feat: add batching & merging of lines in debug rendering

This commit is contained in:
Ryan Walters
2025-09-03 19:45:55 -05:00
parent f2732a7ff7
commit 33775166a7
2 changed files with 123 additions and 13 deletions

View File

@@ -31,6 +31,7 @@ use bevy_ecs::schedule::common_conditions::resource_changed;
use bevy_ecs::schedule::{Condition, IntoScheduleConfigs, Schedule, SystemSet};
use bevy_ecs::system::ResMut;
use bevy_ecs::world::World;
use glam::UVec2;
use sdl2::event::EventType;
use sdl2::image::LoadTexture;
use sdl2::render::{BlendMode, Canvas, ScaleMode, TextureCreator};
@@ -42,7 +43,7 @@ use crate::{
asset::{get_asset_bytes, Asset},
events::GameCommand,
map::render::MapRenderer,
systems::debug::TtfAtlasResource,
systems::debug::{BatchedLinesResource, TtfAtlasResource},
systems::input::{Bindings, CursorPosition},
texture::sprite::{AtlasMapper, SpriteAtlas},
};
@@ -299,6 +300,10 @@ impl Game {
EventRegistry::register_event::<GameEvent>(&mut world);
EventRegistry::register_event::<AudioEvent>(&mut world);
let scale =
(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
world.insert_resource(BatchedLinesResource::new(&map, scale));
world.insert_resource(Self::create_ghost_animations(&atlas)?);
world.insert_resource(map);
world.insert_resource(GlobalState { exit: false });

View File

@@ -13,6 +13,7 @@ use sdl2::rect::{Point, Rect};
use sdl2::render::{Canvas, Texture};
use sdl2::video::Window;
use smallvec::SmallVec;
use std::collections::{HashMap, HashSet};
use tracing::warn;
#[derive(Resource, Default, Debug, Copy, Clone)]
@@ -30,6 +31,118 @@ pub struct DebugTextureResource(pub Texture);
/// Resource to hold the TTF text atlas
pub struct TtfAtlasResource(pub TtfAtlas);
/// Resource to hold pre-computed batched line segments
#[derive(Resource, Default, Debug, Clone)]
pub struct BatchedLinesResource {
horizontal_lines: Vec<(i32, i32, i32)>, // (y, x_start, x_end)
vertical_lines: Vec<(i32, i32, i32)>, // (x, y_start, y_end)
}
impl BatchedLinesResource {
/// Computes and caches batched line segments for the map graph
pub fn new(map: &Map, scale: f32) -> Self {
let mut horizontal_segments: HashMap<i32, Vec<(i32, i32)>> = HashMap::new();
let mut vertical_segments: HashMap<i32, Vec<(i32, i32)>> = HashMap::new();
let mut processed_edges: HashSet<(u16, u16)> = HashSet::new();
// Process all edges and group them by axis
for (start_node_id, edge) in map.graph.edges() {
// Acquire a stable key for the edge (from < to)
let edge_key = (start_node_id.min(edge.target), start_node_id.max(edge.target));
// Skip if we've already processed this edge in the reverse direction
if processed_edges.contains(&edge_key) {
continue;
}
processed_edges.insert(edge_key);
let start_pos = map.graph.get_node(start_node_id).unwrap().position;
let end_pos = map.graph.get_node(edge.target).unwrap().position;
let start = transform_position_with_offset(start_pos, scale);
let end = transform_position_with_offset(end_pos, scale);
// Determine if this is a horizontal or vertical line
if (start.y - end.y).abs() < 2 {
// Horizontal line (allowing for slight vertical variance)
let y = start.y;
let x_min = start.x.min(end.x);
let x_max = start.x.max(end.x);
horizontal_segments.entry(y).or_default().push((x_min, x_max));
} else if (start.x - end.x).abs() < 2 {
// Vertical line (allowing for slight horizontal variance)
let x = start.x;
let y_min = start.y.min(end.y);
let y_max = start.y.max(end.y);
vertical_segments.entry(x).or_default().push((y_min, y_max));
}
}
/// Merges overlapping or adjacent segments into continuous lines
fn merge_segments(segments: Vec<(i32, i32)>) -> Vec<(i32, i32)> {
if segments.is_empty() {
return Vec::new();
}
let mut merged = Vec::new();
let mut current_start = segments[0].0;
let mut current_end = segments[0].1;
for &(start, end) in segments.iter().skip(1) {
if start <= current_end + 1 {
// Adjacent or overlapping
current_end = current_end.max(end);
} else {
merged.push((current_start, current_end));
current_start = start;
current_end = end;
}
}
merged.push((current_start, current_end));
merged
}
// Convert to flat vectors for fast iteration during rendering
let horizontal_lines = horizontal_segments
.into_iter()
.flat_map(|(y, mut segments)| {
segments.sort_unstable_by_key(|(start, _)| *start);
let merged = merge_segments(segments);
merged.into_iter().map(move |(x_start, x_end)| (y, x_start, x_end))
})
.collect::<Vec<_>>();
let vertical_lines = vertical_segments
.into_iter()
.flat_map(|(x, mut segments)| {
segments.sort_unstable_by_key(|(start, _)| *start);
let merged = merge_segments(segments);
merged.into_iter().map(move |(y_start, y_end)| (x, y_start, y_end))
})
.collect::<Vec<_>>();
Self {
horizontal_lines,
vertical_lines,
}
}
pub fn render(&self, canvas: &mut Canvas<Window>) {
// Render horizontal lines
for &(y, x_start, x_end) in &self.horizontal_lines {
let points = [Point::new(x_start, y), Point::new(x_end, y)];
let _ = canvas.draw_lines(&points[..]);
}
// Render vertical lines
for &(x, y_start, y_end) in &self.vertical_lines {
let points = [Point::new(x, y_start), Point::new(x, y_end)];
let _ = canvas.draw_lines(&points[..]);
}
}
}
/// Transforms a position from logical canvas coordinates to output canvas coordinates (with board offset)
fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 {
((pos + BOARD_PIXEL_OFFSET.as_vec2()) * scale).as_ivec2()
@@ -93,6 +206,7 @@ pub fn debug_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>,
mut debug_texture: NonSendMut<DebugTextureResource>,
mut ttf_atlas: NonSendMut<TtfAtlasResource>,
batched_lines: Res<BatchedLinesResource>,
debug_state: Res<DebugState>,
timings: Res<SystemTimings>,
map: Res<Map>,
@@ -157,22 +271,13 @@ pub fn debug_render_system(
}
debug_canvas.set_draw_color(Color {
a: f32_to_u8(0.4),
a: f32_to_u8(0.6),
..Color::RED
});
debug_canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
for (start_node, end_node) in map.graph.edges() {
let start_node_model = map.graph.get_node(start_node).unwrap();
let end_node = map.graph.get_node(end_node.target).unwrap().position;
// Transform positions using common method
let start = transform_position_with_offset(start_node_model.position, scale);
let end = transform_position_with_offset(end_node, scale);
debug_canvas
.draw_line(Point::from((start.x, start.y)), Point::from((end.x, end.y)))
.unwrap();
}
// Use cached batched line segments
batched_lines.render(debug_canvas);
{
let rects: Vec<_> = map