--- stepsCompleted: [ "step-01-init", "step-02-context", "step-03-starter", "step-04-decisions", "step-05-patterns", "step-06-structure", "step-07-validation", "step-08-complete" ] inputDocuments: - "_bmad-output/planning-artifacts/prd.md" - "_bmad-output/planning-artifacts/research/technical-WebGL-SVG-layered-rendering-research-2026-03-12.md" - "_bmad-output/project-context.md" workflowType: "architecture" project_name: "Fantasy-Map-Generator" user_name: "Azgaar" date: "2026-03-12" status: "complete" lastStep: 8 completedAt: "2026-03-12" --- # Architecture Decision Document — Fantasy-Map-Generator WebGL Layer Framework **Project:** Fantasy-Map-Generator **Author:** Azgaar (via Winston/Architect) **Date:** 2026-03-12 **Status:** Complete — Ready for Implementation --- ## 1. Project Context Analysis ### 1.1 Scope Summary This architecture addresses a **brownfield, isolated subsystem replacement** in FMG's rendering pipeline. The surface area is: - **New:** `WebGL2LayerFramework` TypeScript class (`src/modules/webgl-layer-framework.ts`) - **Refactored:** `src/renderers/draw-relief-icons.ts` — migrated to use the framework instead of ad-hoc context management - **Added:** Unit tests (`src/modules/webgl-layer-framework.test.ts`) - **Unchanged:** All 32 SVG layers, D3 data pipeline, `public/modules/` legacy JS, globe renderer, SVG export ### 1.2 Functional Requirements Coverage | FR Category | Count | Architectural Component | | ------------------------------------ | ----- | ----------------------------------------------------------------- | | Framework Core (FR1–FR4) | 4 | `WebGL2LayerFramework` class | | Coordinate Sync (FR5–FR7) | 3 | `syncTransform()` method + orthographic camera | | Layer Lifecycle (FR8–FR11) | 4 | `setVisible()`, `ResizeObserver`, `dispose()` | | Relief Rendering (FR12–FR17) | 6 | `draw-relief-icons.ts` refactored | | Compatibility & Fallback (FR18–FR19) | 2 | `detectWebGL2()` guard in framework init | | Interaction (FR20–FR21) | 2 | `pointer-events: none` on canvas; existing Layers panel unchanged | | Developer API (FR22–FR24) | 3 | `register(config)` public method | | Testability (FR25–FR27) | 3 | Pure functions / injectable dependencies | **Total: 27 FRs — all addressed.** ### 1.3 Non-Functional Constraints Shaping Architecture | NFR | Architectural Impact | | ----------------------------------------------- | ------------------------------------------------------------------------------------------- | | NFR-P6: No GPU teardown on hide | `setVisible(false)` must set `mesh.visible = false` only — NOT call `dispose()` | | NFR-C3: Max 2 WebGL contexts (1 globe + 1 map) | Single `THREE.WebGLRenderer` shared across all registered layers | | NFR-M3: Global Module Pattern | `window.WebGL2LayerFramework = new WebGL2LayerFrameworkClass()` at module bottom | | NFR-B1/B2: Bundle size ≤ 50KB gzip increase | Three.js already present; named imports only (`import { WebGLRenderer, ... } from 'three'`) | | NFR-M5: ≥ 80% Vitest coverage on framework core | Pure coordinate functions and registration API must be injected/mockable | ### 1.4 Critical Brownfield Constraints Discovered in Codebase | Constraint | Detail | Architectural Response | | --------------------------------- | ------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------ | | Existing WebGL relief renderer | `draw-relief-icons.ts` already has a working Three.js renderer | Framework wraps/extends it — not replace from scratch | | `undrawRelief` tears down GPU | Current implementation disposes renderer on hide — violates NFR-P6 | Framework `setVisible(false)` replaces teardown pattern | | Canvas placement is wrong | Currently `insertAdjacentElement("afterend", map)` — canvas sits above all SVG layers | Framework uses positioned wrapper; MVP uses z-index above SVG (see Decision 3) | | Globals `viewX`, `viewY`, `scale` | Coordinate sync uses raw window globals | Framework abstracts to `syncTransform()` callable function; tests inject mock values | | `#map { position: absolute }` | SVG has no positioned parent container | Framework wraps SVG in `#map-container` on init | --- ## 2. Technology Stack No new dependencies are introduced. The framework uses only technologies already in the project: | Technology | Version | Role in This Feature | | ---------- | -------- | ----------------------------------------------------------- | | TypeScript | ^5.9.3 | Framework implementation language | | Three.js | ^0.183.2 | WebGL renderer, orthographic camera, scene management | | Vite | ^7.3.1 | Bundling (tree-shaking Three.js named imports) | | Vitest | ^4.0.18 | Unit tests for coordinate sync and framework API | | D3 | ^7.9.0 | Source of zoom transform values (`viewX`, `viewY`, `scale`) | **Three.js imports used (tree-shaken):** ```typescript import { WebGLRenderer, Scene, OrthographicCamera, BufferGeometry, BufferAttribute, Mesh, MeshBasicMaterial, TextureLoader, SRGBColorSpace, LinearMipmapLinearFilter, LinearFilter, DoubleSide } from "three"; ``` --- ## 3. Core Architectural Decisions ### Decision 1: Single Shared WebGL Context via `WebGL2LayerFramework` **Decision:** A new `WebGL2LayerFrameworkClass` TypeScript module manages a single `THREE.WebGLRenderer` instance shared by all registered WebGL layers. It replaces `draw-relief-icons.ts`'s module-level renderer with a centralized framework. **Rationale:** - Browser WebGL context limit (8–16 per page) requires minimizing context creation - The globe renderer already holds context #1; the map framework holds context #2 — this is the budget maximum (NFR-C3) - A single `THREE.Scene` with `renderOrder` per layer handles draw ordering within the shared context - The existing `draw-relief-icons.ts` will be refactored to register with this framework instead of managing its own renderer **Alternatives rejected:** - One canvas per layer: would exceed context limit at 3+ WebGL layers - Raw WebGL2 without Three.js: Three.js already present; adds no bundle cost; handles context loss/restore, shader compilation, VBO management ### Decision 2: Layer Registration API **Decision:** The framework exposes a `register(config: WebGLLayerConfig)` method. Callers provide an `id`, `anchorLayerId` (SVG element ID for z-position reference), `renderOrder`, a `setup(group)` callback (called once on init), a per-frame `render(group)` callback (called every frame before `renderer.render()`), and a `dispose(group)` cleanup callback. All three callbacks receive the layer's framework-managed `THREE.Group` — **never the raw scene, renderer, or camera** — establishing a clean abstraction boundary. **Abstraction boundary:** `THREE.Group` is the sole interface point between framework internals and layer logic. If the underlying renderer backend changes, only the framework changes — layer code is unaffected. Layer authors never import or depend on `THREE.Scene`, `THREE.WebGLRenderer`, or camera types. ```typescript export interface WebGLLayerConfig { id: string; anchorLayerId: string; // SVG id; canvas element id derived as `${id}Canvas` renderOrder: number; // Three.js renderOrder for this layer's Group in the scene setup: (group: THREE.Group) => void; // called once after WebGL2 confirmed; add meshes to group render: (group: THREE.Group) => void; // called each frame before renderer.render(); update uniforms/geometry dispose: (group: THREE.Group) => void; // called on unregister(id); dispose all GPU objects in group } ``` **What the framework manages:** - Canvas element creation, sizing, positioning; canvas `id` = `${config.id}Canvas` - `THREE.WebGLRenderer` + `THREE.Scene` + `THREE.OrthographicCamera` initialization - One `THREE.Group` per registered layer (owns all layer GPU objects) - Z-index derivation from anchor SVG layer DOM position - Visibility toggle (`group.visible = false/true`) — no GPU teardown - Canvas resize via `ResizeObserver` - D3 zoom subscription in `init()` → `requestRender()` on every zoom/pan event - Per-frame dispatch: calls each visible layer's `render(group)` before `renderer.render(scene, camera)` **What each layer module manages:** - In `setup(group)`: create `THREE.Mesh` / `BufferGeometry` / textures, add them to `group` - In `render(group)`: update geometry or material uniforms if data changed since last frame - In `dispose(group)`: call `.geometry.dispose()`, `.material.dispose()`, `.map?.dispose()` on all children - **Never** access `scene`, `renderer`, `camera`, or `canvas` directly — those are framework internals ### Decision 3: Canvas Z-Index Positioning — MVP vs. Phase 2 **MVP Decision:** The canvas is inserted as a sibling to `#map` in `#map-container` (a new `position: relative` wrapper div). The z-index is computed from the anchor SVG layer's page position in the DOM stack. **Known limitation:** Because all 32 SVG layers are inside `#map` (a single SVG element), CSS z-index cannot interleave the canvas between SVG layer groups. In MVP, the canvas renders **above the entire SVG** (higher z-index than `#map`). SVG layers that should visually overlay terrain icons (religion fills, borders, labels) will appear underneath the canvas. **Why this is acceptable for MVP:** - The visual impact is limited: relief icons appear in terrain cells (mountains, forests), while labels/burg icons appear in civilized cells — overlap is uncommon in practice - The current codebase ALREADY exhibits this same behavior (`draw-relief-icons.ts` places canvas after `#map` in DOM order with no z-index) - `pointer-events: none` preserves all interaction; the UX regression is purely visual ### Decision 4: D3 Zoom → WebGL Orthographic Camera Sync **Decision:** The sync formula from the existing `draw-relief-icons.ts` is extracted into a pure, testable function `buildCameraBounds(viewX, viewY, scale, graphWidth, graphHeight)` that returns `{left, right, top, bottom}` for the orthographic camera. **Derivation (documented in code):** ``` D3 applies transform: translate(viewX, viewY) scale(scale) to #viewbox This means: screen_point = map_point * scale + (viewX, viewY) Inverting: map_point = (screen_point - (viewX, viewY)) / scale Orthographic camera bounds (what map rectangle is visible on screen): left = -viewX / scale ← left edge of visible map right = (graphWidth - viewX) / scale ← right edge top = -viewY / scale ← top edge bottom = (graphHeight - viewY) / scale ← bottom edge Three.js OrthographicCamera(left, right, top, bottom, near, far): `top` = upper visible edge in camera space (numerically smaller — closer to y=0 in SVG) `bottom` = lower visible edge in camera space (numerically larger) So top < bottom, which means the camera's Y-axis points downward — matching SVG. new OrthographicCamera(left, right, top, bottom, -1, 1) // top < bottom: Y-down matches SVG; origin at top-left of map. // Do NOT swap top/bottom or negate — this is the correct Three.js Y-down configuration. ``` **Why this is testable:** `buildCameraBounds` takes only numbers and returns numbers. Tests inject mock `viewX/viewY/scale` values and assert exact output — no DOM or WebGL required. ### Decision 5: Visibility Toggle — GPU State Preservation **Decision:** `framework.setVisible(id, visible)` toggles the Three.js `Object3D.visible` property of the layer's registered group. The canvas element's `display` style is changed only when ALL registered layers are hidden. ```typescript setVisible(id: string, visible: boolean): void { const layer = this.layers.get(id); if (!layer) return; layer.group.visible = visible; // Only hide canvas if ALL layers are invisible (avoids GPU context loss) const anyVisible = [...this.layers.values()].some(l => l.group.visible); this.canvas.style.display = anyVisible ? "block" : "none"; if (visible) this.render(); } ``` **This replaces `undrawRelief`'s current behavior** which calls `renderer.dispose()`, `scene = null`, etc. — destroying GPU buffers on every hide. The framework never destroys buffers except on `framework.unregister(id)`. ### Decision 6: WebGL2 Detection and SVG Fallback **Decision:** `init()` calls `detectWebGL2()` which attempts `canvas.getContext('webgl2')`. On failure, the framework sets a private `_fallback` backing field to `true` (exposed via a public getter `get hasFallback()`). The relief renderer reads `hasFallback` and falls back to `drawSvg()`. All framework methods silently return when `_fallback` is true. **Critical TypeScript pattern — `hasFallback` MUST use a backing field, not `readonly`:** TypeScript `readonly` fields can only be assigned in the constructor. Because `detectWebGL2()` runs inside `init()` (called post-construction), `hasFallback` must be implemented as: ```typescript private _fallback = false; get hasFallback(): boolean { return this._fallback; } init(): boolean { this._fallback = !detectWebGL2(); if (this._fallback) return false; // ... rest of init } ``` Do **not** declare `readonly hasFallback: boolean = false` — that pattern compiles but the assignment in `init()` produces a type error. ```typescript // Exported for testability — accepts an injectable probe canvas 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; } ``` **Testable:** `detectWebGL2` accepts an optional injectable probe canvas so tests pass a mock without DOM access. ### Decision 7: Frame Rendering — On-Demand, RAF-Coalesced **Decision:** The framework exposes a `requestRender()` method that coalesces calls within a single animation frame, preventing redundant GPU draws during rapid pan/zoom events. ```typescript private rafId: number | null = null; requestRender(): void { if (this.rafId !== null) return; this.rafId = requestAnimationFrame(() => { this.rafId = null; this.render(); }); } private render(): void { this.syncTransform(); // Dispatch per-frame callback to each visible layer before submitting draw call. // This is the mechanism through which layers update uniforms, instance matrices, // or geometry data on a frame-by-frame basis. for (const [, layer] of this.layers) { if (layer.group.visible) { layer.config.render(layer.group); } } this.renderer.render(this.scene, this.camera); } ``` This replaces `window.rerenderReliefIcons` which currently does the same RAF coalescing at the module level. ### Decision 8: ResizeObserver for Canvas Sizing **Decision:** The framework attaches a `ResizeObserver` to the `#map-container` element. On resize, it updates canvas dimensions and the orthographic camera aspect ratio, then re-renders. ```typescript private observeResize(): void { this.resizeObserver = new ResizeObserver(entries => { const { width, height } = entries[0].contentRect; this.renderer.setSize(width, height); this.requestRender(); }); this.resizeObserver.observe(this.container); } ``` --- ## 4. Implementation Patterns ### 4.1 Global Module Pattern (Mandatory) All TypeScript modules in `src/modules/` and `src/renderers/` follow the project's Global Module Pattern. The framework module must follow it exactly: ```typescript // src/modules/webgl-layer-framework.ts // 1. Global type declaration declare global { var WebGL2LayerFramework: WebGL2LayerFrameworkClass; } // 2. Class implementation class WebGL2LayerFrameworkClass { // ... } // 3. Window registration (LAST LINE) window.WebGL2LayerFramework = new WebGL2LayerFrameworkClass(); ``` ### 4.2 Module Import Pattern Add to `src/modules/index.ts` as a side-effect import: ```typescript import "./webgl-layer-framework"; ``` And `draw-relief-icons.ts` remains in `src/renderers/index.ts` — no change to import structure. ### 4.3 Function Naming Conventions | Pattern | Convention | Example | | ---------------------- | --------------------------- | ----------------------------------------------------- | | Framework class | `PascalCase + Class suffix` | `WebGL2LayerFrameworkClass` | | Window global | `PascalCase` | `window.WebGL2LayerFramework` | | Pure utility functions | `camelCase` | `buildCameraBounds`, `detectWebGL2`, `getLayerZIndex` | | Internal methods | `camelCase` | `syncTransform`, `observeResize`, `requestRender` | ### 4.4 TypeScript Type Declarations New types go in `src/types/global.ts`: ```typescript declare global { var WebGL2LayerFramework: import("../modules/webgl-layer-framework").WebGL2LayerFrameworkClass; var drawRelief: (type?: "svg" | "webGL", parentEl?: HTMLElement) => void; var undrawRelief: () => void; var rerenderReliefIcons: () => void; } ``` ### 4.5 Error Handling Philosophy - Framework `init()` failures (WebGL2 unavailable): sets `_fallback = true` via backing field, logs with `WARN` global, returns `false` — no throw - Missing DOM elements (e.g., `#map` not found on init): early return + `WARN` log - WebGL context loss mid-session: `renderer.forceContextRestore()` then `renderer.dispose()` + re-init on next draw call (preserves existing pattern from `draw-relief-icons.ts`) - Unit tests: pure functions throw `Error`s; framework class methods log and return for resilience ### 4.6 Test Patterns Unit tests co-located with source in `src/modules/`: ```typescript // src/modules/webgl-layer-framework.test.ts import {describe, it, expect, vi, beforeEach} from "vitest"; import {buildCameraBounds, detectWebGL2, getLayerZIndex, WebGL2LayerFrameworkClass} from "./webgl-layer-framework"; // ─── Pure function tests (no DOM, no WebGL) ─────────────────────────────────── describe("buildCameraBounds", () => { it("returns correct bounds for identity transform", () => { const b = buildCameraBounds(0, 0, 1, 960, 540); expect(b.left).toBe(0); expect(b.right).toBe(960); expect(b.top).toBe(0); expect(b.bottom).toBe(540); }); it("returns correct bounds at 2× zoom", () => { const b = buildCameraBounds(0, 0, 2, 960, 540); expect(b.right).toBe(480); expect(b.bottom).toBe(270); }); it("returns correct bounds with pan offset (viewX negative = panned right)", () => { // viewX=-100 means D3 translated +100px right; map origin is at x=100 on screen 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); }); it("top < bottom (Y-down camera convention)", () => { const b = buildCameraBounds(0, 0, 1, 960, 540); expect(b.top).toBeLessThan(b.bottom); }); it("handles extreme zoom values without NaN", () => { const lo = buildCameraBounds(0, 0, 0.1, 960, 540); const hi = buildCameraBounds(0, 0, 50, 960, 540); expect(Number.isFinite(lo.right)).toBe(true); expect(Number.isFinite(hi.right)).toBe(true); }); }); describe("detectWebGL2", () => { it("returns false when getContext returns null", () => { const canvas = {getContext: () => null} as unknown as HTMLCanvasElement; expect(detectWebGL2(canvas)).toBe(false); }); it("returns true when getContext returns a context object", () => { const mockCtx = {getExtension: () => null}; const canvas = {getContext: () => mockCtx} as unknown as HTMLCanvasElement; expect(detectWebGL2(canvas)).toBe(true); }); }); // ─── Class-level tests (stub WebGL2LayerFrameworkClass) ─────────────────────── describe("WebGL2LayerFrameworkClass", () => { let framework: WebGL2LayerFrameworkClass; // Stubs: framework.init() requires DOM; short-circuit by stubbing _fallback beforeEach(() => { framework = new WebGL2LayerFrameworkClass(); // Force fallback=false path without real WebGL: (framework as any)._fallback = false; // Inject a minimal scene + renderer stub so register() doesn't throw (framework as any).scene = {add: vi.fn()}; (framework as any).layers = new Map(); }); it("register() queues config when called before init()", () => { const fresh = new WebGL2LayerFrameworkClass(); const config = { id: "test", anchorLayerId: "terrain", renderOrder: 1, setup: vi.fn(), render: vi.fn(), dispose: vi.fn() }; // Before init(), scene is null — register() must queue, not throw expect(() => fresh.register(config)).not.toThrow(); }); it("setVisible(false) does not call dispose() on GPU objects", () => { const mockGroup = {visible: true}; 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: mockGroup}); (framework as any).canvas = {style: {display: "block"}}; framework.setVisible("terrain", false); expect(mockGroup.visible).toBe(false); expect(config.dispose).not.toHaveBeenCalled(); }); it("requestRender() coalesces multiple calls into a single RAF", () => { const rafSpy = vi.spyOn(globalThis, "requestAnimationFrame").mockReturnValue(1 as any); (framework as any).renderer = {render: vi.fn()}; (framework as any).camera = {}; framework.requestRender(); framework.requestRender(); framework.requestRender(); expect(rafSpy).toHaveBeenCalledTimes(1); rafSpy.mockRestore(); }); it("clearLayer() removes group children without disposing the renderer", () => { const clearFn = vi.fn(); const mockGroup = {visible: true, clear: clearFn}; 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: mockGroup}); framework.clearLayer("terrain"); expect(clearFn).toHaveBeenCalled(); expect((framework as any).layers.has("terrain")).toBe(true); // still registered }); it("hasFallback is false by default (backing field pattern)", () => { expect(framework.hasFallback).toBe(false); }); }); ``` **Key testability rule:** Pure functions (`buildCameraBounds`, `detectWebGL2`, `getLayerZIndex`) are exported as named exports and are fully testable without DOM or WebGL. The class is tested via stubs injected onto private fields — no real renderer required. --- ## 5. Project Structure ### 5.1 Files Created ``` src/ modules/ webgl-layer-framework.ts ← NEW: Framework class (core deliverable) webgl-layer-framework.test.ts ← NEW: Unit tests (≥80% coverage target) renderers/ draw-relief-icons.ts ← MODIFIED: Refactored to use framework ``` ### 5.2 Files Modified ``` src/ modules/ index.ts ← ADD: import "./webgl-layer-framework" types/ global.ts ← ADD: WebGL2LayerFramework global declaration ``` ### 5.3 `webgl-layer-framework.ts` Internal Structure ```typescript // ─── Exports (for testability) ─────────────────────────────────────────────── export function detectWebGL2(probe?: HTMLCanvasElement): boolean; export function buildCameraBounds( viewX: number, viewY: number, scale: number, graphWidth: number, graphHeight: number ): {left: number; right: number; top: number; bottom: number}; export function getLayerZIndex(anchorLayerId: string): number; // ─── Types ─────────────────────────────────────────────────────────────────── export interface WebGLLayerConfig { id: string; anchorLayerId: string; // SVG id; canvas id derived as `${id}Canvas` renderOrder: number; // Three.js renderOrder for this layer's Group setup: (group: THREE.Group) => void; // called once on init(); add meshes to group render: (group: THREE.Group) => void; // called each frame before renderer.render() dispose: (group: THREE.Group) => void; // called on unregister(); dispose GPU objects } interface RegisteredLayer { config: WebGLLayerConfig; group: THREE.Group; // framework-owned; passed to all callbacks — abstraction boundary } // ─── Class ─────────────────────────────────────────────────────────────────── export class WebGL2LayerFrameworkClass { private canvas: HTMLCanvasElement | null = null; private renderer: THREE.WebGLRenderer | null = null; private camera: THREE.OrthographicCamera | null = null; private scene: THREE.Scene | null = null; private layers: Map = 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; private _fallback = false; // backing field — NOT readonly, set in init() get hasFallback(): boolean { return this._fallback; } // Public API init(): boolean; // call from app bootstrap; processes pendingConfigs queue register(config: WebGLLayerConfig): boolean; // safe to call before init() — queues if needed unregister(id: string): void; setVisible(id: string, visible: boolean): void; clearLayer(id: string): void; // wipe group geometry without removing registration requestRender(): void; syncTransform(): void; // Private private render(): void; private observeResize(): void; private subscribeD3Zoom(): void; // called in init(); attaches viewbox.on("zoom.webgl", ...) } // ─── Global Registration (MUST be last line) ───────────────────────────────── declare global { var WebGL2LayerFramework: WebGL2LayerFrameworkClass; } window.WebGL2LayerFramework = new WebGL2LayerFrameworkClass(); ``` ### 5.4 `draw-relief-icons.ts` Refactored Structure The module registers itself with the framework on load. Existing window globals (`drawRelief`, `undrawRelief`, `rerenderReliefIcons`) are preserved for backward compatibility with legacy `public/modules/` code that calls them. ```typescript // Registration call (runs at module load time, before init()) ───────────────── WebGL2LayerFramework.register({ id: "terrain", anchorLayerId: "terrain", renderOrder: getLayerZIndex("terrain"), setup(group) { // Called once by framework after init(); nothing to do here — // geometry is built lazily when drawRelief() is called. }, render(group) { // Called each frame. Relief geometry is static between drawRelief() calls; // no per-frame CPU updates required — this is intentionally a no-op. }, dispose(group) { group.traverse(obj => { if (obj instanceof Mesh) { obj.geometry.dispose(); (obj.material as MeshBasicMaterial).map?.dispose(); (obj.material as MeshBasicMaterial).dispose(); } }); } }); // Internal: rebuild geometry from pack.relief data ──────────────────────────── function buildReliefScene(icons: ReliefIcon[]): void; // adds Meshes to the layer's group function drawSvgRelief(icons: ReliefIcon[], parentEl: HTMLElement): void; // Public window globals (backward-compatible) ───────────────────────────────── window.drawRelief = (type = "webGL", parentEl = byId("terrain")) => { if (WebGL2LayerFramework.hasFallback || type === "svg") { drawSvgRelief(icons, parentEl); } else { buildReliefScene(icons); WebGL2LayerFramework.requestRender(); } }; window.undrawRelief = () => { // Clear geometry from the framework-owned group — do NOT touch renderer or scene. // clearLayer() removes all Meshes from the group without disposing the renderer. WebGL2LayerFramework.clearLayer("terrain"); if (terrainEl) terrainEl.innerHTML = ""; // also clear SVG fallback content }; window.rerenderReliefIcons = () => { WebGL2LayerFramework.requestRender(); }; ``` ### 5.5 DOM Structure After Framework Init ``` body div#map-container (NEW; position: relative; width: svgWidth; height: svgHeight) svg#map (MOVED inside container; position: absolute; inset: 0; z-index: 1) canvas#terrainCanvas (NEW; id = "${config.id}Canvas" = "terrainCanvas"; position: absolute; inset: 0; z-index: getLayerZIndex("terrain") → 2 in MVP (above #map); pointer-events: none; aria-hidden: true) ``` **Canvas `id` convention:** The framework derives the canvas element id as `${config.id}Canvas`. For `id: "terrain"` → `canvas#terrainCanvas`. For `id: "biomes"` → `canvas#biomesCanvas`. This must be consistent; implementing agents must not hardcode canvas ids. **MVP z-index note:** In MVP both `#map` (z-index: 1) and `canvas#terrainCanvas` (z-index: 2) are stacked as siblings within `#map-container`. The canvas is visually above the entire `#map` SVG. This is a known, accepted limitation. See Decision 3. ### 5.6 Framework Initialization Sequence ``` 1. Framework module loaded (via src/modules/index.ts import) → window.WebGL2LayerFramework = new WebGL2LayerFrameworkClass() → constructor does NOTHING: renderer=null, _fallback unset, pendingConfigs=[] 2. draw-relief-icons.ts loaded (via src/renderers/index.ts import) → WebGL2LayerFramework.register({ id: "terrain", ... }) → init() has NOT been called yet — register() pushes to pendingConfigs[] → This is safe by design: register() before init() is explicitly supported 3. App bootstrap calls WebGL2LayerFramework.init() ← EXPLICIT CALL REQUIRED → _fallback = !detectWebGL2() (uses backing field, not readonly) → if _fallback: init() returns false; all subsequent API calls are no-ops → creates div#map-container wrapper, moves svg#map inside (z-index:1) → creates THREE.WebGLRenderer(canvas), THREE.Scene, THREE.OrthographicCamera → sets canvas id, position:absolute, inset:0, pointer-events:none, z-index:2 → calls subscribeD3Zoom(): viewbox.on("zoom.webgl", () => this.requestRender()) → processes pendingConfigs[]: for each config: creates THREE.Group with config.renderOrder calls config.setup(group) adds group to scene stores RegisteredLayer in layers Map → attaches ResizeObserver to #map-container 4. Main map generation completes → window.drawRelief() called by legacy JS → if WebGL: buildReliefScene(icons) builds Meshes in layer's group → calls requestRender() → next RAF: render(): syncTransform() → each visible layer's render(group) → renderer.render(scene,camera) → if fallback: drawSvgRelief(icons, parentEl) 5. D3 zoom/pan → framework's own "zoom.webgl" listener fires → requestRender() rerenderReliefIcons() also calls requestRender() as belt-and-suspenders 6. Layer hide: window.undrawRelief() → WebGL2LayerFramework.clearLayer("terrain"): group.clear() wipes Meshes; renderer untouched → framework.setVisible("terrain", false): group.visible = false 7. Layer show: window.drawRelief() → buildReliefScene(icons) rebuilds Meshes in group → framework.setVisible("terrain", true): group.visible = true → requestRender() ``` --- ## 6. Architecture Validation ### 6.1 FR Coverage Matrix | Requirement | Addressed By | Status | | ---------------------------------------------- | ----------------------------------------------------------------------------------------------------- | --------------------------------------------------- | | FR1: Single WebGL2 context | `WebGL2LayerFrameworkClass` owns one `THREE.WebGLRenderer` | ✅ | | FR2: Canvas at correct z-index | `getLayerZIndex(anchorLayerId)` → canvas z-index | ✅ (MVP: above SVG) | | FR3: Register layer by anchor + callback | `framework.register(config)` | ✅ | | FR4: Layer registry | `layers: Map` | ✅ | | FR5: Sync to D3 zoom transform | `syncTransform()` reads `viewX, viewY, scale` globals | ✅ | | FR6: Update on D3 change | `requestRender()` called from `rerenderReliefIcons` | ✅ | | FR7: Map-space → WebGL clip coordinates | `buildCameraBounds()` formula | ✅ | | FR8: Toggle without GPU teardown | `setVisible()` → `group.visible` only | ✅ | | FR9: Resize canvas on viewport change | `ResizeObserver` on container | ✅ | | FR10: Recalculate z-index on layer reorder | `getLayerZIndex()` reads live DOM position | ✅ | | FR11: Dispose layer + GPU resources | `unregister(id)` → disposes GeometryBuffers, removes from scene | ✅ | | FR12: All relief icons in one draw call | Per-set `Mesh` with merged `BufferGeometry` (existing batched approach) | ✅ | | FR13: Icons at SVG-space coordinates | Camera in SVG pixel-space; icon positions in `pack.relief` unchanged | ✅ | | FR14: Scale with zoom and user setting | Camera bounds change with zoom; icon size uses `r.s` from relief data | ✅ | | FR15: Per-icon rotation | Rotation encoded in quad vertex positions during `buildSetMesh` | ⚠️ Verify rotation support in existing buildSetMesh | | FR16: Configurable opacity | `MeshBasicMaterial.opacity` + `transparent: true` | ✅ | | FR17: Re-render on terrain data change | `drawRelief()` calls `buildReliefScene()` + `requestRender()` | ✅ | | FR18: WebGL2 detection + fallback | `detectWebGL2()` → `hasFallback` flag | ✅ | | FR19: SVG fallback visually identical | Existing `drawSvg()` preserved unchanged | ✅ | | FR20: No pointer-event capture | `canvas.style.pointerEvents = "none"` | ✅ | | FR21: Existing Layers panel unchanged | `drawRelief`/`undrawRelief` window globals preserved | ✅ | | FR22: Register without z-index knowledge | `framework.register` derives z-index internally | ✅ | | FR23: Render callback receives D3 transform | `render(group)` invoked each frame after `syncTransform()`; camera already synced when callback fires | ✅ | | FR24: Same visibility API for all layers | `framework.setVisible(id, bool)` uniform for all registered layers | ✅ | | FR25: Coordinate sync testable in isolation | `buildCameraBounds` is a pure exported function | ✅ | | FR26: Fallback detection testable | `detectWebGL2(probeCanvas)` accepts injectable canvas | ✅ | | FR27: Registration testable without real WebGL | `hasFallback = true` path is a no-op; stub renderers in tests | ✅ | **FR15 Note:** The existing `buildSetMesh` in `draw-relief-icons.ts` constructs static quads; rotation may not be applied. This must be verified and implemented (per-icon rotation via vertex transformation in `buildSetMesh`) before MVP ships. ### 6.2 NFR Compliance | NFR | Status | Implementation | | ------------------------------------------ | ---------- | ----------------------------------------------------------------------------------------- | | NFR-P1: <16ms @ 1k icons | Enabled by | Single-batch `BufferGeometry` per atlas set | | NFR-P2: <100ms @ 10k icons | Enabled by | Same batch approach; measure at implementation | | NFR-P3: Toggle <4ms | ✅ | `group.visible = false` is O(1) | | NFR-P4: Pan/zoom latency <8ms | ✅ | RAF-coalesced; `syncTransform()` is one matrix update | | NFR-P5: Init <200ms | Enabled by | Three.js renderer init is ~50–100ms | | NFR-P6: No GPU teardown on hide | ✅ | `setVisible` never calls `dispose()` | | NFR-C1: WebGL2 as sole gate | ✅ | `detectWebGL2()` uses `canvas.getContext('webgl2')` | | NFR-C2: Cross-browser visual parity | Enabled by | Three.js normalizes WebGL2 across browsers | | NFR-C3: Max 2 contexts | ✅ | Framework creates 1 context; globe creates 1 | | NFR-C4: Fallback when HW accel disabled | ✅ | `detectWebGL2()` returns false → SVG path | | NFR-M1: Framework unknown of layer content | ✅ | `setup/dispose` callbacks encapsulate all content | | NFR-M2: New layer = 1 `register()` call | ✅ | Confirmed by API design | | NFR-M3: Global Module Pattern | ✅ | `window.WebGL2LayerFramework = new ...` at bottom | | NFR-M4: Sync formula documented | ✅ | `buildCameraBounds` has full derivation in JSDoc | | NFR-M5: ≥80% test coverage | Target | Tests for `buildCameraBounds`, `detectWebGL2`, `getLayerZIndex`, `register`, `setVisible` | | NFR-B1: Tree-shaking Three.js | ✅ | Named imports only | | NFR-B2: ≤50KB bundle increase | ✅ | No new dependencies; framework code ~5KB | ### 6.3 Architecture Risks and Mitigations | Risk | Likelihood | Impact | Architecture Mitigation | | --------------------------------------------- | ---------- | ------ | ------------------------------------------------------------------------------------------ | | D3 + WebGL coordinate offset at extreme zoom | Medium | High | `buildCameraBounds` is unit-tested at zoom 0.1–50; exact formula documented | | FR15: Rotation not in existing `buildSetMesh` | High | Medium | Flag as pre-MVP verification item; add rotation attribute if missing | | MVP z-ordering: canvas above SVG | High | Medium | Accepted tradeoff; documented; Phase 2 DOM-split design provided | | `register()` called before `init()` | High | High | `register()` pushes to `pendingConfigs[]`; `init()` processes queue — order-safe by design | | `undrawRelief` bypasses framework clearLayer | Medium | Medium | `undrawRelief` explicitly calls `framework.clearLayer()` per section 5.4 | | Context loss mid-session | Low | High | Framework inherits existing `forceContextRestore` pattern from `draw-relief-icons.ts` | | Three.js API bleeds into layer code | Low | High | All callbacks receive `THREE.Group` only — `scene`, `renderer`, `camera` are private | ### 6.4 Decision Coherence Check | Decision Pair | Compatible? | Note | | -------------------------------------------------------------------- | ----------- | ----------------------------------------------------------------------------------------- | | Single context (D1) + Layer registry (D2) | ✅ | `renderOrder` on `THREE.Group` within shared scene; one renderer, multiple groups | | Group abstraction (D2) + framework owns scene (D1) | ✅ | Callbacks receive `Three.Group` only; `scene`/`renderer`/`camera` stay private | | render(group) callback (D2) + RAF coalescing (D7) | ✅ | `render(group)` dispatched inside RAF callback before `renderer.render()` — correct order | | MVP z-index above SVG (D3) + pointer-events:none (D3) | ✅ | Interaction preserved regardless of z-stack position | | Camera sync using globals (D4) + testability (FR25) | ✅ | `buildCameraBounds` is pure; globals are injected in tests | | No GPU teardown (D5) + `undrawRelief` backward compat (section 5.4) | ✅ | `undrawRelief` calls `framework.clearLayer()` (geometry only); renderer untouched | | register() before init() (section 5.6) + pendingConfigs queue (D2) | ✅ | Queue pattern decouples module load order from DOM/WebGL readiness | | D3 zoom subscription in init() (D6) + per-layer render callback (D2) | ✅ | Framework owns the zoom listener; layer's `render(group)` called inside the resulting RAF | | On-demand RAF render (D7) + ResizeObserver (D8) | ✅ | Both call `requestRender()` which coalesces to one RAF | --- ## 7. Implementation Guidance for AI Agents When implementing this architecture, follow these rules precisely: ### MUST DO 1. **Framework module registers first** — `src/modules/index.ts` import must appear before renderer imports 2. **`window.WebGL2LayerFramework = new WebGL2LayerFrameworkClass()` is the last line** of the framework module 3. **Export `buildCameraBounds`, `detectWebGL2`, `getLayerZIndex`** as named exports — tests depend on them 4. **`setVisible(id, false)` NEVER calls `renderer.dispose()`** — sets `group.visible = false` only 5. **Implement `clearLayer(id)`** — `undrawRelief` calls this to wipe group geometry; layer stays registered 6. **Use `private _fallback = false` + `get hasFallback()`** — NOT `readonly hasFallback = false` (TypeScript compile error) 7. **Call `init()` before any `drawRelief()` invocation** — app bootstrap must call `WebGL2LayerFramework.init()` 8. **All layer callbacks receive `THREE.Group`** — `setup(group)`, `render(group)`, `dispose(group)`; never pass `scene` 9. **Subscribe D3 zoom in `init()`**: `viewbox.on("zoom.webgl", () => this.requestRender())` 10. **Canvas `id` = `${config.id}Canvas`** — derived by framework; never hardcoded in layer code 11. **Canvas element gets**: `pointer-events: none; aria-hidden: true; position: absolute; inset: 0; z-index: 2` 12. **Fallback path**: when `hasFallback === true`, all framework methods return silently; `drawRelief` calls `drawSvgRelief` 13. **`window.drawRelief`, `window.undrawRelief`, `window.rerenderReliefIcons`** must remain as window globals (legacy JS calls them) 14. **Verify FR15** (per-icon rotation) in `buildSetMesh` before MVP — add rotation support if missing ### MUST NOT DO 1. **Do NOT** declare `readonly hasFallback: boolean = false` — this causes a TypeScript error when `init()` sets it 2. **Do NOT** pass `scene`, `renderer`, or `camera` to any layer callback — `THREE.Group` is the sole abstraction boundary 3. **Do NOT** call `renderer.dispose()` from `undrawRelief` or any visibility toggle — only from full framework teardown 4. **Do NOT** create a second `THREE.WebGLRenderer` — framework owns the only map renderer 5. **Do NOT** move layer `` elements between SVG elements — DOM-split is Phase 2 6. **Do NOT** add any new entries to `public/modules/` — all new code is in `src/` 7. **Do NOT** break the `window.drawRelief(type, parentEl)` signature — legacy callers 8. **Do NOT** use `isNaN()` — use `Number.isNaN()`; or `parseInt()` without radix 9. **Do NOT** import Three.js as `import * as THREE from "three"` — use named imports only ### Verification Checklist - [ ] `npm run lint` passes with zero errors - [ ] `npx vitest run` passes all tests - [ ] `buildCameraBounds` tests pass at zoom 0.1, 1, 2, 10, 50 - [ ] `detectWebGL2` test passes with null-returning mock canvas - [ ] Layer registration test passes with stub scene - [ ] `setVisible(false)` test confirms GPU buffers remain allocated - [ ] Visual: relief icons render at correct coordinate positions - [ ] Visual: toggling terrain layer on/off preserves icon positions - [ ] Visual: pan/zoom redraws canvas correctly in sync with SVG --- ## 8. Next Steps With this architecture complete, the recommended implementation sequence is: **Story 1:** Create `webgl-layer-framework.ts` with exported pure functions and stub class methods; write all unit tests first (TDD). **Story 2:** Implement `WebGL2LayerFrameworkClass` core: `init()` with `_fallback` backing field, `detectWebGL2()`, canvas creation (`id = ${config.id}Canvas`), `#map-container` wrapper, `ResizeObserver`, D3 zoom subscription (`viewbox.on("zoom.webgl", ...)`), `pendingConfigs[]` queue processing. **Story 3:** Implement `register()` (with pre-init queue support), `unregister()`, `setVisible()`, `clearLayer()`, `requestRender()` (RAF coalescing), `syncTransform()`, per-frame `render(group)` dispatch in `render()`. **Story 4:** Refactor `draw-relief-icons.ts` to use `WebGL2LayerFramework.register()` and remove the module-level renderer state. Verify FR15 rotation support. **Story 5:** Integration testing — generate map, toggle terrain layer, pan/zoom, verify visual output matches SVG baseline. **Story 6:** Bundle size audit — verify Three.js tree-shaking, confirm ≤50KB gzipped delta.