mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-07 03:15:49 -06:00
refactor: consolidate rendering systems into a combined render system for improved performance and reduced overhead
This commit is contained in:
21
src/game.rs
21
src/game.rs
@@ -14,14 +14,16 @@ use crate::systems::components::{GhostAnimation, GhostState, LastAnimationState}
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use crate::systems::movement::{BufferedDirection, Position, Velocity};
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use crate::systems::profiling::SystemId;
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use crate::systems::render::RenderDirty;
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use crate::systems::{self, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId};
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use crate::systems::{
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audio_system, blinking_system, collision_system, debug_render_system, directional_render_system, dirty_render_system,
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eaten_ghost_system, ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile,
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render_system, AudioEvent, AudioResource, AudioState, BackbufferResource, Collider, DebugState, DebugTextureResource,
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DeltaTime, DirectionalAnimation, EntityType, Frozen, Ghost, GhostAnimations, GhostBundle, GhostCollider, GlobalState,
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ItemBundle, ItemCollider, MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource,
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StartupSequence, SystemTimings,
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self, combined_render_system, ghost_collision_system, present_system, Hidden, LinearAnimation, MovementModifiers, NodeId,
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};
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use crate::systems::{
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audio_system, blinking_system, collision_system, directional_render_system, dirty_render_system, eaten_ghost_system,
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ghost_movement_system, ghost_state_system, hud_render_system, item_system, linear_render_system, profile, AudioEvent,
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AudioResource, AudioState, BackbufferResource, Collider, DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation,
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EntityType, Frozen, Ghost, GhostAnimations, GhostBundle, GhostCollider, GlobalState, ItemBundle, ItemCollider,
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MapTextureResource, PacmanCollider, PlayerBundle, PlayerControlled, Renderable, ScoreResource, StartupSequence,
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SystemTimings,
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};
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use crate::texture::animated::{DirectionalTiles, TileSequence};
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use crate::texture::sprite::AtlasTile;
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@@ -352,9 +354,7 @@ impl Game {
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let directional_render_system = profile(SystemId::DirectionalRender, directional_render_system);
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let linear_render_system = profile(SystemId::LinearRender, linear_render_system);
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let dirty_render_system = profile(SystemId::DirtyRender, dirty_render_system);
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let render_system = profile(SystemId::Render, render_system);
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let hud_render_system = profile(SystemId::HudRender, hud_render_system);
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let debug_render_system = profile(SystemId::DebugRender, debug_render_system);
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let present_system = profile(SystemId::Present, present_system);
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let unified_ghost_state_system = profile(SystemId::GhostStateAnimation, ghost_state_system);
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@@ -386,9 +386,8 @@ impl Game {
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directional_render_system,
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linear_render_system,
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dirty_render_system,
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render_system,
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combined_render_system,
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hud_render_system,
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debug_render_system,
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present_system,
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)
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.chain(),
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@@ -6,7 +6,7 @@ use crate::map::builder::Map;
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use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};
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use crate::texture::ttf::{TtfAtlas, TtfRenderer};
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use bevy_ecs::resource::Resource;
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use bevy_ecs::system::{NonSendMut, Query, Res};
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use bevy_ecs::system::{Query, Res};
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use glam::{IVec2, UVec2, Vec2};
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use sdl2::pixels::Color;
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use sdl2::rect::{Point, Rect};
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@@ -203,15 +203,14 @@ fn render_timing_display(
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#[allow(clippy::too_many_arguments)]
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pub fn debug_render_system(
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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mut debug_texture: NonSendMut<DebugTextureResource>,
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mut ttf_atlas: NonSendMut<TtfAtlasResource>,
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batched_lines: Res<BatchedLinesResource>,
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debug_state: Res<DebugState>,
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timings: Res<SystemTimings>,
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map: Res<Map>,
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colliders: Query<(&Collider, &Position)>,
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cursor: Res<CursorPosition>,
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canvas: &mut Canvas<Window>,
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ttf_atlas: &mut TtfAtlasResource,
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batched_lines: &Res<BatchedLinesResource>,
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debug_state: &Res<DebugState>,
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timings: &Res<SystemTimings>,
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map: &Res<Map>,
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colliders: &Query<(&Collider, &Position)>,
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cursor: &Res<CursorPosition>,
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) {
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if !debug_state.enabled {
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return;
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@@ -222,121 +221,116 @@ pub fn debug_render_system(
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// Create debug text renderer
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let text_renderer = TtfRenderer::new(1.0);
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let cursor_world_pos = match *cursor {
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let cursor_world_pos = match &**cursor {
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CursorPosition::None => None,
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CursorPosition::Some { position, .. } => Some(position - BOARD_PIXEL_OFFSET.as_vec2()),
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};
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// Draw debug info on the high-resolution debug texture
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canvas
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.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
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// Clear the debug canvas
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debug_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
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debug_canvas.clear();
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// Clear the debug canvas
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canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
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canvas.clear();
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// Find the closest node to the cursor
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let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
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map.graph
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.nodes()
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.map(|node| node.position.distance(cursor_world_pos))
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.enumerate()
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.min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less))
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.map(|(id, _)| id)
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} else {
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None
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};
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// Find the closest node to the cursor
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let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
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map.graph
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.nodes()
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.map(|node| node.position.distance(cursor_world_pos))
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.enumerate()
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.min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less))
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.map(|(id, _)| id)
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} else {
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None
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};
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debug_canvas.set_draw_color(Color::GREEN);
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{
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let rects = colliders
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.iter()
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.map(|(collider, position)| {
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let pos = position.get_pixel_position(&map.graph).unwrap();
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canvas.set_draw_color(Color::GREEN);
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{
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let rects = colliders
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.iter()
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.map(|(collider, position)| {
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let pos = position.get_pixel_position(&map.graph).unwrap();
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// Transform position and size using common methods
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let pos = (pos * scale).as_ivec2();
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let size = (collider.size * scale) as u32;
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// Transform position and size using common methods
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let pos = (pos * scale).as_ivec2();
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let size = (collider.size * scale) as u32;
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Rect::from_center(Point::from((pos.x, pos.y)), size, size)
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})
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.collect::<SmallVec<[Rect; 100]>>();
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if rects.len() > rects.capacity() {
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warn!(
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capacity = rects.capacity(),
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count = rects.len(),
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"Collider rects capacity exceeded"
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);
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}
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debug_canvas.draw_rects(&rects).unwrap();
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}
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Rect::from_center(Point::from((pos.x, pos.y)), size, size)
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})
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.collect::<SmallVec<[Rect; 100]>>();
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if rects.len() > rects.capacity() {
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warn!(
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capacity = rects.capacity(),
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count = rects.len(),
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"Collider rects capacity exceeded"
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);
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}
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canvas.draw_rects(&rects).unwrap();
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}
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debug_canvas.set_draw_color(Color {
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a: f32_to_u8(0.6),
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..Color::RED
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});
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debug_canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
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canvas.set_draw_color(Color {
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a: f32_to_u8(0.6),
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..Color::RED
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});
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canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
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// Use cached batched line segments
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batched_lines.render(debug_canvas);
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// Use cached batched line segments
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batched_lines.render(canvas);
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{
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let rects: Vec<_> = map
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.graph
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.nodes()
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.enumerate()
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.filter_map(|(id, node)| {
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let pos = transform_position_with_offset(node.position, scale);
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let size = (2.0 * scale) as u32;
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let rect = Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size);
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// If the node is the one closest to the cursor, draw it immediately
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if closest_node == Some(id) {
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debug_canvas.set_draw_color(Color::YELLOW);
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debug_canvas.fill_rect(rect).unwrap();
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return None;
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}
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Some(rect)
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})
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.collect();
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if rects.len() > rects.capacity() {
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warn!(
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capacity = rects.capacity(),
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count = rects.len(),
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"Node rects capacity exceeded"
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);
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}
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// Draw the non-closest nodes all at once in blue
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debug_canvas.set_draw_color(Color::BLUE);
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debug_canvas.fill_rects(&rects).unwrap();
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}
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// Render node ID if a node is highlighted
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if let Some(closest_node_id) = closest_node {
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let node = map.graph.get_node(closest_node_id as NodeId).unwrap();
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{
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let rects: Vec<_> = map
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.graph
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.nodes()
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.enumerate()
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.filter_map(|(id, node)| {
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let pos = transform_position_with_offset(node.position, scale);
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let size = (2.0 * scale) as u32;
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let rect = Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size);
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let node_id_text = closest_node_id.to_string();
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let text_pos = Vec2::new((pos.x + 10) as f32, (pos.y - 5) as f32);
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// If the node is the one closest to the cursor, draw it immediately
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if closest_node == Some(id) {
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canvas.set_draw_color(Color::YELLOW);
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canvas.fill_rect(rect).unwrap();
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return None;
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}
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text_renderer
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.render_text(
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debug_canvas,
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&mut ttf_atlas.0,
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&node_id_text,
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text_pos,
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Color {
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a: f32_to_u8(0.4),
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..Color::WHITE
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},
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)
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.unwrap();
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}
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Some(rect)
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})
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.collect();
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// Render timing information in the top-left corner
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render_timing_display(debug_canvas, &timings, &text_renderer, &mut ttf_atlas.0);
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})
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.unwrap();
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if rects.len() > rects.capacity() {
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warn!(
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capacity = rects.capacity(),
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count = rects.len(),
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"Node rects capacity exceeded"
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);
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}
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// Draw the non-closest nodes all at once in blue
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canvas.set_draw_color(Color::BLUE);
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canvas.fill_rects(&rects).unwrap();
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}
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// Render node ID if a node is highlighted
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if let Some(closest_node_id) = closest_node {
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let node = map.graph.get_node(closest_node_id as NodeId).unwrap();
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let pos = transform_position_with_offset(node.position, scale);
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let node_id_text = closest_node_id.to_string();
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let text_pos = Vec2::new((pos.x + 10) as f32, (pos.y - 5) as f32);
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text_renderer
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.render_text(
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canvas,
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&mut ttf_atlas.0,
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&node_id_text,
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text_pos,
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Color {
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a: f32_to_u8(0.4),
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..Color::WHITE
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},
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)
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.unwrap();
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}
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// Render timing information in the top-left corner
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render_timing_display(canvas, timings, &text_renderer, &mut ttf_atlas.0);
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}
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@@ -2,8 +2,9 @@ use crate::constants::CANVAS_SIZE;
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use crate::error::{GameError, TextureError};
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use crate::map::builder::Map;
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use crate::systems::{
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DebugState, DebugTextureResource, DeltaTime, DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource,
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StartupSequence, Velocity,
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debug_render_system, BatchedLinesResource, Collider, CursorPosition, DebugState, DebugTextureResource, DeltaTime,
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DirectionalAnimation, LinearAnimation, Position, Renderable, ScoreResource, StartupSequence, SystemId, SystemTimings,
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TtfAtlasResource, Velocity,
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};
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use crate::texture::sprite::SpriteAtlas;
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use crate::texture::text::TextTexture;
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@@ -18,6 +19,7 @@ use sdl2::pixels::Color;
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use sdl2::rect::{Point, Rect};
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use sdl2::render::{BlendMode, Canvas, Texture};
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use sdl2::video::Window;
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use std::time::Instant;
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#[derive(Resource, Default)]
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pub struct RenderDirty(pub bool);
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@@ -25,6 +27,13 @@ pub struct RenderDirty(pub bool);
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#[derive(Component)]
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pub struct Hidden;
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/// Enum to identify which texture is being rendered to in the combined render system
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#[derive(Debug, Clone, Copy)]
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enum RenderTarget {
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Backbuffer,
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Debug,
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}
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#[allow(clippy::type_complexity)]
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pub fn dirty_render_system(
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mut dirty: ResMut<RenderDirty>,
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@@ -172,59 +181,138 @@ pub fn hud_render_system(
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#[allow(clippy::too_many_arguments)]
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pub fn render_system(
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canvas: &mut Canvas<Window>,
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map_texture: &NonSendMut<MapTextureResource>,
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atlas: &mut SpriteAtlas,
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map: &Res<Map>,
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dirty: &Res<RenderDirty>,
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renderables: &Query<(Entity, &Renderable, &Position), Without<Hidden>>,
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errors: &mut EventWriter<GameError>,
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) {
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if !dirty.0 {
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return;
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}
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// Clear the backbuffer
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canvas.set_draw_color(sdl2::pixels::Color::BLACK);
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canvas.clear();
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// Copy the pre-rendered map texture to the backbuffer
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if let Err(e) = canvas.copy(&map_texture.0, None, None) {
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errors.write(TextureError::RenderFailed(e.to_string()).into());
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}
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// Render all entities to the backbuffer
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for (_, renderable, position) in renderables
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.iter()
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.sort_by_key::<(Entity, &Renderable, &Position), _>(|(_, renderable, _)| renderable.layer)
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.rev()
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{
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let pos = position.get_pixel_position(&map.graph);
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match pos {
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Ok(pos) => {
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let dest = Rect::from_center(
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Point::from((pos.x as i32, pos.y as i32)),
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renderable.sprite.size.x as u32,
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renderable.sprite.size.y as u32,
|
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);
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renderable
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.sprite
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.render(canvas, atlas, dest)
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.err()
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.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
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}
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Err(e) => {
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errors.write(e);
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}
|
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}
|
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}
|
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}
|
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|
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/// Combined render system that renders to both backbuffer and debug textures in a single
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/// with_multiple_texture_canvas call for reduced overhead
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#[allow(clippy::too_many_arguments)]
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pub fn combined_render_system(
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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map_texture: NonSendMut<MapTextureResource>,
|
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mut backbuffer: NonSendMut<BackbufferResource>,
|
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mut debug_texture: NonSendMut<DebugTextureResource>,
|
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mut atlas: NonSendMut<SpriteAtlas>,
|
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mut ttf_atlas: NonSendMut<TtfAtlasResource>,
|
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batched_lines: Res<BatchedLinesResource>,
|
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debug_state: Res<DebugState>,
|
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timings: Res<SystemTimings>,
|
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map: Res<Map>,
|
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dirty: Res<RenderDirty>,
|
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renderables: Query<(Entity, &Renderable, &Position), Without<Hidden>>,
|
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colliders: Query<(&Collider, &Position)>,
|
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cursor: Res<CursorPosition>,
|
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mut errors: EventWriter<GameError>,
|
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) {
|
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if !dirty.0 {
|
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return;
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}
|
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// Render to backbuffer
|
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canvas
|
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.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
|
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// Clear the backbuffer
|
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backbuffer_canvas.set_draw_color(sdl2::pixels::Color::BLACK);
|
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backbuffer_canvas.clear();
|
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|
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// Copy the pre-rendered map texture to the backbuffer
|
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if let Err(e) = backbuffer_canvas.copy(&map_texture.0, None, None) {
|
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errors.write(TextureError::RenderFailed(e.to_string()).into());
|
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// Prepare textures and render targets
|
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let textures = [
|
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(&mut backbuffer.0, RenderTarget::Backbuffer),
|
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(&mut debug_texture.0, RenderTarget::Debug),
|
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];
|
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|
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// Record timing for each system independently
|
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let mut render_duration = None;
|
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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(
|
||||
|
||||
Reference in New Issue
Block a user