feat: Implement chunk-based Grid rendering for large grids (closes #123)
Adds a sub-grid system where grids larger than 64x64 cells are automatically divided into 64x64 chunks, each with its own RenderTexture for incremental rendering. This significantly improves performance for large grids by: - Only re-rendering dirty chunks when cells are modified - Caching rendered chunk textures between frames - Viewport culling at the chunk level (skip invisible chunks entirely) Implementation details: - GridChunk class manages individual 64x64 cell regions with dirty tracking - ChunkManager organizes chunks and routes cell access appropriately - UIGrid::at() method transparently routes through chunks for large grids - UIGrid::render() uses chunk-based blitting for large grids - Compile-time CHUNK_SIZE (64) and CHUNK_THRESHOLD (64) constants - Small grids (<= 64x64) continue to use flat storage (no regression) Benchmark results show ~2x improvement in base layer render time for 100x100 grids (0.45ms -> 0.22ms) due to chunk caching. Note: Dynamic layers (#147) still use full-grid textures; extending chunk system to layers is tracked separately as #150. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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6 changed files with 1059 additions and 49 deletions
156
src/UIGrid.cpp
156
src/UIGrid.cpp
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@ -8,10 +8,10 @@
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#include <cmath> // #142 - for std::floor
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// UIDrawable methods now in UIBase.h
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UIGrid::UIGrid()
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UIGrid::UIGrid()
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: grid_x(0), grid_y(0), zoom(1.0f), center_x(0.0f), center_y(0.0f), ptex(nullptr),
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fill_color(8, 8, 8, 255), tcod_map(nullptr), tcod_dijkstra(nullptr), tcod_path(nullptr),
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perspective_enabled(false) // Default to omniscient view
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perspective_enabled(false), use_chunks(false) // Default to omniscient view
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{
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// Initialize entities list
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entities = std::make_shared<std::list<std::shared_ptr<UIEntity>>>();
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@ -24,30 +24,31 @@ UIGrid::UIGrid()
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position = sf::Vector2f(0, 0); // Set base class position
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box.setPosition(position); // Sync box position
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box.setFillColor(sf::Color(0, 0, 0, 0));
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// Initialize render texture (small default size)
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renderTexture.create(1, 1);
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// Initialize output sprite
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output.setTextureRect(sf::IntRect(0, 0, 0, 0));
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output.setPosition(0, 0);
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output.setTexture(renderTexture.getTexture());
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// Points vector starts empty (grid_x * grid_y = 0)
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// TCOD map will be created when grid is resized
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}
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UIGrid::UIGrid(int gx, int gy, std::shared_ptr<PyTexture> _ptex, sf::Vector2f _xy, sf::Vector2f _wh)
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: grid_x(gx), grid_y(gy),
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zoom(1.0f),
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ptex(_ptex), points(gx * gy),
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zoom(1.0f),
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ptex(_ptex),
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fill_color(8, 8, 8, 255), tcod_map(nullptr), tcod_dijkstra(nullptr), tcod_path(nullptr),
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perspective_enabled(false) // Default to omniscient view
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perspective_enabled(false),
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use_chunks(gx > CHUNK_THRESHOLD || gy > CHUNK_THRESHOLD) // #123 - Use chunks for large grids
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{
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// Use texture dimensions if available, otherwise use defaults
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int cell_width = _ptex ? _ptex->sprite_width : DEFAULT_CELL_WIDTH;
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int cell_height = _ptex ? _ptex->sprite_height : DEFAULT_CELL_HEIGHT;
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center_x = (gx/2) * cell_width;
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center_y = (gy/2) * cell_height;
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entities = std::make_shared<std::list<std::shared_ptr<UIEntity>>>();
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@ -57,12 +58,12 @@ UIGrid::UIGrid(int gx, int gy, std::shared_ptr<PyTexture> _ptex, sf::Vector2f _x
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box.setSize(_wh);
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position = _xy; // Set base class position
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box.setPosition(position); // Sync box position
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box.setPosition(position); // Sync box position
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box.setFillColor(sf::Color(0,0,0,0));
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// create renderTexture with maximum theoretical size; sprite can resize to show whatever amount needs to be rendered
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renderTexture.create(1920, 1080); // TODO - renderTexture should be window size; above 1080p this will cause rendering errors
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// Only initialize sprite if texture is available
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if (ptex) {
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sprite = ptex->sprite(0);
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@ -77,23 +78,47 @@ UIGrid::UIGrid(int gx, int gy, std::shared_ptr<PyTexture> _ptex, sf::Vector2f _x
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// Create TCOD map
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tcod_map = new TCODMap(gx, gy);
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// Create TCOD dijkstra pathfinder
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tcod_dijkstra = new TCODDijkstra(tcod_map);
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// Create TCOD A* pathfinder
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tcod_path = new TCODPath(tcod_map);
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// Initialize grid points with parent reference
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for (int y = 0; y < gy; y++) {
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for (int x = 0; x < gx; x++) {
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int idx = y * gx + x;
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points[idx].grid_x = x;
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points[idx].grid_y = y;
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points[idx].parent_grid = this;
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// #123 - Initialize storage based on grid size
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if (use_chunks) {
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// Large grid: use chunk-based storage
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chunk_manager = std::make_unique<ChunkManager>(gx, gy, this);
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// Initialize all cells with parent reference
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for (int cy = 0; cy < chunk_manager->chunks_y; ++cy) {
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for (int cx = 0; cx < chunk_manager->chunks_x; ++cx) {
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GridChunk* chunk = chunk_manager->getChunk(cx, cy);
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if (!chunk) continue;
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for (int ly = 0; ly < chunk->height; ++ly) {
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for (int lx = 0; lx < chunk->width; ++lx) {
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auto& cell = chunk->at(lx, ly);
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cell.grid_x = chunk->world_x + lx;
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cell.grid_y = chunk->world_y + ly;
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cell.parent_grid = this;
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}
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}
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}
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}
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} else {
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// Small grid: use flat storage (original behavior)
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points.resize(gx * gy);
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for (int y = 0; y < gy; y++) {
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for (int x = 0; x < gx; x++) {
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int idx = y * gx + x;
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points[idx].grid_x = x;
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points[idx].grid_y = y;
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points[idx].parent_grid = this;
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}
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}
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}
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// Initial sync of TCOD map
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syncTCODMap();
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}
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@ -147,36 +172,64 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
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// base layer - bottom color, tile sprite ("ground")
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int cellsRendered = 0;
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for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0);
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x < x_limit; //x < view_width;
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x+=1)
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{
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//for (float y = (top_edge >= 0 ? top_edge : 0);
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for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0);
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y < y_limit; //y < view_height;
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y+=1)
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{
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auto pixel_pos = sf::Vector2f(
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(x*cell_width - left_spritepixels) * zoom,
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(y*cell_height - top_spritepixels) * zoom );
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auto gridpoint = at(std::floor(x), std::floor(y));
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// #123 - Use chunk-based rendering for large grids
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if (use_chunks && chunk_manager) {
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// Get visible chunks based on cell coordinate bounds
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float right_edge = left_edge + width_sq + 2;
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float bottom_edge = top_edge + height_sq + 2;
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auto visible_chunks = chunk_manager->getVisibleChunks(left_edge, top_edge, right_edge, bottom_edge);
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//sprite.setPosition(pixel_pos);
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r.setPosition(pixel_pos);
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r.setFillColor(gridpoint.color);
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renderTexture.draw(r);
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// tilesprite - only draw if texture is available
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// if discovered but not visible, set opacity to 90%
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// if not discovered... just don't draw it?
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if (ptex && gridpoint.tilesprite != -1) {
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sprite = ptex->sprite(gridpoint.tilesprite, pixel_pos, sf::Vector2f(zoom, zoom)); //setSprite(gridpoint.tilesprite);;
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renderTexture.draw(sprite);
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for (auto* chunk : visible_chunks) {
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// Re-render dirty chunks to their cached textures
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if (chunk->dirty) {
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chunk->renderToTexture(cell_width, cell_height, ptex);
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}
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cellsRendered++;
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// Calculate pixel position for this chunk's sprite
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float chunk_pixel_x = (chunk->world_x * cell_width - left_spritepixels) * zoom;
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float chunk_pixel_y = (chunk->world_y * cell_height - top_spritepixels) * zoom;
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// Set up and draw the chunk sprite
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chunk->cached_sprite.setPosition(chunk_pixel_x, chunk_pixel_y);
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chunk->cached_sprite.setScale(zoom, zoom);
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renderTexture.draw(chunk->cached_sprite);
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cellsRendered += chunk->width * chunk->height;
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}
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} else {
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// Original cell-by-cell rendering for small grids
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for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0);
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x < x_limit; //x < view_width;
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x+=1)
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{
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//for (float y = (top_edge >= 0 ? top_edge : 0);
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for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0);
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y < y_limit; //y < view_height;
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y+=1)
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{
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auto pixel_pos = sf::Vector2f(
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(x*cell_width - left_spritepixels) * zoom,
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(y*cell_height - top_spritepixels) * zoom );
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auto gridpoint = at(std::floor(x), std::floor(y));
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//sprite.setPosition(pixel_pos);
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r.setPosition(pixel_pos);
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r.setFillColor(gridpoint.color);
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renderTexture.draw(r);
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// tilesprite - only draw if texture is available
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// if discovered but not visible, set opacity to 90%
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// if not discovered... just don't draw it?
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if (ptex && gridpoint.tilesprite != -1) {
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sprite = ptex->sprite(gridpoint.tilesprite, pixel_pos, sf::Vector2f(zoom, zoom)); //setSprite(gridpoint.tilesprite);;
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renderTexture.draw(sprite);
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}
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cellsRendered++;
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}
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}
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}
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@ -368,6 +421,10 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
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UIGridPoint& UIGrid::at(int x, int y)
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{
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// #123 - Route through chunk manager for large grids
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if (use_chunks && chunk_manager) {
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return chunk_manager->at(x, y);
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}
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return points[y * grid_x + x];
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}
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@ -1109,7 +1166,8 @@ PyObject* UIGrid::py_at(PyUIGridObject* self, PyObject* args, PyObject* kwds)
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auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "GridPoint");
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auto obj = (PyUIGridPointObject*)type->tp_alloc(type, 0);
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//auto target = std::static_pointer_cast<UIEntity>(target);
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obj->data = &(self->data->points[x + self->data->grid_x * y]);
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// #123 - Use at() method to route through chunks for large grids
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obj->data = &(self->data->at(x, y));
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obj->grid = self->data;
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return (PyObject*)obj;
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}
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