init-canvas-and-dom-setup.md index 1dbb504d..0321ae42 100644 --- a/_bmad-output/implementation-artifacts/1-2-framework-core-init-canvas-and-dom-setup.md +++ b/_bmad-output/implementation-artifacts/1-2-framework-core-init-canvas-and-dom-setup.md @@ -1,6 +1,6 @@ # Story 1.2: Framework Core — Init, Canvas, and DOM Setup -**Status:** review +**Status:** done **Epic:** 1 — WebGL Layer Framework Module **Story Key:** 1-2-framework-core-init-canvas-and-dom-setup **Created:** (SM workflow) @@ -142,41 +142,52 @@ Actually, `requestRender()` stub currently calls `this.render()` which is also a ## Tasks -- [ ] **T1:** Implement `init()` in `webgl-layer-framework.ts` following the sequence above - - [ ] T1a: Change `import type { Group, ... }` to value imports `import { Group, WebGLRenderer, Scene, OrthographicCamera } from "three"` - - [ ] T1b: `detectWebGL2()` fallback guard - - [ ] T1c: DOM wrap (`#map` → `#map-container > #map + canvas#terrainCanvas`) - - [ ] T1d: Renderer/Scene/Camera creation - - [ ] T1e: `subscribeD3Zoom()` call - - [ ] T1f: `pendingConfigs[]` queue processing - - [ ] T1g: `observeResize()` call -- [ ] **T2:** Implement private `subscribeD3Zoom()` method -- [ ] **T3:** Implement private `observeResize()` method -- [ ] **T4:** Remove `biome-ignore` comments for fields now fully used (`canvas`, `renderer`, `camera`, `scene`, `container`, `resizeObserver`) -- [ ] **T5:** Add Story 1.2 tests for `init()` to `webgl-layer-framework.test.ts`: - - [ ] T5a: `init()` with failing WebGL2 probe → hasFallback=true, returns false - - [ ] T5b: `init()` with missing `#map` element → returns false, no DOM mutation - - [ ] T5c: `init()` success: renderer/scene/camera all non-null after init - - [ ] T5d: `init()` success: `pendingConfigs[]` processed (setup called, layers Map populated) - - [ ] T5e: `observeResize()` ResizeObserver callback calls `renderer.setSize()` -- [ ] **T6:** `npm run lint` clean -- [ ] **T7:** `npx vitest run modules/webgl-layer-framework.test.ts` all pass -- [ ] **T8:** Set story status to `review` +- [x] **T1:** Implement `init()` in `webgl-layer-framework.ts` following the sequence above + - [x] T1a: Change `import type { Group, ... }` to value imports `import { Group, WebGLRenderer, Scene, OrthographicCamera } from "three"` + - [x] T1b: `detectWebGL2()` fallback guard + - [x] T1c: DOM wrap (`#map` → `#map-container > #map + canvas#terrainCanvas`) + - [x] T1d: Renderer/Scene/Camera creation + - [x] T1e: `subscribeD3Zoom()` call + - [x] T1f: `pendingConfigs[]` queue processing + - [x] T1g: `observeResize()` call +- [x] **T2:** Implement private `subscribeD3Zoom()` method +- [x] **T3:** Implement private `observeResize()` method +- [x] **T4:** Remove `biome-ignore` comments for fields now fully used (`canvas`, `renderer`, `scene`, `container`, `resizeObserver`) — `camera` and `rafId` intentionally retain comments; both are assigned in this story but not read until Story 1.3 +- [x] **T5:** Add Story 1.2 tests for `init()` to `webgl-layer-framework.test.ts`: + - [x] T5a: `init()` with failing WebGL2 probe → hasFallback=true, returns false + - [x] T5b: `init()` with missing `#map` element → returns false, no DOM mutation + - [x] T5c: `init()` success: renderer/scene/camera all non-null after init + - [x] T5d: `init()` success: `pendingConfigs[]` processed (setup called, layers Map populated) + - [x] T5e: ResizeObserver attached to container (non-null) on success — callback trigger verified implicitly via observeResize() implementation +- [x] **T6:** `npm run lint` clean +- [x] **T7:** `npx vitest run modules/webgl-layer-framework.test.ts` all pass (21/21) +- [x] **T8:** Set story status to `review` → updated to `done` after SM review --- ## Dev Agent Record -_To be filled by Dev Agent_ - ### Implementation Notes -(pending) +- **AC1 deviation:** AC1 specifies `z-index:1` on `svg#map`. The implementation does not set an explicit `z-index` or `position` on the existing `#map` SVG element. Natural DOM stacking provides correct visual order (SVG below canvas) consistent with architecture Decision 3 and the existing codebase behavior in `draw-relief-icons.ts`. Story 1.3 or a follow-up can formalize this if needed. +- **T4 deviation:** `camera` and `rafId` retain `biome-ignore lint/correctness/noUnusedPrivateClassMembers` comments. Both fields are assigned in this story but not read until Story 1.3's `render()` and `requestRender()` implementations. Removing the comments now would re-introduce lint errors. They will be removed as part of Story 1.3 T7. +- **T5e coverage:** Test verifies `resizeObserver !== null` after successful `init()`. The resize callback itself (`renderer.setSize` + `requestRender`) is covered by code inspection; an explicit callback invocation test would require a more complex ResizeObserver mock. Deferred to Story 1.3 integration coverage. ### Files Modified -(pending) +- `src/modules/webgl-layer-framework.ts` — implemented `init()`, `subscribeD3Zoom()`, `observeResize()`; changed Three.js imports from `import type` to value imports +- `src/modules/webgl-layer-framework.test.ts` — added 5 Story 1.2 `init()` tests (total: 21 tests) ### Test Results -(pending) +``` +✓ modules/webgl-layer-framework.test.ts (21 tests) 6ms + ✓ buildCameraBounds (5) + ✓ detectWebGL2 (3) + ✓ getLayerZIndex (1) + ✓ WebGL2LayerFrameworkClass (7) + ✓ WebGL2LayerFrameworkClass — init() (5) +Test Files 1 passed (1) | Tests 21 passed (21) +``` + +`npm run lint`: Checked 80 files — no fixes applied. diff --git a/_bmad-output/implementation-artifacts/1-3-layer-lifecycle-register-visibility-render-loop.md b/_bmad-output/implementation-artifacts/1-3-layer-lifecycle-register-visibility-render-loop.md new file mode 100644 index 00000000..ee200112 --- /dev/null +++ b/_bmad-output/implementation-artifacts/1-3-layer-lifecycle-register-visibility-render-loop.md @@ -0,0 +1,328 @@ +# Story 1.3: Layer Lifecycle — Register, Visibility, Render Loop + +**Status:** done +**Epic:** 1 — WebGL Layer Framework Module +**Story Key:** 1-3-layer-lifecycle-register-visibility-render-loop +**Created:** 2026-03-12 +**Developer:** Amelia (Dev Agent) + +--- + +## Story + +As a developer, +I want `register()`, `unregister()`, `setVisible()`, `clearLayer()`, `requestRender()`, `syncTransform()`, and the private per-frame `render()` fully implemented, +So that multiple layers can be registered, rendered each frame, toggled visible/invisible, and cleaned up without GPU state loss. + +--- + +## Context + +### Prior Art (Stories 1.1 & 1.2 — Complete) + +Stories 1.1 and 1.2 delivered the complete scaffold in `src/modules/webgl-layer-framework.ts`: + +- **Pure exports:** `buildCameraBounds`, `detectWebGL2`, `getLayerZIndex` — fully implemented and tested +- **`init()`:** Fully implemented — DOM wrapping, canvas creation, Three.js renderer/scene/camera, ResizeObserver, D3 zoom subscription, pendingConfigs processing +- **`register()`:** Fully implemented — queues pre-init, creates Group and registers post-init +- **`requestRender()`:** Stub (calls `this.render()` directly — no RAF coalescing yet) +- **`syncTransform()`:** Stub (no-op) +- **`setVisible()`:** Stub (no-op) +- **`clearLayer()`:** Stub (no-op) +- **`unregister()`:** Stub (no-op) +- **`render()` private:** Stub (no-op) +- **21 tests passing**; lint clean + +### Files to Modify + +- `src/modules/webgl-layer-framework.ts` — implement all stub methods listed above +- `src/modules/webgl-layer-framework.test.ts` — add Story 1.3 tests (RAF coalescing, syncTransform, render order, setVisible, clearLayer, unregister) + +--- + +## Acceptance Criteria + +**AC1:** `register(config)` before `init()` +→ config is queued in `pendingConfigs[]` and processed by `init()` without error _(already implemented in Story 1.2; verify remains correct)_ + +**AC2:** `register(config)` after `init()` +→ a `THREE.Group` with `config.renderOrder` is created, `config.setup(group)` is called once, the group is added to `scene`, and the registration is stored in `layers: Map` + +**AC3:** `setVisible('terrain', false)` +→ `layer.group.visible === false`; `config.dispose` is NOT called (no GPU teardown, NFR-P6); canvas is hidden only if ALL layers are invisible + +**AC4:** `setVisible('terrain', true)` after hiding +→ `layer.group.visible === true`; `requestRender()` is triggered; toggle completes in <4ms (NFR-P3) + +**AC5:** `clearLayer('terrain')` +→ `group.clear()` is called (removes all Mesh children); layer registration in `layers: Map` remains intact; `renderer.dispose()` is NOT called + +**AC6:** `requestRender()` called three times in rapid succession +→ only one `requestAnimationFrame` is scheduled (RAF coalescing confirmed); `rafId` is reset to `null` after the frame executes + +**AC7:** `render()` private execution order +→ `syncTransform()` is called first; then each visible layer's `config.render(group)` callback is dispatched (invisible layer callbacks are skipped); then `renderer.render(scene, camera)` is called last + +**AC8:** `syncTransform()` with globals `viewX=0, viewY=0, scale=1, graphWidth=960, graphHeight=540` +→ camera `left/right/top/bottom` match `buildCameraBounds(0, 0, 1, 960, 540)` exactly; `camera.updateProjectionMatrix()` is called + +**AC9:** `unregister('terrain')` +→ `config.dispose(group)` is called; the id is removed from `layers: Map`; if the unregistered layer was the last one, `canvas.style.display` is set to `"none"` + +**AC10:** Framework coverage ≥80% (NFR-M5) +→ `npx vitest run --coverage src/modules/webgl-layer-framework.test.ts` reports ≥80% statement coverage for `webgl-layer-framework.ts` + +**AC11:** `THREE.Group` is the sole abstraction boundary (NFR-M1) +→ `scene`, `renderer`, and `camera` are never exposed to layer callbacks; all three callbacks receive only `group: THREE.Group` + +--- + +## Technical Notes + +### `requestRender()` — RAF Coalescing + +Replace the direct `this.render()` call (Story 1.2 stub) with the RAF-coalesced pattern: + +```typescript +requestRender(): void { + if (this._fallback) return; + if (this.rafId !== null) return; // already scheduled — coalesce + this.rafId = requestAnimationFrame(() => { + this.rafId = null; + this.render(); + }); +} +``` + +**Why coalescing matters:** D3 zoom fires many events per second; `ResizeObserver` also calls `requestRender()`. Without coalescing, every event triggers a `renderer.render()` call. With coalescing, all calls within the same frame collapse to one GPU draw. + +### `syncTransform()` — D3 → Camera Sync + +Reads window globals (`viewX`, `viewY`, `scale`, `graphWidth`, `graphHeight`) and applies `buildCameraBounds()` to the orthographic camera: + +```typescript +syncTransform(): void { + if (this._fallback || !this.camera) return; + 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, scale, graphWidth, graphHeight); + this.camera.left = bounds.left; + this.camera.right = bounds.right; + this.camera.top = bounds.top; + this.camera.bottom = bounds.bottom; + this.camera.updateProjectionMatrix(); +} +``` + +**Guard note:** `globalThis as any` is required because `viewX`, `viewY`, `scale`, `graphWidth`, `graphHeight` are legacy window globals from the pre-TypeScript codebase. They are not typed. Use `?? 0` / `?? 1` / `?? 960` / `?? 540` defaults so tests can run in Node without setting them. + +### `render()` — Per-Frame Dispatch + +```typescript +private render(): void { + if (this._fallback || !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); + } + } + this.renderer.render(this.scene, this.camera); +} +``` + +**Order is enforced:** syncTransform → per-layer render callbacks → renderer.render. Never swap. + +### `setVisible()` — GPU-Preserving Toggle + +```typescript +setVisible(id: string, visible: boolean): void { + if (this._fallback) return; + const layer = this.layers.get(id); + if (!layer) return; + layer.group.visible = visible; + const anyVisible = [...this.layers.values()].some(l => l.group.visible); + if (this.canvas) this.canvas.style.display = anyVisible ? "block" : "none"; + if (visible) this.requestRender(); +} +``` + +**Critical:** `config.dispose` must NOT be called here. No GPU teardown. Only `group.visible` is toggled (Three.js skips invisible objects in draw dispatch automatically). + +### `clearLayer()` — Wipe Geometry, Preserve Registration + +```typescript +clearLayer(id: string): void { + if (this._fallback) return; + const layer = this.layers.get(id); + if (!layer) return; + layer.group.clear(); // removes all Mesh children; Three.js Group.clear() does NOT dispose GPU memory +} +``` + +**Note:** `group.clear()` does NOT call `.dispose()` on children. Story 2.x's `undrawRelief` calls this to empty geometry without GPU teardown — preserving VBO/texture memory per NFR-P6. + +### `unregister()` — Full Cleanup + +```typescript +unregister(id: string): void { + if (this._fallback) return; + const layer = this.layers.get(id); + if (!layer || !this.scene) return; + layer.config.dispose(layer.group); // caller disposes GPU memory (geometry, material, texture) + this.scene.remove(layer.group); + this.layers.delete(id); + const anyVisible = [...this.layers.values()].some(l => l.group.visible); + if (this.canvas && !anyVisible) this.canvas.style.display = "none"; +} +``` + +### Removing `biome-ignore` Comments (T7) + +Story 1.2 retained `biome-ignore lint/correctness/noUnusedPrivateClassMembers` on `camera` and `rafId`. Both are now fully used in this story: + +- `camera` is read in `syncTransform()` and `render()` +- `rafId` is read and written in `requestRender()` + +Remove both `biome-ignore` comments as part of this story. + +### Test Strategy — Story 1.3 Tests + +All new tests inject stub state onto private fields (same pattern as Stories 1.1 and 1.2). No real WebGL context needed. + +**RAF coalescing test:** `vi.spyOn(globalThis, "requestAnimationFrame").mockReturnValue(1 as any)` to assert it is called only once for three rapid `requestRender()` calls. + +**syncTransform test:** Stub `camera` with a plain object; set `globalThis.viewX = 0` etc. via `vi.stubGlobal()`; call `syncTransform()`; assert camera bounds match `buildCameraBounds(0,0,1,960,540)`. + +**render() order test:** Spy on `syncTransform`, a layer's `render` callback, and `renderer.render`. Assert call order. + +**setVisible test:** Already partially covered in Story 1.1; Story 1.3 adds the "canvas hidden when ALL invisible" edge case and the "requestRender triggered on show" case. + +**unregister test:** Verify `dispose()` called, layer removed from Map, scene.remove() called. + +--- + +## Tasks + +- [x] **T1:** Implement `requestRender()` with RAF coalescing (replace Story 1.2 stub) + - [x] T1a: Guard on `_fallback` + - [x] T1b: Early return if `rafId !== null` + - [x] T1c: `requestAnimationFrame` call storing ID in `rafId`; reset to `null` in callback before calling `render()` + +- [x] **T2:** Implement `syncTransform()` reading window globals + - [x] T2a: Guard on `_fallback` and `!this.camera` + - [x] T2b: Read `globalThis.viewX/viewY/scale/graphWidth/graphHeight` with `?? defaults` + - [x] T2c: Call `buildCameraBounds()` and write all four camera bounds + - [x] T2d: Call `this.camera.updateProjectionMatrix()` + +- [x] **T3:** Implement private `render()` with ordered dispatch + - [x] T3a: Guard on `_fallback`, `!this.renderer`, `!this.scene`, `!this.camera` + - [x] T3b: Call `this.syncTransform()` + - [x] T3c: Loop `this.layers.values()` dispatching `layer.config.render(group)` for visible layers only + - [x] T3d: Call `this.renderer.render(this.scene, this.camera)` (via local const captures for TypeScript type safety) + +- [x] **T4:** Implement `setVisible(id, visible)` + - [x] T4a: Guard on `_fallback` + - [x] T4b: Toggle `layer.group.visible` + - [x] T4c: Check if ANY layer is still visible; update `canvas.style.display` + - [x] T4d: Call `requestRender()` when `visible === true` + +- [x] **T5:** Implement `clearLayer(id)` + - [x] T5a: Guard on `_fallback` + - [x] T5b: Call `layer.group.clear()` — do NOT call `renderer.dispose()` + +- [x] **T6:** Implement `unregister(id)` + - [x] T6a: Guard on `_fallback` + - [x] T6b: Call `layer.config.dispose(layer.group)` + - [x] T6c: Call `scene.remove(layer.group)` (via local const capture) + - [x] T6d: Delete from `this.layers` + - [x] T6e: Update canvas display if no layers remain visible + +- [x] **T7:** Remove remaining `biome-ignore lint/correctness/noUnusedPrivateClassMembers` comments from `camera` and `rafId` fields + +- [x] **T8:** Add Story 1.3 tests to `webgl-layer-framework.test.ts`: + - [x] T8a: `requestRender()` — RAF coalescing: 3 calls → only 1 `requestAnimationFrame()` + - [x] T8b: `requestRender()` — `rafId` resets to `null` after frame executes + - [x] T8c: `syncTransform()` — camera bounds match `buildCameraBounds(0,0,1,960,540)` + - [x] T8d: `syncTransform()` — uses `?? defaults` when globals absent + - [x] T8e: `render()` — `syncTransform()` called before layer callbacks, `renderer.render()` called last + - [x] T8f: `render()` — invisible layer's `config.render()` NOT called + - [x] T8g: `setVisible(false)` — `group.visible = false`; `dispose` NOT called (NFR-P6) + - [x] T8h: `setVisible(false)` for ALL layers — canvas `display = "none"` + - [x] T8i: `setVisible(true)` — `requestRender()` triggered + - [x] T8j: `clearLayer()` — `group.clear()` called; layer remains in `layers` Map + - [x] T8k: `clearLayer()` — `renderer.dispose()` NOT called (NFR-P6) + - [x] T8l: `unregister()` — `dispose()` called; `scene.remove()` called; id removed from Map + - [x] T8m: `unregister()` last layer — canvas `display = "none"` + - [x] Also updated existing Story 1.1 test `requestRender() does not throw` to stub RAF globally + +- [x] **T9:** `npm run lint` — zero errors + +- [x] **T10:** `npx vitest run src/modules/webgl-layer-framework.test.ts` — all 34 tests pass; statement coverage 85.13% ≥ 80% (NFR-M5 ✓) + +- [x] **T11:** Set story status to `review` + +--- + +## Dev Notes + +### Globals Referenced + +| Global | Type | Default in tests | Source | +| ------------- | -------- | ---------------- | ----------------------------- | +| `viewX` | `number` | `0` | D3 zoom transform X translate | +| `viewY` | `number` | `0` | D3 zoom transform Y translate | +| `scale` | `number` | `1` | D3 zoom scale | +| `graphWidth` | `number` | `960` | Map canvas logical width | +| `graphHeight` | `number` | `540` | Map canvas logical height | + +All accessed via `(globalThis as any).NAME ?? default` — never destructure or assume presence (guard for Node test env). + +### What Story 1.3 Does NOT Cover + +- `draw-relief-icons.ts` refactor → Story 2.2 +- Performance benchmarking → Story 3.1 +- E2E / browser tests → out of scope for Epic 1 + +### Coverage Target + +NFR-M5 requires ≥80% statement coverage. After Story 1.3, all public methods and critical private paths are exercised. The remaining uncovered lines should be limited to edge cases in platform-specific paths (ResizeObserver callbacks, WebGL context loss handlers). + +--- + +## Dev Agent Record + +### Implementation Notes + +- **`render()` TypeScript type safety:** Used local const captures (`const renderer = this.renderer; const scene = this.scene; const camera = this.camera;`) immediately after the null-guard, before calling `this.syncTransform()`. This is required because TypeScript re-widens class instance field types after any method call — local consts preserve the narrowed (non-null) types for the final `renderer.render(scene, camera)` call. +- **`unregister()` local capture:** Same pattern used for `scene` — captured before `layer.config.dispose()` call to preserve TypeScript narrowing. +- **`syncTransform()` local capture:** `const camera = this.camera;` captured after guard, before variable assignments. No function calls between guard and camera use, so TypeScript narrows correctly; the capture is an additional safety measure. +- **Existing test update (T8 extra):** The Story 1.1 test `requestRender() does not throw when called multiple times` was updated to add `vi.stubGlobal("requestAnimationFrame", vi.fn().mockReturnValue(0))` since the stub method previously directly called `render()` (a no-op), but the real implementation now calls `requestAnimationFrame` which is absent in the Node.js test environment. +- **Uncovered lines (15%):** Line 88 (`|| 960` fallback in `init()` clientWidth branch) and lines 256/262-265 (ResizeObserver callback body). Both require real DOM resize events — not testable in Node unit tests. These represent expected coverage gaps acceptable per NFR-M5. + +### Files Modified + +- `src/modules/webgl-layer-framework.ts` — implemented `requestRender()`, `syncTransform()`, `render()`, `setVisible()`, `clearLayer()`, `unregister()`; removed 2 `biome-ignore` comments (`camera`, `rafId`) +- `src/modules/webgl-layer-framework.test.ts` — updated 1 existing test (RAF stub); added new describe block `WebGL2LayerFrameworkClass — lifecycle & render loop (Story 1.3)` with 13 tests + +### Test Results + +``` +✓ modules/webgl-layer-framework.test.ts (34 tests) 9ms + ✓ buildCameraBounds (5) + ✓ detectWebGL2 (3) + ✓ getLayerZIndex (1) + ✓ WebGL2LayerFrameworkClass (7) + ✓ WebGL2LayerFrameworkClass — init() (5) + ✓ WebGL2LayerFrameworkClass — lifecycle & render loop (Story 1.3) (13) +Test Files 1 passed (1) | Tests 34 passed (34) + +Coverage (v8): + webgl-layer-framework.ts | 85.13% Stmts | 70.73% Branch | 84.21% Funcs | 91.26% Lines + NFR-M5 (≥80% statement coverage): ✓ PASS +``` + +`npm run lint`: Checked 80 files — no fixes applied. diff --git a/_bmad-output/implementation-artifacts/sprint-status.yaml b/_bmad-output/implementation-artifacts/sprint-status.yaml index 37d972ed..4c9c624f 100644 --- a/_bmad-output/implementation-artifacts/sprint-status.yaml +++ b/_bmad-output/implementation-artifacts/sprint-status.yaml @@ -41,10 +41,10 @@ story_location: _bmad-output/implementation-artifacts development_status: # Epic 1: WebGL Layer Framework Module - epic-1: in-progress - 1-1-pure-functions-types-and-tdd-scaffold: review - 1-2-framework-core-init-canvas-and-dom-setup: review - 1-3-layer-lifecycle-register-visibility-render-loop: backlog + epic-1: done + 1-1-pure-functions-types-and-tdd-scaffold: done + 1-2-framework-core-init-canvas-and-dom-setup: done + 1-3-layer-lifecycle-register-visibility-render-loop: done epic-1-retrospective: optional # Epic 2: Relief Icons Layer Migration diff --git a/package-lock.json b/package-lock.json index 4466445e..1ae570de 100644 --- 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height: 100%; +} +body { + font-family: Helvetica Neue, Helvetica, Arial; + font-size: 14px; + color:#333; +} +.small { font-size: 12px; } +*, *:after, *:before { + -webkit-box-sizing:border-box; + -moz-box-sizing:border-box; + box-sizing:border-box; + } +h1 { font-size: 20px; margin: 0;} +h2 { font-size: 14px; } +pre { + font: 12px/1.4 Consolas, "Liberation Mono", Menlo, Courier, monospace; + margin: 0; + padding: 0; + -moz-tab-size: 2; + -o-tab-size: 2; + tab-size: 2; +} +a { color:#0074D9; text-decoration:none; } +a:hover { text-decoration:underline; } +.strong { font-weight: bold; } +.space-top1 { padding: 10px 0 0 0; } +.pad2y { padding: 20px 0; } +.pad1y { padding: 10px 0; } +.pad2x { padding: 0 20px; } +.pad2 { padding: 20px; } +.pad1 { padding: 10px; } +.space-left2 { padding-left:55px; } +.space-right2 { padding-right:20px; } +.center { text-align:center; } +.clearfix { display:block; } +.clearfix:after { + content:''; + display:block; + height:0; + clear:both; + visibility:hidden; + } +.fl { float: left; } +@media only screen and (max-width:640px) { + .col3 { width:100%; max-width:100%; } + .hide-mobile { display:none!important; } +} + +.quiet { + color: #7f7f7f; + color: rgba(0,0,0,0.5); +} +.quiet a { opacity: 0.7; } + +.fraction { + font-family: Consolas, 'Liberation Mono', Menlo, Courier, monospace; + font-size: 10px; + color: #555; + background: #E8E8E8; + padding: 4px 5px; + border-radius: 3px; + vertical-align: middle; +} + +div.path a:link, div.path a:visited { color: #333; } +table.coverage { + border-collapse: collapse; + margin: 10px 0 0 0; + padding: 0; +} + +table.coverage td { + margin: 0; + padding: 0; + vertical-align: top; +} +table.coverage td.line-count { + text-align: right; + padding: 0 5px 0 20px; +} +table.coverage td.line-coverage { + text-align: right; + padding-right: 10px; + min-width:20px; +} + +table.coverage td span.cline-any { + display: inline-block; + padding: 0 5px; + width: 100%; +} +.missing-if-branch { + 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+
+

All files webgl-layer-framework.ts

+
+ +
+ 85.13% + Statements + 126/148 +
+ + +
+ 70.73% + Branches + 58/82 +
+ + +
+ 84.21% + Functions + 16/19 +
+ + +
+ 91.26% + Lines + 115/126 +
+ + +
+

+ Press n or j to go to the next uncovered block, b, p or k for the previous block. +

+ +
+
+

+
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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);
+  Eif (!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;
+  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;
+  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 {
+    Eif (!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 {
+    Iif (this._fallback) return;
+    const layer = this.layers.get(id);
+    Iif (!layer || !this.scene) return;
+    const scene = this.scene;
+    layer.config.dispose(layer.group);
+    scene.remove(layer.group);
+    this.layers.delete(id);
+    const anyVisible = [...this.layers.values()].some((l) => l.group.visible);
+    Eif (this.canvas && !anyVisible) this.canvas.style.display = "none";
+  }
+ 
+  setVisible(id: string, visible: boolean): void {
+    Iif (this._fallback) return;
+    const layer = this.layers.get(id);
+    Iif (!layer) return;
+    layer.group.visible = visible;
+    const anyVisible = [...this.layers.values()].some((l) => l.group.visible);
+    Eif (this.canvas) this.canvas.style.display = anyVisible ? "block" : "none";
+    if (visible) this.requestRender();
+  }
+ 
+  clearLayer(id: string): void {
+    Iif (this._fallback) return;
+    const layer = this.layers.get(id);
+    Iif (!layer) return;
+    layer.group.clear();
+  }
+ 
+  requestRender(): void {
+    Iif (this._fallback) return;
+    if (this.rafId !== null) return;
+    this.rafId = requestAnimationFrame(() => {
+      this.rafId = null;
+      this.render();
+    });
+  }
+ 
+  syncTransform(): void {
+    Iif (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,
+      scale,
+      graphWidth,
+      graphHeight,
+    );
+    camera.left = bounds.left;
+    camera.right = bounds.right;
+    camera.top = bounds.top;
+    camera.bottom = bounds.bottom;
+    camera.updateProjectionMatrix();
+  }
+ 
+  // ─── Private helpers ───────────────────────────────────────────────────────
+ 
+  private subscribeD3Zoom(): void {
+    // viewbox is a D3 selection global available in the browser; guard for Node test env
+    Eif (typeof (globalThis as any).viewbox === "undefined") return;
+    (globalThis as any).viewbox.on("zoom.webgl", () => this.requestRender());
+  }
+ 
+  private observeResize(): void {
+    Iif (!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 {
+    if (this._fallback || !this.renderer || !this.scene || !this.camera) return;
+    const renderer = this.renderer;
+    const scene = this.scene;
+    const camera = this.camera;
+    this.syncTransform();
+    for (const layer of this.layers.values()) {
+      if (layer.group.visible) {
+        layer.config.render(layer.group);
+      }
+    }
+    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();
+ 
+ +
+
+ + + + + + + + \ No newline at end of file diff --git a/src/modules/webgl-layer-framework.test.ts b/src/modules/webgl-layer-framework.test.ts index 2264d1bb..b1f4e6aa 100644 --- a/src/modules/webgl-layer-framework.test.ts +++ b/src/modules/webgl-layer-framework.test.ts @@ -175,11 +175,13 @@ describe("WebGL2LayerFrameworkClass", () => { }); it("requestRender() does not throw when called multiple times", () => { + vi.stubGlobal("requestAnimationFrame", vi.fn().mockReturnValue(0)); expect(() => { framework.requestRender(); framework.requestRender(); framework.requestRender(); }).not.toThrow(); + vi.unstubAllGlobals(); }); it("clearLayer() does not throw and preserves layer registration in the Map", () => { @@ -317,3 +319,243 @@ describe("WebGL2LayerFrameworkClass — init()", () => { expect((framework as any).resizeObserver).not.toBeNull(); }); }); + +// ─── WebGL2LayerFrameworkClass — lifecycle & render loop (Story 1.3) ─────────── + +describe("WebGL2LayerFrameworkClass — lifecycle & render loop (Story 1.3)", () => { + let framework: WebGL2LayerFrameworkClass; + + const makeConfig = (id = "terrain") => ({ + id, + anchorLayerId: id, + renderOrder: 1, + setup: vi.fn(), + render: vi.fn(), + dispose: vi.fn(), + }); + + beforeEach(() => { + framework = new WebGL2LayerFrameworkClass(); + vi.stubGlobal("requestAnimationFrame", vi.fn().mockReturnValue(42)); + }); + + afterEach(() => { + vi.restoreAllMocks(); + vi.unstubAllGlobals(); + }); + + // ── requestRender() / RAF coalescing ────────────────────────────────────── + + it("requestRender() schedules exactly one RAF for three rapid calls (AC6)", () => { + framework.requestRender(); + framework.requestRender(); + framework.requestRender(); + expect((globalThis as any).requestAnimationFrame).toHaveBeenCalledTimes(1); + }); + + it("requestRender() resets rafId to null after the frame callback executes (AC6)", () => { + let storedCallback: (() => void) | null = null; + vi.stubGlobal( + "requestAnimationFrame", + vi.fn().mockImplementation((cb: () => void) => { + storedCallback = cb; + return 42; + }), + ); + framework.requestRender(); + expect((framework as any).rafId).not.toBeNull(); + storedCallback!(); + expect((framework as any).rafId).toBeNull(); + }); + + // ── syncTransform() ─────────────────────────────────────────────────────── + + it("syncTransform() applies buildCameraBounds(0,0,1,960,540) to camera (AC8)", () => { + const mockCamera = { + left: 0, + right: 0, + top: 0, + bottom: 0, + updateProjectionMatrix: vi.fn(), + }; + (framework as any).camera = mockCamera; + vi.stubGlobal("viewX", 0); + vi.stubGlobal("viewY", 0); + vi.stubGlobal("scale", 1); + vi.stubGlobal("graphWidth", 960); + vi.stubGlobal("graphHeight", 540); + framework.syncTransform(); + const expected = buildCameraBounds(0, 0, 1, 960, 540); + expect(mockCamera.left).toBe(expected.left); + expect(mockCamera.right).toBe(expected.right); + expect(mockCamera.top).toBe(expected.top); + expect(mockCamera.bottom).toBe(expected.bottom); + expect(mockCamera.updateProjectionMatrix).toHaveBeenCalledOnce(); + }); + + it("syncTransform() uses ?? defaults when globals are absent (AC8)", () => { + const mockCamera = { + left: 99, + right: 99, + top: 99, + bottom: 99, + updateProjectionMatrix: vi.fn(), + }; + (framework as any).camera = mockCamera; + // No globals stubbed — ?? fallbacks (0, 0, 1, 960, 540) take effect + framework.syncTransform(); + const expected = buildCameraBounds(0, 0, 1, 960, 540); + expect(mockCamera.left).toBe(expected.left); + expect(mockCamera.right).toBe(expected.right); + }); + + // ── render() — dispatch order ───────────────────────────────────────────── + + it("render() calls syncTransform, then per-layer render, then renderer.render in order (AC7)", () => { + const order: string[] = []; + const layerRenderFn = vi.fn(() => order.push("layer.render")); + const mockRenderer = { render: vi.fn(() => order.push("renderer.render")) }; + const mockCamera = { + left: 0, + right: 0, + top: 0, + bottom: 0, + updateProjectionMatrix: vi.fn(), + }; + (framework as any).renderer = mockRenderer; + (framework as any).scene = {}; + (framework as any).camera = mockCamera; + (framework as any).layers.set("terrain", { + config: { ...makeConfig(), render: layerRenderFn }, + group: { visible: true }, + }); + const syncSpy = vi + .spyOn(framework as any, "syncTransform") + .mockImplementation(() => order.push("syncTransform")); + vi.stubGlobal( + "requestAnimationFrame", + vi.fn().mockImplementation((cb: () => void) => { + cb(); + return 1; + }), + ); + framework.requestRender(); + expect(order).toEqual(["syncTransform", "layer.render", "renderer.render"]); + syncSpy.mockRestore(); + }); + + it("render() skips invisible layers — config.render not called (AC7)", () => { + const invisibleRenderFn = vi.fn(); + const mockRenderer = { render: vi.fn() }; + (framework as any).renderer = mockRenderer; + (framework as any).scene = {}; + (framework as any).camera = { + left: 0, + right: 0, + top: 0, + bottom: 0, + updateProjectionMatrix: vi.fn(), + }; + (framework as any).layers.set("terrain", { + config: { ...makeConfig(), render: invisibleRenderFn }, + group: { visible: false }, + }); + vi.stubGlobal( + "requestAnimationFrame", + vi.fn().mockImplementation((cb: () => void) => { + cb(); + return 1; + }), + ); + framework.requestRender(); + expect(invisibleRenderFn).not.toHaveBeenCalled(); + }); + + // ── setVisible() ────────────────────────────────────────────────────────── + + it("setVisible(false) sets group.visible=false without calling dispose (AC3, NFR-P6)", () => { + const config = makeConfig(); + const group = { visible: true }; + (framework as any).layers.set("terrain", { config, group }); + (framework as any).canvas = { style: { display: "block" } }; + framework.setVisible("terrain", false); + expect(group.visible).toBe(false); + expect(config.dispose).not.toHaveBeenCalled(); + }); + + it("setVisible(false) hides canvas when all layers become invisible (AC3)", () => { + const canvas = { style: { display: "block" } }; + (framework as any).canvas = canvas; + (framework as any).layers.set("terrain", { + config: makeConfig(), + group: { visible: true }, + }); + (framework as any).layers.set("rivers", { + config: makeConfig("rivers"), + group: { visible: false }, + }); + framework.setVisible("terrain", false); + expect(canvas.style.display).toBe("none"); + }); + + it("setVisible(true) calls requestRender() (AC4)", () => { + const group = { visible: false }; + (framework as any).layers.set("terrain", { config: makeConfig(), group }); + (framework as any).canvas = { style: { display: "none" } }; + const renderSpy = vi.spyOn(framework, "requestRender"); + framework.setVisible("terrain", true); + expect(group.visible).toBe(true); + expect(renderSpy).toHaveBeenCalledOnce(); + }); + + // ── clearLayer() ────────────────────────────────────────────────────────── + + it("clearLayer() calls group.clear() and preserves layer in the Map (AC5)", () => { + const clearFn = vi.fn(); + (framework as any).layers.set("terrain", { + config: makeConfig(), + group: { visible: true, clear: clearFn }, + }); + framework.clearLayer("terrain"); + expect(clearFn).toHaveBeenCalledOnce(); + expect((framework as any).layers.has("terrain")).toBe(true); + }); + + it("clearLayer() does not call renderer.dispose (AC5, NFR-P6)", () => { + const mockRenderer = { render: vi.fn(), dispose: vi.fn() }; + (framework as any).renderer = mockRenderer; + (framework as any).layers.set("terrain", { + config: makeConfig(), + group: { visible: true, clear: vi.fn() }, + }); + framework.clearLayer("terrain"); + expect(mockRenderer.dispose).not.toHaveBeenCalled(); + }); + + // ── unregister() ────────────────────────────────────────────────────────── + + it("unregister() calls dispose, removes from scene and Map (AC9)", () => { + const config = makeConfig(); + const group = { visible: true }; + const mockScene = { remove: vi.fn() }; + (framework as any).scene = mockScene; + (framework as any).canvas = { style: { display: "block" } }; + (framework as any).layers.set("terrain", { config, group }); + framework.unregister("terrain"); + expect(config.dispose).toHaveBeenCalledWith(group); + expect(mockScene.remove).toHaveBeenCalledWith(group); + expect((framework as any).layers.has("terrain")).toBe(false); + }); + + it("unregister() hides canvas when it was the last registered layer (AC9)", () => { + const canvas = { style: { display: "block" } }; + (framework as any).canvas = canvas; + (framework as any).scene = { remove: vi.fn() }; + (framework as any).layers.set("terrain", { + config: makeConfig(), + group: { visible: true }, + }); + framework.unregister("terrain"); + expect(canvas.style.display).toBe("none"); + }); +}); diff --git a/src/modules/webgl-layer-framework.ts b/src/modules/webgl-layer-framework.ts index c206de79..a86169a0 100644 --- a/src/modules/webgl-layer-framework.ts +++ b/src/modules/webgl-layer-framework.ts @@ -88,13 +88,11 @@ interface RegisteredLayer { 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 = 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; @@ -190,25 +188,64 @@ export class WebGL2LayerFrameworkClass { 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. + unregister(id: string): void { + if (this._fallback) return; + const layer = this.layers.get(id); + if (!layer || !this.scene) return; + const scene = this.scene; + layer.config.dispose(layer.group); + scene.remove(layer.group); + this.layers.delete(id); + const anyVisible = [...this.layers.values()].some((l) => l.group.visible); + if (this.canvas && !anyVisible) this.canvas.style.display = "none"; } - setVisible(_id: string, _visible: boolean): void { - // Story 1.3: toggle group.visible; hide canvas only when ALL layers invisible (NFR-P6). + setVisible(id: string, visible: boolean): void { + if (this._fallback) return; + const layer = this.layers.get(id); + if (!layer) return; + layer.group.visible = visible; + const anyVisible = [...this.layers.values()].some((l) => l.group.visible); + if (this.canvas) this.canvas.style.display = anyVisible ? "block" : "none"; + if (visible) this.requestRender(); } - clearLayer(_id: string): void { - // Story 1.3: group.clear() — wipes Mesh children without disposing renderer (NFR-P6). + clearLayer(id: string): void { + if (this._fallback) return; + const layer = this.layers.get(id); + if (!layer) return; + layer.group.clear(); } requestRender(): void { - // Story 1.3: RAF-coalesced render request; schedules this.render() via requestAnimationFrame. - this.render(); + if (this._fallback) return; + if (this.rafId !== null) return; + this.rafId = requestAnimationFrame(() => { + this.rafId = null; + this.render(); + }); } syncTransform(): void { - // Story 1.3: read window globals viewX/viewY/scale; apply buildCameraBounds to camera. + 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, + scale, + graphWidth, + graphHeight, + ); + camera.left = bounds.left; + camera.right = bounds.right; + camera.top = bounds.top; + camera.bottom = bounds.bottom; + camera.updateProjectionMatrix(); } // ─── Private helpers ─────────────────────────────────────────────────────── @@ -232,7 +269,17 @@ export class WebGL2LayerFrameworkClass { } private render(): void { - // Story 1.3: syncTransform → per-layer render(group) callbacks → renderer.render(scene, camera). + if (this._fallback || !this.renderer || !this.scene || !this.camera) return; + const renderer = this.renderer; + const scene = this.scene; + const camera = this.camera; + this.syncTransform(); + for (const layer of this.layers.values()) { + if (layer.group.visible) { + layer.config.render(layer.group); + } + } + renderer.render(scene, camera); } }