feat: Add dirty flag and RenderTexture caching for Grid layers (closes #148)

Implement per-layer dirty tracking and RenderTexture caching for
ColorLayer and TileLayer. Each layer now maintains its own cached
texture and only re-renders when content changes.

Key changes:
- Add dirty flag, cached_texture, and cached_sprite to GridLayer base
- Implement renderToTexture() for both ColorLayer and TileLayer
- Mark layers dirty on: set(), fill(), resize(), texture change
- Viewport changes (center/zoom) just blit cached texture portion
- Fallback to direct rendering if texture creation fails
- Add regression test with performance benchmarks

Expected performance improvement: Static layers render once, then
viewport panning/zooming only requires texture blitting instead of
re-rendering all cells.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
John McCardle 2025-11-28 21:44:33 -05:00
commit abb3316ac1
3 changed files with 389 additions and 36 deletions

View file

@ -28,10 +28,27 @@ public:
UIGrid* parent_grid; // Parent grid reference
bool visible; // Visibility flag
// #148 - Dirty flag and RenderTexture caching
bool dirty; // True if layer needs re-render
sf::RenderTexture cached_texture; // Cached layer content
sf::Sprite cached_sprite; // Sprite for blitting cached texture
bool texture_initialized; // True if RenderTexture has been created
int cached_cell_width, cached_cell_height; // Cell size used for cached texture
GridLayer(GridLayerType type, int z_index, int grid_x, int grid_y, UIGrid* parent);
virtual ~GridLayer() = default;
// Mark layer as needing re-render
void markDirty();
// Ensure cached texture is properly sized for current grid dimensions
void ensureTextureSize(int cell_width, int cell_height);
// Render the layer content to the cached texture (called when dirty)
virtual void renderToTexture(int cell_width, int cell_height) = 0;
// Render the layer to a RenderTarget with the given transformation parameters
// Uses cached texture if available, only re-renders when dirty
virtual void render(sf::RenderTarget& target,
float left_spritepixels, float top_spritepixels,
int left_edge, int top_edge, int x_limit, int y_limit,
@ -55,6 +72,9 @@ public:
// Fill entire layer with a color
void fill(const sf::Color& color);
// #148 - Render all content to cached texture
void renderToTexture(int cell_width, int cell_height) override;
void render(sf::RenderTarget& target,
float left_spritepixels, float top_spritepixels,
int left_edge, int top_edge, int x_limit, int y_limit,
@ -79,6 +99,9 @@ public:
// Fill entire layer with a tile index
void fill(int tile_index);
// #148 - Render all content to cached texture
void renderToTexture(int cell_width, int cell_height) override;
void render(sf::RenderTarget& target,
float left_spritepixels, float top_spritepixels,
int left_edge, int top_edge, int x_limit, int y_limit,