Files
CodeNavigator/web/renderer.js
T
Andy Dixon ae8b0a6b80 Add City mode: codebase laid out as streets and buildings
city.js lays the directory tree out at human scale: top-level folders
become districts separated by 18 m avenues, nested folders become
blocks with narrower streets and raised pavements, and files become
buildings whose footprint follows their lines and whose height follows
their complexity. The squarified treemap moves into city.js and is
shared with the landscape.

The renderer gains a second instance layer with per-instance kind,
code-atlas rectangle and selection flag, a helicopter camera in metres,
screen-to-world rays, and geometry lookup per mode. City mode supports
orbit, pan, dolly, ray picking, focusing a building and district names.
Node tests cover layout invariants, heights, ray/box hits and the
spatial index.
2026-05-10 15:50:23 +01:00

327 lines
15 KiB
JavaScript

import { perspective, lookAt, multiply, transform, invert, orbitPose, direction, ORBIT_FOV } from './camera.js';
const VERTICES = new Float32Array([
// top
0,0,1, 1,0,1, 1,1,1, 0,0,1, 1,1,1, 0,1,1,
// front
0,1,0, 1,1,0, 1,1,1, 0,1,0, 1,1,1, 0,1,1,
// back
1,0,0, 0,0,0, 0,0,1, 1,0,0, 0,0,1, 1,0,1,
// left
0,0,0, 0,1,0, 0,1,1, 0,0,0, 0,1,1, 0,0,1,
// right
1,1,0, 1,0,0, 1,0,1, 1,1,0, 1,0,1, 1,1,1,
// bottom
0,1,0, 0,0,0, 1,0,0, 0,1,0, 1,0,0, 1,1,0,
]);
// Instance kinds in the box program.
export const KIND = { building: 0, block: 1, ground: 2 };
const FLOATS_PER_INSTANCE = 16;
// Landscape heights are exaggerated relative to the 1000x680 map so small repositories still read as 3D.
const LANDSCAPE_HEIGHT_SCALE = 420 / 170;
const CITY_FOV = 55 * Math.PI / 180;
export const EYE_HEIGHT = 1.7;
// Shared by every program. 2D is an orthographic map; 3D goes through the same view-projection
// matrix that project() uses in JS, so WebGL, the overlay and picking agree exactly.
const PROJECT = `
uniform vec2 uCenter;
uniform vec2 uViewport;
uniform float uZoom;
uniform float uMode;
uniform mat4 uViewProj;
uniform float uHeightScale;
vec4 projectWorld(vec3 world){
if(uMode < .5){
vec2 p = (world.xy - uCenter) * uZoom;
return vec4(p.x * 2.0 / uViewport.x, -p.y * 2.0 / uViewport.y, min(world.z, 1.0) * .001, 1.0);
}
return uViewProj * vec4(world.xy, world.z * uHeightScale, 1.0);
}`;
const VS = `#version 300 es
precision highp float;
layout(location=0) in vec3 aUnit;
layout(location=1) in vec4 aRect;
layout(location=2) in vec4 aColorHeight;
layout(location=3) in vec4 aAtlas;
layout(location=4) in vec4 aMeta;
${PROJECT}
out vec4 vColor;
out vec3 vUnit;
out vec2 vAtlas;
out vec3 vSize;
flat out int vFace;
flat out ivec2 vKind;
void main(){
int kind = int(aMeta.x + .5);
float height = kind == 0 && uMode < 1.5 ? max(1.0, aColorHeight.a) : aColorHeight.a;
vec3 world = vec3(aRect.xy + aUnit.xy * aRect.zw, aUnit.z * height);
vColor = vec4(aColorHeight.rgb, 1.0);
vUnit = aUnit;
vAtlas = aAtlas.xy + aUnit.xy * aAtlas.zw;
vSize = vec3(aRect.zw, height);
vFace = gl_VertexID / 6;
vKind = ivec2(kind, int(aMeta.w + .5));
gl_Position = projectWorld(world);
}`;
const FS = `#version 300 es
precision highp float;
in vec4 vColor;
in vec3 vUnit;
in vec2 vAtlas;
in vec3 vSize;
flat in int vFace;
flat in ivec2 vKind;
uniform float uMode;
uniform float uAlpha;
uniform sampler2D uCode;
uniform float uCodeOn;
out vec4 outColor;
void main(){
if(uMode < .5 && vFace > 0) discard;
vec2 face = vFace == 0 || vFace == 5 ? vUnit.xy : vFace < 3 ? vUnit.xz : vUnit.yz;
float edge = min(min(face.x, 1.0-face.x), min(face.y, 1.0-face.y));
float border = smoothstep(0.0, fwidth(edge)*1.35 + .009, edge);
// Tile tops match TILE_TOP in app.js so source drawn over a roof blends in; 2D gets a faint layer tint.
vec3 top = vec3(.055, .067, .094);
vec3 base = uMode < .5 ? mix(top, vColor.rgb, .07) : top;
vec3 stroke = mix(vColor.rgb, vec3(1.0), .12);
if(vKind.x == 2){
outColor = vec4(.03, .036, .052, uAlpha); // asphalt
return;
}
if(vKind.x == 1){
// Blocks are raised pavements tinted by their dominant layer.
base = mix(vec3(.075, .085, .11), vColor.rgb, .07);
stroke = mix(vColor.rgb, base, .55);
} else if(vFace > 0 && vFace < 5){
// Walls: a fixed key light per side and a darker foot make buildings read as solids.
float light = vFace == 1 ? .34 : vFace == 2 ? .2 : vFace == 3 ? .26 : .42;
base = mix(top, vColor.rgb, light) * (.55 + .45 * vUnit.z);
stroke = mix(stroke, base, .45);
} else if(vFace == 0 && uCodeOn > .5){
// Roofs sample the code overview canvas at this file's rectangle.
vec4 code = texture(uCode, vAtlas);
base = mix(base, code.rgb / max(code.a, .001), code.a * .92);
}
if(vKind.y == 1) stroke = vec3(1.0, .94, .54); // selected
outColor = vec4(mix(stroke, base, border), uAlpha);
}`;
const GRID_VS = `#version 300 es
precision highp float;
layout(location=0) in vec2 aPoint;
${PROJECT}
void main(){ gl_Position = projectWorld(vec3(aPoint, 0.0)); }`;
const GRID_FS = `#version 300 es
precision highp float;
out vec4 outColor;
void main(){ outColor = vec4(.59, .63, 1.0, .11); }`;
function program(gl, vertex, fragment) {
const value = gl.createProgram();
gl.attachShader(value, shader(gl, gl.VERTEX_SHADER, vertex));
gl.attachShader(value, shader(gl, gl.FRAGMENT_SHADER, fragment));
gl.linkProgram(value);
if (!gl.getProgramParameter(value, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(value));
return value;
}
function shader(gl, type, source) {
const value = gl.createShader(type); gl.shaderSource(value, source); gl.compileShader(value);
if (!gl.getShaderParameter(value, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(value));
return value;
}
function uniformsOf(gl, prog) {
const out = {}, count = gl.getProgramParameter(prog, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < count; i++) { const name = gl.getActiveUniform(prog, i).name; out[name] = gl.getUniformLocation(prog, name); }
return out;
}
export class LandscapeRenderer {
constructor(canvas) {
this.canvas = canvas;
const gl = canvas.getContext('webgl2', { antialias: true, alpha: true, depth: true, powerPreference: 'high-performance' });
if (!gl) throw new Error('WebGL2 is required');
this.gl = gl;
this.program = program(gl, VS, FS); this.uniforms = uniformsOf(gl, this.program);
this.gridProgram = program(gl, GRID_VS, GRID_FS); this.gridUniforms = uniformsOf(gl, this.gridProgram);
const grid = [];
for (let x = -200; x <= 1200; x += 100) grid.push(x, -200, x, 900);
for (let y = -200; y <= 900; y += 100) grid.push(-200, y, 1200, y);
this.gridVao = gl.createVertexArray(); gl.bindVertexArray(this.gridVao);
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(grid), gl.STATIC_DRAW);
gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
this.gridCount = grid.length / 2;
this.codeTexture = gl.createTexture(); this.codeOn = false;
this.anisotropy = gl.getExtension('EXT_texture_filter_anisotropic');
this.cube = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, this.cube); gl.bufferData(gl.ARRAY_BUFFER, VERTICES, gl.STATIC_DRAW);
this.landscape = this.boxLayer(); this.cityLayer = this.boxLayer();
this.camera = { x: 500, y: 350, zoom: 1, yaw: -.1, pitch: .78, distance: 3.5 };
// City camera: 'heli' orbits a ground target; 'walk' and 'fly' look out from an eye position.
this.city = { view: 'heli', x: 0, y: 0, yaw: -.12, pitch: .8, distance: 500, eye: [0, 0, EYE_HEIGHT], lookYaw: 0, lookPitch: 0 };
this.mode = '2d';
this.resize();
}
boxLayer() {
const gl = this.gl, layer = { vao: gl.createVertexArray(), buffer: gl.createBuffer(), count: 0 };
gl.bindVertexArray(layer.vao);
gl.bindBuffer(gl.ARRAY_BUFFER, this.cube); gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, layer.buffer);
for (let i = 0; i < 4; i++) {
gl.enableVertexAttribArray(i + 1); gl.vertexAttribPointer(i + 1, 4, gl.FLOAT, false, FLOATS_PER_INSTANCE * 4, i * 16); gl.vertexAttribDivisor(i + 1, 1);
}
return layer;
}
upload(layer, packed) {
const gl = this.gl; gl.bindBuffer(gl.ARRAY_BUFFER, layer.buffer); gl.bufferData(gl.ARRAY_BUFFER, packed, gl.DYNAMIC_DRAW);
layer.count = packed.length / FLOATS_PER_INSTANCE; layer.packed = packed;
}
// Landscape tiles: items carry x,y,w,h (map units), color and height.
setData(items) {
this.items = items;
const packed = new Float32Array(items.length * FLOATS_PER_INSTANCE);
items.forEach((item, i) => packed.set([item.x, item.y, item.w, item.h, ...item.color, item.height, item.x / 1000, item.y / 680, item.w / 1000, item.h / 680, KIND.building, 0, item.id, 0], i * FLOATS_PER_INSTANCE));
this.upload(this.landscape, packed);
}
// City instances: [{x,y,w,h,height,color,atlas:[u,v,du,dv],kind,id}] in metres.
setCity(instances, bounds) {
const packed = new Float32Array(instances.length * FLOATS_PER_INSTANCE);
instances.forEach((b, i) => packed.set([b.x, b.y, b.w, b.h, ...b.color, b.height, ...(b.atlas || [0, 0, 0, 0]), b.kind, 0, b.id || 0, 0], i * FLOATS_PER_INSTANCE));
this.cityInstances = instances; this.cityBounds = bounds;
this.upload(this.cityLayer, packed);
}
// Highlights one landscape tile and one city building by file id (0 clears).
setSelected(id) {
for (const layer of [this.landscape, this.cityLayer]) {
const packed = layer.packed; if (!packed) continue;
for (let o = 0; o < packed.length; o += FLOATS_PER_INSTANCE) packed[o + 15] = id && packed[o + 12] === KIND.building && packed[o + 14] === id ? 1 : 0;
const gl = this.gl; gl.bindBuffer(gl.ARRAY_BUFFER, layer.buffer); gl.bufferSubData(gl.ARRAY_BUFFER, 0, packed);
}
}
resize() {
// Cache the CSS size once per frame: project() runs tens of thousands of times per frame,
// and reading clientWidth there forces layout queries that dominated 3D frame time.
this.width = Math.max(1, this.canvas.clientWidth); this.height = Math.max(1, this.canvas.clientHeight);
const dpr = Math.min(devicePixelRatio || 1, 2), w = Math.max(1, Math.floor(this.width * dpr)), h = Math.max(1, Math.floor(this.height * dpr));
if (this.canvas.width !== w || this.canvas.height !== h) { this.canvas.width = w; this.canvas.height = h; }
this.dpr = dpr; this.gl.viewport(0, 0, w, h); this.updateView();
}
// Uploads the code overview canvas as the roof texture; call again after it changes.
setCodeTexture(source) {
const gl = this.gl; gl.bindTexture(gl.TEXTURE_2D, this.codeTexture);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true); // mipmaps of straight alpha get dark fringes around glyphs
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
gl.generateMipmap(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
if (this.anisotropy) gl.texParameterf(gl.TEXTURE_2D, this.anisotropy.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(8, gl.getParameter(this.anisotropy.MAX_TEXTURE_MAX_ANISOTROPY_EXT)));
}
setCameraUniforms(u) {
const gl = this.gl;
gl.uniform2f(u.uCenter, this.camera.x, this.camera.y);
gl.uniform2f(u.uViewport, this.width, this.height);
gl.uniform1f(u.uZoom, this.camera.zoom);
gl.uniform1f(u.uMode, this.mode === '2d' ? 0 : this.mode === '3d' ? 1 : 2);
if (u.uViewProj) gl.uniformMatrix4fv(u.uViewProj, false, this.viewProj);
if (u.uHeightScale) gl.uniform1f(u.uHeightScale, this.heightScale);
}
// Eye and look direction of the current city camera.
cityPose() {
const c = this.city;
if (c.view === 'heli') {
const cy = Math.cos(c.yaw), sy = Math.sin(c.yaw), cp = Math.cos(c.pitch), sp = Math.sin(c.pitch);
const eye = [c.x + sy * cp * c.distance, c.y + cy * cp * c.distance, sp * c.distance];
return { eye, forward: [-sy * cp, -cy * cp, -sp] };
}
return { eye: c.eye, forward: direction(c.lookYaw, c.lookPitch) };
}
// Recomputes the 3D view-projection from the active camera; runs on every resize check.
updateView() {
const aspect = this.width / this.height;
if (this.mode === 'city') {
this.heightScale = 1;
const { eye, forward } = this.cityPose(), c = this.city;
const size = Math.max(this.cityBounds?.width || 1000, this.cityBounds?.height || 1000);
const near = c.view === 'heli' ? Math.max(.5, c.distance * .002) : .1, far = c.view === 'heli' ? c.distance * 3 + size * 2 : size * 2.5 + 2000;
this.eye = eye; this.forward = forward;
this.viewProj = multiply(perspective(CITY_FOV, aspect, near, far), lookAt(eye, [eye[0] + forward[0], eye[1] + forward[1], eye[2] + forward[2]], Math.abs(forward[2]) > .999 ? [0, -1, 0] : [0, 0, 1]));
} else {
this.heightScale = LANDSCAPE_HEIGHT_SCALE;
const pose = orbitPose(this.camera);
this.eye = pose.eye;
this.viewProj = multiply(perspective(ORBIT_FOV, aspect, 4, 60000), lookAt(pose.eye, pose.target, pose.up));
}
this.inverseViewProj = null;
}
render(alpha = 1) {
const gl = this.gl; this.resize();
gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.DEPTH_TEST); gl.depthFunc(gl.LEQUAL); gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
if (this.mode === '3d') {
// Ground grid first without writing depth; buildings then cover it where they stand.
gl.useProgram(this.gridProgram); gl.bindVertexArray(this.gridVao); this.setCameraUniforms(this.gridUniforms);
gl.depthMask(false); gl.drawArrays(gl.LINES, 0, this.gridCount); gl.depthMask(true);
}
const u = this.uniforms, layer = this.mode === 'city' ? this.cityLayer : this.landscape;
gl.useProgram(this.program); gl.bindVertexArray(layer.vao); this.setCameraUniforms(u);
gl.uniform1f(u.uAlpha, alpha);
gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, this.codeTexture); gl.uniform1i(u.uCode, 0);
gl.uniform1f(u.uCodeOn, this.codeOn && this.mode !== '2d' ? 1 : 0);
gl.drawArraysInstanced(gl.TRIANGLES, 0, 36, layer.count);
}
// Geometry of an item in the active world: map units for 2D/3D, metres in the city.
geom(item) { return this.mode === 'city' ? item.city || item : item; }
screenRect(item) {
const g = this.geom(item);
if (this.mode === '2d') return { x: (g.x - this.camera.x) * this.camera.zoom + this.width / 2, y: (g.y - this.camera.y) * this.camera.zoom + this.height / 2, w: g.w * this.camera.zoom, h: g.h * this.camera.zoom };
let x0 = Infinity, y0 = Infinity, x1 = -Infinity, y1 = -Infinity;
for (const [x, y] of [[g.x, g.y], [g.x + g.w, g.y], [g.x, g.y + g.h], [g.x + g.w, g.y + g.h]]) {
const p = this.project([x, y, g.height]);
if (p.x < x0) x0 = p.x; if (p.x > x1) x1 = p.x; if (p.y < y0) y0 = p.y; if (p.y > y1) y1 = p.y;
}
return { x: x0, y: y0, w: x1 - x0, h: y1 - y0 };
}
// Screen position of a world point; depth is the view distance, and points behind the camera are NaN.
project([x, y, z = 0]) {
const [cx, cy, , cw] = transform(this.viewProj, x, y, z * this.heightScale);
if (cw <= 1e-3) return { x: NaN, y: NaN, depth: Infinity };
return { x: (cx / cw + 1) / 2 * this.width, y: (1 - cy / cw) / 2 * this.height, depth: cw };
}
// World-space ray through a screen point (3D modes), with z in the active height units.
ray(screenX, screenY) {
this.inverseViewProj ||= invert(this.viewProj);
const m = this.inverseViewProj, nx = screenX / this.width * 2 - 1, ny = 1 - screenY / this.height * 2;
const point = z => { const [x, y, w, q] = transform(m, nx, ny, z); return [x / q, y / q, w / q]; };
const a = point(-1), b = point(1), len = Math.hypot(b[0] - a[0], b[1] - a[1], b[2] - a[2]);
return { origin: a, dir: [(b[0] - a[0]) / len, (b[1] - a[1]) / len, (b[2] - a[2]) / len] };
}
worldAt(clientX, clientY) {
return { x: this.camera.x + (clientX - this.width / 2) / this.camera.zoom, y: this.camera.y + (clientY - this.height / 2) / this.camera.zoom };
}
}