feat: high resolution debug rendering

This commit is contained in:
2025-08-15 16:20:24 -05:00
parent 8ce2af89c8
commit a8b83b8e2b
6 changed files with 202 additions and 20 deletions

View File

@@ -223,6 +223,19 @@ impl Graph {
self.nodes.len() self.nodes.len()
} }
/// Returns an iterator over all nodes in the graph.
pub fn nodes(&self) -> impl Iterator<Item = &Node> {
self.nodes.iter()
}
/// Returns an iterator over all edges in the graph.
pub fn edges(&self) -> impl Iterator<Item = (NodeId, Edge)> + '_ {
self.adjacency_list
.iter()
.enumerate()
.flat_map(|(node_id, intersection)| intersection.edges().map(move |edge| (node_id, edge)))
}
/// Finds a specific edge from a source node to a target node. /// Finds a specific edge from a source node to a target node.
pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<Edge> { pub fn find_edge(&self, from: NodeId, to: NodeId) -> Option<Edge> {
self.adjacency_list.get(from)?.edges().find(|edge| edge.target == to) self.adjacency_list.get(from)?.edges().find(|edge| edge.target == to)

View File

@@ -17,6 +17,7 @@ use crate::systems::{
PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, Score, ScoreResource, PacmanCollider, PlayerBundle, PlayerControlled, RenderDirty, Renderable, Score, ScoreResource,
}, },
control::player_system, control::player_system,
debug::{debug_render_system, DebugState, DebugTextureResource},
input::input_system, input::input_system,
movement::movement_system, movement::movement_system,
profiling::{profile, SystemTimings}, profiling::{profile, SystemTimings},
@@ -24,7 +25,14 @@ use crate::systems::{
}; };
use crate::texture::animated::AnimatedTexture; use crate::texture::animated::AnimatedTexture;
use bevy_ecs::schedule::IntoScheduleConfigs; use bevy_ecs::schedule::IntoScheduleConfigs;
use bevy_ecs::{event::EventRegistry, observer::Trigger, schedule::Schedule, system::ResMut, world::World}; use bevy_ecs::system::NonSendMut;
use bevy_ecs::{
event::EventRegistry,
observer::Trigger,
schedule::Schedule,
system::{Res, ResMut},
world::World,
};
use sdl2::image::LoadTexture; use sdl2::image::LoadTexture;
use sdl2::render::{Canvas, ScaleMode, TextureCreator}; use sdl2::render::{Canvas, ScaleMode, TextureCreator};
use sdl2::video::{Window, WindowContext}; use sdl2::video::{Window, WindowContext};
@@ -72,6 +80,13 @@ impl Game {
.map_err(|e| GameError::Sdl(e.to_string()))?; .map_err(|e| GameError::Sdl(e.to_string()))?;
map_texture.set_scale_mode(ScaleMode::Nearest); map_texture.set_scale_mode(ScaleMode::Nearest);
// Create debug texture at output resolution for crisp debug rendering
let output_size = canvas.output_size().unwrap();
let mut debug_texture = texture_creator
.create_texture_target(None, output_size.0, output_size.1)
.map_err(|e| GameError::Sdl(e.to_string()))?;
debug_texture.set_scale_mode(ScaleMode::Nearest);
// Load atlas and create map texture // Load atlas and create map texture
let atlas_bytes = get_asset_bytes(Asset::Atlas)?; let atlas_bytes = get_asset_bytes(Asset::Atlas)?;
let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| { let atlas_texture = texture_creator.load_texture_bytes(&atlas_bytes).map_err(|e| {
@@ -157,7 +172,7 @@ impl Game {
}, },
entity_type: EntityType::Player, entity_type: EntityType::Player,
collider: Collider { collider: Collider {
size: constants::CELL_SIZE as f32 * 1.25, size: constants::CELL_SIZE as f32 * 1.1,
layer: CollisionLayer::PACMAN, layer: CollisionLayer::PACMAN,
}, },
pacman_collider: PacmanCollider, pacman_collider: PacmanCollider,
@@ -168,6 +183,7 @@ impl Game {
world.insert_non_send_resource(canvas); world.insert_non_send_resource(canvas);
world.insert_non_send_resource(BackbufferResource(backbuffer)); world.insert_non_send_resource(BackbufferResource(backbuffer));
world.insert_non_send_resource(MapTextureResource(map_texture)); world.insert_non_send_resource(MapTextureResource(map_texture));
world.insert_non_send_resource(DebugTextureResource(debug_texture));
world.insert_resource(map); world.insert_resource(map);
world.insert_resource(GlobalState { exit: false }); world.insert_resource(GlobalState { exit: false });
@@ -176,6 +192,7 @@ impl Game {
world.insert_resource(Bindings::default()); world.insert_resource(Bindings::default());
world.insert_resource(DeltaTime(0f32)); world.insert_resource(DeltaTime(0f32));
world.insert_resource(RenderDirty::default()); world.insert_resource(RenderDirty::default());
world.insert_resource(DebugState::default());
world.add_observer( world.add_observer(
|event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| match *event { |event: Trigger<GameEvent>, mut state: ResMut<GlobalState>, _score: ResMut<ScoreResource>| match *event {
@@ -188,7 +205,6 @@ impl Game {
GameEvent::Collision(_a, _b) => {} GameEvent::Collision(_a, _b) => {}
}, },
); );
schedule.add_systems( schedule.add_systems(
( (
profile("input", input_system), profile("input", input_system),
@@ -197,11 +213,29 @@ impl Game {
profile("collision", collision_system), profile("collision", collision_system),
profile("blinking", blinking_system), profile("blinking", blinking_system),
profile("directional_render", directional_render_system), profile("directional_render", directional_render_system),
profile("dirty_render", dirty_render_system),
profile("render", render_system),
profile("debug_render", debug_render_system),
profile(
"present",
|mut canvas: NonSendMut<&mut Canvas<Window>>,
backbuffer: NonSendMut<BackbufferResource>,
debug_state: Res<DebugState>,
mut dirty: ResMut<RenderDirty>| {
if dirty.0 {
// Only copy backbuffer to main canvas if debug rendering is off
// (debug rendering draws directly to main canvas)
if *debug_state == DebugState::Off {
canvas.copy(&backbuffer.0, None, None).unwrap();
}
dirty.0 = false;
canvas.present();
}
},
),
) )
.chain(), .chain(),
); );
schedule.add_systems((profile("dirty_render", dirty_render_system), profile("render", render_system)).chain());
// Spawn player // Spawn player
world.spawn(player); world.spawn(player);

View File

@@ -9,6 +9,7 @@ use crate::{
error::GameError, error::GameError,
events::{GameCommand, GameEvent}, events::{GameCommand, GameEvent},
systems::components::{GlobalState, PlayerControlled}, systems::components::{GlobalState, PlayerControlled},
systems::debug::DebugState,
systems::movement::Movable, systems::movement::Movable,
}; };
@@ -16,6 +17,7 @@ use crate::{
pub fn player_system( pub fn player_system(
mut events: EventReader<GameEvent>, mut events: EventReader<GameEvent>,
mut state: ResMut<GlobalState>, mut state: ResMut<GlobalState>,
mut debug_state: ResMut<DebugState>,
mut players: Query<&mut Movable, With<PlayerControlled>>, mut players: Query<&mut Movable, With<PlayerControlled>>,
mut errors: EventWriter<GameError>, mut errors: EventWriter<GameError>,
) { ) {
@@ -38,6 +40,9 @@ pub fn player_system(
GameCommand::Exit => { GameCommand::Exit => {
state.exit = true; state.exit = true;
} }
GameCommand::ToggleDebug => {
*debug_state = debug_state.next();
}
_ => {} _ => {}
} }
} }

143
src/systems/debug.rs Normal file
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@@ -0,0 +1,143 @@
//! Debug rendering system
use crate::constants::BOARD_PIXEL_OFFSET;
use crate::map::builder::Map;
use crate::systems::components::Collider;
use crate::systems::movement::Position;
use crate::systems::render::BackbufferResource;
use bevy_ecs::prelude::*;
use sdl2::pixels::Color;
use sdl2::rect::Rect;
use sdl2::render::{Canvas, Texture};
use sdl2::video::Window;
#[derive(Resource, Default, Debug, Copy, Clone, PartialEq)]
pub enum DebugState {
#[default]
Off,
Graph,
Collision,
}
impl DebugState {
pub fn next(&self) -> Self {
match self {
DebugState::Off => DebugState::Graph,
DebugState::Graph => DebugState::Collision,
DebugState::Collision => DebugState::Off,
}
}
}
/// Resource to hold the debug texture for persistent rendering
pub struct DebugTextureResource(pub Texture<'static>);
/// Transforms a position from logical canvas coordinates to output canvas coordinates
fn transform_position(pos: (f32, f32), output_size: (u32, u32), logical_size: (u32, u32)) -> (i32, i32) {
let scale_x = output_size.0 as f32 / logical_size.0 as f32;
let scale_y = output_size.1 as f32 / logical_size.1 as f32;
let scale = scale_x.min(scale_y); // Use the smaller scale to maintain aspect ratio
let x = (pos.0 * scale) as i32;
let y = (pos.1 * scale) as i32;
(x, y)
}
/// Transforms a position from logical canvas coordinates to output canvas coordinates (with board offset)
fn transform_position_with_offset(pos: (f32, f32), output_size: (u32, u32), logical_size: (u32, u32)) -> (i32, i32) {
let scale_x = output_size.0 as f32 / logical_size.0 as f32;
let scale_y = output_size.1 as f32 / logical_size.1 as f32;
let scale = scale_x.min(scale_y); // Use the smaller scale to maintain aspect ratio
let x = ((pos.0 + BOARD_PIXEL_OFFSET.x as f32) * scale) as i32;
let y = ((pos.1 + BOARD_PIXEL_OFFSET.y as f32) * scale) as i32;
(x, y)
}
/// Transforms a size from logical canvas coordinates to output canvas coordinates
fn transform_size(size: f32, output_size: (u32, u32), logical_size: (u32, u32)) -> u32 {
let scale_x = output_size.0 as f32 / logical_size.0 as f32;
let scale_y = output_size.1 as f32 / logical_size.1 as f32;
let scale = scale_x.min(scale_y); // Use the smaller scale to maintain aspect ratio
(size * scale) as u32
}
pub fn debug_render_system(
mut canvas: NonSendMut<&mut Canvas<Window>>,
backbuffer: NonSendMut<BackbufferResource>,
mut debug_texture: NonSendMut<DebugTextureResource>,
debug_state: Res<DebugState>,
map: Res<Map>,
colliders: Query<(&Collider, &Position)>,
) {
if *debug_state == DebugState::Off {
return;
}
// Get canvas sizes for coordinate transformation
let output_size = canvas.output_size().unwrap();
let logical_size = canvas.logical_size();
// Copy the current backbuffer to the debug texture
canvas
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
// Clear the debug canvas
debug_canvas.set_draw_color(Color::BLACK);
debug_canvas.clear();
// Copy the backbuffer to the debug canvas
debug_canvas.copy(&backbuffer.0, None, None).unwrap();
})
.unwrap();
// Draw debug info on the high-resolution debug texture
canvas
.with_texture_canvas(&mut debug_texture.0, |debug_canvas| match *debug_state {
DebugState::Graph => {
debug_canvas.set_draw_color(Color::RED);
for (start_node, end_node) in map.graph.edges() {
let start_node = map.graph.get_node(start_node).unwrap().position;
let end_node = map.graph.get_node(end_node.target).unwrap().position;
// Transform positions using common method
let (start_x, start_y) =
transform_position_with_offset((start_node.x, start_node.y), output_size, logical_size);
let (end_x, end_y) = transform_position_with_offset((end_node.x, end_node.y), output_size, logical_size);
debug_canvas.draw_line((start_x, start_y), (end_x, end_y)).unwrap();
}
debug_canvas.set_draw_color(Color::BLUE);
for node in map.graph.nodes() {
let pos = node.position;
// Transform position using common method
let (x, y) = transform_position_with_offset((pos.x, pos.y), output_size, logical_size);
let size = transform_size(4.0, output_size, logical_size);
debug_canvas
.fill_rect(Rect::new(x - (size as i32 / 2), y - (size as i32 / 2), size, size))
.unwrap();
}
}
DebugState::Collision => {
debug_canvas.set_draw_color(Color::GREEN);
for (collider, position) in colliders.iter() {
let pos = position.get_pixel_pos(&map.graph).unwrap();
// Transform position and size using common methods
let (x, y) = transform_position((pos.x, pos.y), output_size, logical_size);
let size = transform_size(collider.size, output_size, logical_size);
// Center the collision box on the entity
let rect = Rect::new(x - (size as i32 / 2), y - (size as i32 / 2), size, size);
debug_canvas.draw_rect(rect).unwrap();
}
}
_ => {}
})
.unwrap();
// Draw the debug texture directly onto the main canvas at full resolution
canvas.copy(&debug_texture.0, None, None).unwrap();
}

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@@ -7,6 +7,7 @@ pub mod blinking;
pub mod collision; pub mod collision;
pub mod components; pub mod components;
pub mod control; pub mod control;
pub mod debug;
pub mod input; pub mod input;
pub mod movement; pub mod movement;
pub mod profiling; pub mod profiling;

View File

@@ -65,17 +65,13 @@ pub fn render_system(
mut backbuffer: NonSendMut<BackbufferResource>, mut backbuffer: NonSendMut<BackbufferResource>,
mut atlas: NonSendMut<SpriteAtlas>, mut atlas: NonSendMut<SpriteAtlas>,
map: Res<Map>, map: Res<Map>,
mut dirty: ResMut<RenderDirty>, dirty: Res<RenderDirty>,
renderables: Query<(Entity, &Renderable, &Position)>, renderables: Query<(Entity, &Renderable, &Position)>,
mut errors: EventWriter<GameError>, mut errors: EventWriter<GameError>,
) { ) {
if !dirty.0 { if !dirty.0 {
return; return;
} }
// Clear the main canvas first
canvas.set_draw_color(sdl2::pixels::Color::BLACK);
canvas.clear();
// Render to backbuffer // Render to backbuffer
canvas canvas
.with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| { .with_texture_canvas(&mut backbuffer.0, |backbuffer_canvas| {
@@ -116,14 +112,4 @@ pub fn render_system(
}) })
.err() .err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into())); .map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
// Copy backbuffer to main canvas and present
canvas
.copy(&backbuffer.0, None, None)
.err()
.map(|e| errors.write(TextureError::RenderFailed(e.to_string()).into()));
canvas.present();
dirty.0 = false;
} }