refactor: consolidate rendering systems into a combined render system for improved performance and reduced overhead

This commit is contained in:
Ryan Walters
2025-09-03 23:04:37 -05:00
parent 3e630bcbef
commit a3c4e5267f
3 changed files with 243 additions and 162 deletions

View File

@@ -14,14 +14,16 @@ use crate::systems::components::{GhostAnimation, GhostState, LastAnimationState}
use crate::systems::movement::{BufferedDirection, Position, Velocity};
use crate::systems::profiling::SystemId;
use crate::systems::render::RenderDirty;
use crate::systems::{self, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId};
use crate::systems::{
audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
eaten_ghost_system, ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile,
render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugState, DebugTextureResource,
DeltaTime, DirectionalAnimation, EntityType, Frozen, Ghost, GhostAnimations, GhostBundle, GhostCollider, GlobalState,
ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource,
StartupSequence, SystemTimings,
self, combined_render_system, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId,
};
use crate::systems::{
audio_system, blinking_system, collision_system, directional_render_system, dirty_render_system, eaten_ghost_system,
ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile, AudioEvent,
AudioResource, AudioState, BackbufferResource, Collider, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation,
EntityType, Frozen, Ghost, GhostAnimations, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, StartupSequence,
SystemTimings,
};
use crate::texture::animated::{DirectionalTiles, TileSequence};
use crate::texture::sprite::AtlasTile;
@@ -352,9 +354,7 @@ impl Game {
let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
let render_system = profile(SystemId::Render, render_system);
let hud_render_system = profile(SystemId::HudRender, hud_render_system);
let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
let present_system = profile(SystemId::Present, present_system);
let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
@@ -386,9 +386,8 @@ impl Game {
directional_render_system,
linear_render_system,
dirty_render_system,
render_system,
combined_render_system,
hud_render_system,
debug_render_system,
present_system,
)
.chain(),

View File

@@ -6,7 +6,7 @@ use crate::map::builder::Map;
use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};
use crate::texture::ttf::{TtfAtlas, TtfRenderer};
use bevy_ecs::resource::Resource;
use bevy_ecs::system::{NonSendMut, Query, Res};
use bevy_ecs::system::{Query, Res};
use glam::{IVec2, UVec2, Vec2};
use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect};
@@ -203,15 +203,14 @@ fn render_timing_display(
#[allow(clippy::too_many_arguments)]
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>,
colliders: Query<(&Collider, &Position)>,
cursor: Res<CursorPosition>,
canvas: &mut Canvas<Window>,
ttf_atlas: &mut TtfAtlasResource,
batched_lines: &Res<BatchedLinesResource>,
debug_state: &Res<DebugState>,
timings: &Res<SystemTimings>,
map: &Res<Map>,
colliders: &Query<(&Collider, &Position)>,
cursor: &Res<CursorPosition>,
) {
if !debug_state.enabled {
return;
@@ -222,121 +221,116 @@ pub fn debug_render_system(
// Create debug text renderer
let text_renderer = TtfRenderer::new(1.0);
let cursor_world_pos = match *cursor {
let cursor_world_pos = match &**cursor {
CursorPosition::None => None,
CursorPosition::Some { position, .. } => Some(position - BOARD_PIXEL_OFFSET.as_vec2()),
};
// Draw debug info on the high-resolution debug texture
canvas
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
// Clear the debug canvas
debug_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
debug_canvas.clear();
// Clear the debug canvas
canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
canvas.clear();
// Find the closest node to the cursor
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
map.graph
.nodes()
.map(|node| node.position.distance(cursor_world_pos))
.enumerate()
.min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less))
.map(|(id, _)| id)
} else {
None
};
// Find the closest node to the cursor
let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
map.graph
.nodes()
.map(|node| node.position.distance(cursor_world_pos))
.enumerate()
.min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less))
.map(|(id, _)| id)
} else {
None
};
debug_canvas.set_draw_color(Color::GREEN);
{
let rects = colliders
.iter()
.map(|(collider, position)| {
let pos = position.get_pixel_position(&map.graph).unwrap();
canvas.set_draw_color(Color::GREEN);
{
let rects = colliders
.iter()
.map(|(collider, position)| {
let pos = position.get_pixel_position(&map.graph).unwrap();
// Transform position and size using common methods
let pos = (pos * scale).as_ivec2();
let size = (collider.size * scale) as u32;
// Transform position and size using common methods
let pos = (pos * scale).as_ivec2();
let size = (collider.size * scale) as u32;
Rect::from_center(Point::from((pos.x, pos.y)), size, size)
})
.collect::<SmallVec<[Rect; 100]>>();
if rects.len() > rects.capacity() {
warn!(
capacity = rects.capacity(),
count = rects.len(),
"Collider rects capacity exceeded"
);
}
debug_canvas.draw_rects(&rects).unwrap();
}
Rect::from_center(Point::from((pos.x, pos.y)), size, size)
})
.collect::<SmallVec<[Rect; 100]>>();
if rects.len() > rects.capacity() {
warn!(
capacity = rects.capacity(),
count = rects.len(),
"Collider rects capacity exceeded"
);
}
canvas.draw_rects(&rects).unwrap();
}
debug_canvas.set_draw_color(Color {
a: f32_to_u8(0.6),
..Color::RED
});
debug_canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
canvas.set_draw_color(Color {
a: f32_to_u8(0.6),
..Color::RED
});
canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
// Use cached batched line segments
batched_lines.render(debug_canvas);
// Use cached batched line segments
batched_lines.render(canvas);
{
let rects: Vec<_> = map
.graph
.nodes()
.enumerate()
.filter_map(|(id, node)| {
let pos = transform_position_with_offset(node.position, scale);
let size = (2.0 * scale) as u32;
let rect = Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size);
// If the node is the one closest to the cursor, draw it immediately
if closest_node == Some(id) {
debug_canvas.set_draw_color(Color::YELLOW);
debug_canvas.fill_rect(rect).unwrap();
return None;
}
Some(rect)
})
.collect();
if rects.len() > rects.capacity() {
warn!(
capacity = rects.capacity(),
count = rects.len(),
"Node rects capacity exceeded"
);
}
// Draw the non-closest nodes all at once in blue
debug_canvas.set_draw_color(Color::BLUE);
debug_canvas.fill_rects(&rects).unwrap();
}
// Render node ID if a node is highlighted
if let Some(closest_node_id) = closest_node {
let node = map.graph.get_node(closest_node_id as NodeId).unwrap();
{
let rects: Vec<_> = map
.graph
.nodes()
.enumerate()
.filter_map(|(id, node)| {
let pos = transform_position_with_offset(node.position, scale);
let size = (2.0 * scale) as u32;
let rect = Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size);
let node_id_text = closest_node_id.to_string();
let text_pos = Vec2::new((pos.x + 10) as f32, (pos.y - 5) as f32);
// If the node is the one closest to the cursor, draw it immediately
if closest_node == Some(id) {
canvas.set_draw_color(Color::YELLOW);
canvas.fill_rect(rect).unwrap();
return None;
}
text_renderer
.render_text(
debug_canvas,
&mut ttf_atlas.0,
&node_id_text,
text_pos,
Color {
a: f32_to_u8(0.4),
..Color::WHITE
},
)
.unwrap();
}
Some(rect)
})
.collect();
// Render timing information in the top-left corner
render_timing_display(debug_canvas, &timings, &text_renderer, &mut ttf_atlas.0);
})
.unwrap();
if rects.len() > rects.capacity() {
warn!(
capacity = rects.capacity(),
count = rects.len(),
"Node rects capacity exceeded"
);
}
// Draw the non-closest nodes all at once in blue
canvas.set_draw_color(Color::BLUE);
canvas.fill_rects(&rects).unwrap();
}
// Render node ID if a node is highlighted
if let Some(closest_node_id) = closest_node {
let node = map.graph.get_node(closest_node_id as NodeId).unwrap();
let pos = transform_position_with_offset(node.position, scale);
let node_id_text = closest_node_id.to_string();
let text_pos = Vec2::new((pos.x + 10) as f32, (pos.y - 5) as f32);
text_renderer
.render_text(
canvas,
&mut ttf_atlas.0,
&node_id_text,
text_pos,
Color {
a: f32_to_u8(0.4),
..Color::WHITE
},
)
.unwrap();
}
// Render timing information in the top-left corner
render_timing_display(canvas, timings, &text_renderer, &mut ttf_atlas.0);
}

View File

@@ -2,8 +2,9 @@ use crate::constants::CANVAS_SIZE;
use crate::error::{GameError, TextureError};
use crate::map::builder::Map;
use crate::systems::{
DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource,
StartupSequence, Velocity,
debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, DeltaTime,
DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource, StartupSequence, SystemId, SystemTimings,
TtfAtlasResource, Velocity,
};
use crate::texture::sprite::SpriteAtlas;
use crate::texture::text::TextTexture;
@@ -18,6 +19,7 @@ use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect};
use sdl2::render::{BlendMode, Canvas, Texture};
use sdl2::video::Window;
use std::time::Instant;
#[derive(Resource, Default)]
pub struct RenderDirty(pub bool);
@@ -25,6 +27,13 @@ pub struct RenderDirty(pub bool);
#[derive(Component)]
pub struct Hidden;
/// Enum to identify which texture is being rendered to in the combined render system
#[derive(Debug, Clone, Copy)]
enum RenderTarget {
Backbuffer,
Debug,
}
#[allow(clippy::type_complexity)]
pub fn dirty_render_system(
mut dirty: ResMut<RenderDirty>,
@@ -172,59 +181,138 @@ pub fn hud_render_system(
#[allow(clippy::too_many_arguments)]
pub fn render_system(
canvas: &mut Canvas<Window>,
map_texture: &NonSendMut<MapTextureResource>,
atlas: &mut SpriteAtlas,
map: &Res<Map>,
dirty: &Res<RenderDirty>,
renderables: &Query<(Entity, &Renderable, &Position), Without<Hidden>>,
errors: &mut EventWriter<GameError>,
) {
if !dirty.0 {
return;
}
// Clear the backbuffer
canvas.set_draw_color(sdl2::pixels::Color::BLACK);
canvas.clear();
// Copy the pre-rendered map texture to the backbuffer
if let Err(e) = canvas.copy(&map_texture.0, None, None) {
errors.write(TextureError::RenderFailed(e.to_string()).into());
}
// Render all entities to the backbuffer
for (_, renderable, position) in renderables
.iter()
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
.rev()
{
let pos = position.get_pixel_position(&map.graph);
match pos {
Ok(pos) => {
let dest = Rect::from_center(
Point::from((pos.x as i32, pos.y as i32)),
renderable.sprite.size.x as u32,
renderable.sprite.size.y as u32,
);
renderable
.sprite
.render(canvas, atlas, dest)
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
}
Err(e) => {
errors.write(e);
}
}
}
}
/// Combined render system that renders to both backbuffer and debug textures in a single
/// with_multiple_texture_canvas call for reduced overhead
#[allow(clippy::too_many_arguments)]
pub fn combined_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>,
map_texture: NonSendMut<MapTextureResource>,
mut backbuffer: NonSendMut<BackbufferResource>,
mut debug_texture: NonSendMut<DebugTextureResource>,
mut atlas: NonSendMut<SpriteAtlas>,
mut ttf_atlas: NonSendMut<TtfAtlasResource>,
batched_lines: Res<BatchedLinesResource>,
debug_state: Res<DebugState>,
timings: Res<SystemTimings>,
map: Res<Map>,
dirty: Res<RenderDirty>,
renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
colliders: Query<(&Collider, &Position)>,
cursor: Res<CursorPosition>,
mut errors: EventWriter<GameError>,
) {
if !dirty.0 {
return;
}
// Render to backbuffer
canvas
.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
// Clear the backbuffer
backbuffer_canvas.set_draw_color(sdl2::pixels::Color::BLACK);
backbuffer_canvas.clear();
// Copy the pre-rendered map texture to the backbuffer
if let Err(e) = backbuffer_canvas.copy(&map_texture.0, None, None) {
errors.write(TextureError::RenderFailed(e.to_string()).into());
// Prepare textures and render targets
let textures = [
(&mut backbuffer.0, RenderTarget::Backbuffer),
(&mut debug_texture.0, RenderTarget::Debug),
];
// Record timing for each system independently
let mut render_duration = None;
let mut debug_render_duration = None;
let result = canvas.with_multiple_texture_canvas(textures.iter(), |texture_canvas, render_target| match render_target {
RenderTarget::Backbuffer => {
let start_time = Instant::now();
render_system(
texture_canvas,
&map_texture,
&mut atlas,
&map,
&dirty,
&renderables,
&mut errors,
);
render_duration = Some(start_time.elapsed());
}
RenderTarget::Debug => {
if !debug_state.enabled {
return;
}
// Render all entities to the backbuffer
for (_, renderable, position) in renderables
.iter()
.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
.rev()
{
let pos = position.get_pixel_position(&map.graph);
match pos {
Ok(pos) => {
let dest = Rect::from_center(
Point::from((pos.x as i32, pos.y as i32)),
renderable.sprite.size.x as u32,
renderable.sprite.size.y as u32,
);
let start_time = Instant::now();
renderable
.sprite
.render(backbuffer_canvas, &mut atlas, dest)
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
}
Err(e) => {
errors.write(e);
}
}
}
})
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
debug_render_system(
texture_canvas,
&mut ttf_atlas,
&batched_lines,
&debug_state,
&timings,
&map,
&colliders,
&cursor,
);
debug_render_duration = Some(start_time.elapsed());
}
});
if let Err(e) = result {
errors.write(TextureError::RenderFailed(e.to_string()).into());
}
// Record timings for each system independently
if let Some(duration) = render_duration {
timings.add_timing(SystemId::Render, duration);
}
if let Some(duration) = debug_render_duration {
timings.add_timing(SystemId::DebugRender, duration);
}
}
pub fn present_system(