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gods-eye-view/src/layers/streetLevel/providers/kartaview/panorama.js
T
Said TurkseverandClaude Opus 5.5 c99eb93174 fix(street-level): KartaView PR review — context loss mid-load, chunked reads, source switches, a11y
From the IC8 review of #1121 (2 P2, 7 P3; each with a test that fails on
the old code):

P2
- A WebGL context lost while a newer panorama loaded left a black viewer
  and a 'successful' open: the panorama now builds on the new canvas (or
  falls back to its front view).
- The streaming body read every real answer takes was tested with one
  chunk only: answers split mid-character are reassembled; the shared test
  fake now streams, so every source test runs the production path.

P3
- Lighting another source by its chip (params) now stops a running lookup
  and clears its spinner and error, as setProviderEnabled did; a restore
  that changes nothing leaves them alone.
- Panoramas decode off the main thread (ImageBitmap, RGBA upload: ~90 ms →
  ~15 ms at 4,096 px on a phone-class CPU) and are 2,048 px docked, 4,096
  once the viewer grows; a closed viewer keeps a 1×1 texture.
- The lit KARTAVIEW chip label is #8f8aff (~6:1; #635bff was 3.7:1).
- The viewer's keyboard focus ring is drawn above the photo.
- Tests: a second context loss and a drag on the new canvas; the look
  direction kept across a loss; a page's 30 s first try.
- The browser gate loses a real WebGL context in the 360° step and checks
  the 429 lookup was asked again (the fixture counter is reset first).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-14 00:36:58 +01:00

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JavaScript
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/**
* A minimal equirectangular panorama renderer on WebGL: one full-screen
* triangle whose fragment shader turns each pixel's view ray into texture
* coordinates. The image centre is the camera's forward direction; yaw turns
* right from it, pitch looks up.
*/
export const PANO_FOV_DEFAULT_DEG = 80;
export const PANO_FOV_MIN_DEG = 30;
export const PANO_FOV_MAX_DEG = 100;
export const PANO_PITCH_LIMIT_DEG = 85;
const VERTEX = `
attribute vec2 a_position;
varying vec2 v_ndc;
void main() {
v_ndc = a_position;
gl_Position = vec4(a_position, 0.0, 1.0);
}`;
const FRAGMENT = `
precision highp float;
uniform sampler2D u_image;
uniform float u_yaw;
uniform float u_pitch;
uniform float u_tanHalfFov;
uniform float u_aspect;
varying vec2 v_ndc;
const float PI = 3.141592653589793;
void main() {
vec3 ray = normalize(vec3(v_ndc.x * u_tanHalfFov * u_aspect, v_ndc.y * u_tanHalfFov, -1.0));
float cp = cos(u_pitch), sp = sin(u_pitch);
ray = vec3(ray.x, ray.y * cp - ray.z * sp, ray.y * sp + ray.z * cp);
float cy = cos(u_yaw), sy = sin(u_yaw);
ray = vec3(ray.x * cy - ray.z * sy, ray.y, ray.x * sy + ray.z * cy);
float lon = atan(ray.x, -ray.z);
float lat = asin(clamp(ray.y, -1.0, 1.0));
gl_FragColor = texture2D(u_image, vec2(0.5 + lon / (2.0 * PI), 0.5 - lat / PI));
}`;
/** Wrap degrees into [0, 360). */
export function wrapDegrees(value) {
return ((value % 360) + 360) % 360;
}
export function clampPitch(degrees) {
return Math.max(
-PANO_PITCH_LIMIT_DEG,
Math.min(PANO_PITCH_LIMIT_DEG, degrees),
);
}
export function clampFov(degrees) {
return Math.max(PANO_FOV_MIN_DEG, Math.min(PANO_FOV_MAX_DEG, degrees));
}
/**
* Texture coordinates the shader samples for a view ray, for tests and
* picking: `yaw`/`pitch` in degrees, the ray in camera space (x right, y up,
* z backward).
*/
export function rayToUv(ray, { yaw = 0, pitch = 0 } = {}) {
const p = (pitch * Math.PI) / 180;
const w = (yaw * Math.PI) / 180;
const length = Math.hypot(ray[0], ray[1], ray[2]) || 1;
let [x, y, z] = ray.map((v) => v / length);
[y, z] = [
y * Math.cos(p) - z * Math.sin(p),
y * Math.sin(p) + z * Math.cos(p),
];
[x, z] = [
x * Math.cos(w) - z * Math.sin(w),
x * Math.sin(w) + z * Math.cos(w),
];
const lon = Math.atan2(x, -z);
const lat = Math.asin(Math.max(-1, Math.min(1, y)));
return [0.5 + lon / (2 * Math.PI), 0.5 - lat / Math.PI];
}
function compile(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
const log = gl.getShaderInfoLog(shader);
gl.deleteShader(shader);
throw new Error(`Panorama shader failed: ${log}`);
}
return shader;
}
const isPowerOfTwo = (n) => n > 0 && (n & (n - 1)) === 0;
/**
* A panorama view on `canvas`. Throws when WebGL is unavailable, so the
* caller can fall back to a flat picture.
* @param {HTMLCanvasElement} canvas
* @returns {{setImage: (image: TexImageSource) => void, setView: (view: {yaw?: number, pitch?: number, fov?: number}) => void, getView: () => {yaw: number, pitch: number, fov: number}, resize: () => void, render: () => void, hasImage: () => boolean, destroy: () => void}}
*/
export function createPanoramaRenderer(canvas) {
const gl =
canvas.getContext('webgl', {
antialias: false,
depth: false,
preserveDrawingBuffer: false,
}) || canvas.getContext('experimental-webgl');
if (!gl) throw new Error('WebGL is unavailable');
const program = gl.createProgram();
gl.attachShader(program, compile(gl, gl.VERTEX_SHADER, VERTEX));
gl.attachShader(program, compile(gl, gl.FRAGMENT_SHADER, FRAGMENT));
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
throw new Error('Panorama program failed to link');
gl.useProgram(program);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
// One triangle covering the screen.
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 3, -1, -1, 3]),
gl.STATIC_DRAW,
);
const position = gl.getAttribLocation(program, 'a_position');
gl.enableVertexAttribArray(position);
gl.vertexAttribPointer(position, 2, gl.FLOAT, false, 0, 0);
const uniforms = Object.fromEntries(
['u_image', 'u_yaw', 'u_pitch', 'u_tanHalfFov', 'u_aspect'].map((name) => [
name,
gl.getUniformLocation(program, name),
]),
);
const texture = gl.createTexture();
let loaded = false;
let frame = 0;
const view = { yaw: 0, pitch: 0, fov: PANO_FOV_DEFAULT_DEG };
/** Match the drawing buffer to the canvas's laid-out size. */
function syncSize() {
const ratio = Math.min(globalThis.devicePixelRatio || 1, 2);
const width = Math.max(1, Math.round(canvas.clientWidth * ratio));
const height = Math.max(1, Math.round(canvas.clientHeight * ratio));
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
}
}
function resize() {
syncSize();
scheduleRender();
}
function draw() {
frame = 0;
if (gl.isContextLost()) return;
// Every frame: the canvas may have been laid out since the last one.
syncSize();
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
if (!loaded) return;
gl.uniform1i(uniforms.u_image, 0);
gl.uniform1f(uniforms.u_yaw, (view.yaw * Math.PI) / 180);
gl.uniform1f(uniforms.u_pitch, (view.pitch * Math.PI) / 180);
gl.uniform1f(uniforms.u_tanHalfFov, Math.tan((view.fov * Math.PI) / 360));
gl.uniform1f(uniforms.u_aspect, canvas.width / Math.max(1, canvas.height));
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
function scheduleRender() {
if (frame) return;
frame = requestAnimationFrame(draw);
}
return {
setImage(image) {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
// RGBA: the format a decoded ImageBitmap uploads without conversion.
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
gl.RGBA,
gl.UNSIGNED_BYTE,
image,
);
// The pixels are on the GPU now; a bitmap's copy can go.
image.close?.();
// Linear only: a mipmapped lookup draws a seam where longitude wraps.
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
const repeat =
isPowerOfTwo(image.width) && isPowerOfTwo(image.height)
? gl.REPEAT
: gl.CLAMP_TO_EDGE;
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, repeat);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
loaded = true;
resize();
scheduleRender();
},
setView(next = {}) {
if (Number.isFinite(next.yaw)) view.yaw = wrapDegrees(next.yaw);
if (Number.isFinite(next.pitch)) view.pitch = clampPitch(next.pitch);
if (Number.isFinite(next.fov)) view.fov = clampFov(next.fov);
scheduleRender();
},
getView: () => ({ ...view }),
resize,
render: scheduleRender,
hasImage: () => loaded,
clear() {
loaded = false;
// Hand the 32 MB texture back: a closed viewer keeps only 1×1.
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.RGBA,
1,
1,
0,
gl.RGBA,
gl.UNSIGNED_BYTE,
new Uint8Array(4),
);
scheduleRender();
},
destroy() {
if (frame) cancelAnimationFrame(frame);
frame = 0;
loaded = false;
gl.deleteTexture(texture);
gl.deleteBuffer(buffer);
gl.deleteProgram(program);
gl.getExtension('WEBGL_lose_context')?.loseContext();
},
};
}