Coverage had lagged the recent feature work. Add both layers:
- test_viewport_camera (Catch2, headless): constructs ViewportCore with a mock
ViewportHost — construction/teardown touch no GPU (the wgpu teardown lives in
releaseWgpuModelGpuData, only reached with models loaded), and the camera ops
are pure — so it unit-tests the SHARED fly math fast and deterministically:
flyMove (forward step, 5x boost, opposing-key cancel, dt clamp, QE along +Z,
degenerate-pitch stays finite), flyLook (turn-in-place pins the eye, pitch
clamp), flyAdjustSpeed (x1.25/notch, [0.05,1000] clamp), toggleXray, and
hideSelected/showAll. Links the built IfcViewerCore (ViewportCore.cpp is the
monster TU that can't compile standalone). +9 cases → 122 desktop.
- smoke.spec.mjs (Playwright): fly (enter → W moves the camera → Esc exits),
x-ray (toggle translucency on/off), and hide-after-pick, driving the exported
C hooks end-to-end. +3 cases → 9 web.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The scene core is already multi-model — models_gpu_ is a map, applyCachedModel
APPENDS, and per-model model_id / object_id rebasing / georef+transformation
are how the desktop federates today. The only web-specific gap was the byte
source: web had ONE global source (__ifcvFile/__ifcvUrl) and reset the scene on
every load, so it could show one file at a time. Desktop meanwhile carries a
per-model source (streaming_file_path).
Mirror that on web: give each model its own web_source_id into a JS source
registry (Module.__ifcvSources[id] = a picked File or a sized remote URL).
beginWebChunkLoad, the metadata bootstrap, and the on-demand deferred fetch all
read from the owning model's source, so several files stream concurrently into
one federated scene — reusing all the shared machinery (viewAll, picking, the
GUID fetch) untouched.
- webReadRangesAsync / ifcvReadRangeInto / ifcvSourceSize take a source id.
- loadSidecarMetadataWeb(source_id, …) appends (no resetScene); main_web
exposes load_sidecar_from_source_c(id) + clear_scene_c().
- URL size resolution moved to JS (shell.html registers + sizes sources via
HEAD/Range), retiring the C-side ifcvBeginUrlSource / ifcv_source_ready dance.
- shell.html: source registry + "Open" (replace) / "Add" (append) buttons,
multi-file selection; ?model= registers a URL source then loads.
Verified: two sidecars from two sources stream into one scene, both fully
resident, zero GPU errors. 111/111 unit + 6/6 web smoke pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds a network byte-source alongside the local Blob one. The async-chunk
infra is source-agnostic — only the two JS primitives knew it was a Blob —
so this generalises them and reuses everything else:
- ifcvReadRangeInto: local → Blob.slice; remote → fetch() with a Range
header (206). If a server ignores Range and returns 200, the requested
window is sliced out so it still works (without the bandwidth saving).
- ifcvFileSize: Blob size, or the URL's total length resolved up front.
- ifcvBeginUrlSource: resolves total size (HEAD Content-Length, else a
0-0 ranged GET's Content-Range) then fires _ifcv_source_ready.
- The metadata bootstrap is extracted into a source-agnostic
loadSidecarMetadataWeb(label); loadSidecarFromBlobWeb / FromUrlWeb are
thin entries. streaming_from_blob → streaming_from_web (now covers both).
main_web exports load_sidecar_from_url_c(url); shell.html reads a
?model=URL query param and ccalls it once the app is live (same-origin
needs no CORS; cross-origin hosts must send CORS + Accept-Ranges).
Test: serve.mjs now answers HEAD + Range (206) and falls back to the
ifcviewer-web source dir for sample.ifcview (embedded in the wasm, not in
build-web). New smoke case loads ?model=/sample.ifcview and asserts it
renders via the Range path. 6/6 web smoke + 107/107 unit pass; desktop
unaffected (web-guarded; only the shared field rename touches it).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The fragment shader pre-decodes sRGB→linear to cancel the surface's
automatic linear→sRGB write encoding, so the final bytes match the GL
backend. That only holds when the render target is an sRGB format. On
desktop the surface's preferred format already is (e.g. BGRA8UnormSrgb),
but the browser canvas only offers plain BGRA8Unorm — so nothing
re-encoded and the whole image (background + models) rendered ~3× too
dark (authored bg 0.125,0.137,0.161 → ~32,35,41 collapsed to ~3,4,6).
Fix: when the surface format isn't sRGB, render through an sRGB *view* of
it — the standard WebGPU canvas pattern. surface_view_format_ is the sRGB
sibling of surface_format_ (unchanged when already sRGB, so desktop is a
no-op); configureSurface advertises it via viewFormats, the colour
pipelines (main, MSAA target, edge) target it, and render() creates the
surface view with it. The screenshot path still reads the base texture, so
its BGRA byte-order check stays on surface_format_.
Regression test: sample a 1x1 background pixel and assert it isn't crushed
dark (R,B > 20). Verified visually too — bg is now the correct dark
blue-gray and the cube is properly lit. 5/5 web smoke + 107/107 unit pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
On first web load the sample stayed blank until a click/drag, then popped
in. Root cause: the main draw + cull run before driveStreamingLoads in
render(), so a chunk that becomes resident there is only painted a frame
later. On desktop the streaming thread keeps inFlightApprox() > 0 during a
load, so the render loop keeps ticking and the next frame paints it. On web
the sync MEMFS / Blob load finishes instantly (inFlightApprox stays 0), so
the single post-load requestFrame fired once and the on-demand loop went
idle before the geometry was ever drawn — until some input re-armed it.
Fix: arm a bounded settle burst (kStreamingSettleFrames) whenever there's
streaming activity — a load this frame, work still queued, or a visible
chunk not yet resident — and bleed it down over the next few frames, each
requesting one more. Covers the cull→display latency under an on-demand
loop and still quiesces at idle (no busy-rendering). General, not web-only.
Regression test: the sample must render with NO pointer input — a centred
patch (the framed cube) differs from a corner patch (background); a blank
stall leaves both as background. Verified empirically with a no-interaction
probe (canvas went from a static blank hash to a stable rendered one).
107/107 unit tests pass; 4/4 web smoke tests pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Third Playwright case: click dead-centre on the framed sample, assert the
canvas changes (selection highlight rendered) with zero WebGPU errors. A
broken async pick would hang init or leave the canvas unchanged. All three
cases pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds a second Playwright case that picks the sample sidecar through the
file input, waits for the C side to confirm the blob load (console),
then asserts an orbit drag changes the canvas with zero WebGPU errors.
This exercises the #88 path distinctly from the embedded MEMFS sample —
a broken metadata-head/tail or chunk range read renders blank and fails
the orbit-changed-canvas check. Both cases pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Drives the built web page in a real Chrome (channel:'chrome', so no
`playwright install`): waits for wgpu init, then asserts an orbit drag
changes the composited canvas — one check that simultaneously proves the
scene rendered, mouse input is wired, and the log overlay isn't eating
events — and that zero uncaptured WebGPU errors were logged. Every web
bring-up bug so far (blank render, error-buffer cascade, overlay
swallowing input) is this shape; this would have caught them.
serve.mjs statically serves build-web; the config launches headed
against the real GPU (--use-angle=vulkan + --ignore-gpu-blocklist are
load-bearing for a non-null adapter on Linux Chrome). node_modules and
results are gitignored. See README.md to run.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>